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EternityTide

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  1. Food, water and other consumables freeze in subzero temperatures As it stands, the only things seemingly affected by the temperature is your warmth-meter and carcasses. A previously requested feature that I have yet to see incorporated into the game is frozen items. Water bottles particularly - it's unreasonable to find a 1 litre water bottle on a corpse that's been sitting in -20 degrees Celsius conditions for the past 5 days, and find its contents to still be liquid. Foods should also freeze and have a drastically reduced decay rate as a result, at the expense of more fuel required to thaw and cook them. Quartering frozen carcasses would also be safer, as frozen meat smells less than fresh meat, and so wolves would be less attracted to frozen quarters than fresh quarters. This should also apply to toilet cisterns and other potable water sources where you either have to smash the upper layer to access the water, or forego collection altogether because it is frozen solid. This, I feel, would add more challenge and difficulty to the game overall.
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  4. Regarding the oddness of large objects in backpacks, have you thought that potentially large objects such as the rifle/prybar/bow/hatchet/etc are strapped onto the outside of the bag? That's how I have always viewed it. Regarding water, finding containers would be nice, but also craftable waterskins would be an interesting addition. But you should start each game with a plastic 0.5l bottle, just to make things easier - but then make this a fixed part of the inventory until it can be switched out with an alternative.
  5. If anything, corpses become useful landmarks to me in the game in its present state. Eventually they just blend into the background and I stop seeing them. I just walk straight past them. Once I've looted them, they are of no use to me, so a means of getting rid wouldn't be unwelcome. I also find that they tend to clutter the place up and make an otherwise orderly home rather messy (I find myself clearing out the pillows and old bedrolls in the trailers because I can't stand the mess). I frequently clear places out and reorder them so that the next time I return, I can grab what I need and hit the road again, and corpses just get in the way of that kind of thing.
  6. Medical supplies are limited. If you go down with simultaneous parasites and food poisoning, you gonna die, because you don't have enough resources to treat that there (unless you hit the mother load in antibiotics). Alternatively, he could have been the victim of human violence. You can't tell, really. Given his position, I'd say he was killed by someone. As for burial... possibly, but I would rather see a gradual decay mechanic implemented for human corpses as well as deer. Deer corpses slowly dissolve into the snow over time, the only reason human corpses don't is because they carry higher value (non renewable) items. In a survival situation, the concept of burial is a bit strange to me, because I tend to follow the same lines of logic as Everest expeditions do: It makes more sense to me to just allow looted bodies to sink into the snow and disappear. Storage should be available in the form of caches (which are set up like snow shelters), as oppose to this weird concept of using a corpse to store 50 kilos of venison.
  7. Actually, I think I would second this idea. There is a degree of this already in place - fire chance decreases if you use inferior materials (newspaper or newspaper roll, although I feel there should be a -7% fire chance for newspaper rolls, because they don't burn easily due to their density, as well as the ash choking the flame) Tinder bundle would be your all-rounder, good for most applications with a reasonable fire chance in normal conditions. Cat tails would be great in still conditions and indoor fires, with +2% increased fire chance for igniting cedar wood and a +5% chance of lighting sticks, but in wind would burn out too quickly, so in windy conditions, would lose 1% firechance for every 5kmph of wind. Birch bark is very resinous, and burns with a reasonably hot flame. This is would increase the chance of lighting difficult woods (i.e fir) by +3% and give an additional +2% bonus to lighting the firelog (on top of the existing 7% boost) or cedar firewood. With sticks, it shaves perhaps 10% off the time required to light them. Also, it is more resilient to wind, allowing fire starting in slightly windier conditions than other tinders. Consider this as an example of where it would apply: You've gone out on an early morning hunt, the sun hasn't yet come up, and you are getting cold fast. You make your kill, quarter it and start heading back. Then, as the sun comes up, a blizzard rolls in and you need to take shelter. You try to light a fire, but the wind keeps blowing it out. Fortunately, you have a piece of birch bark which allows you to light a fire in higher wind speeds. Because of that fractionally better firechance, you don't freeze to death, and live to hunt another day.
  8. Such is the risk you take when you communicate with any large group of people - the general rule of thumb is that you cannot EVER please everyone. It's impossible. The trick is to manage your community in such a way that your communication is as clear as possible to avoid confusion, and to make decisions that benefit the community majority. You will always have a minority who will complain and scream blue murder. The only thing you can control, really, is what information you give out, so if you keep that information to a high standard then you are doing fine. In the meantime, batten down the hatches and ride out the whingers (but don't entirely ignore them, because you may miss some important concerns).
  9. [Ambles in nonchalantly] [looks around forum] [Notices firestorm] Christ on a bike...... [performs tactical retreat]
  10. I seriously doubt that a makeshift arrow from a fairly low draw weight bow would be able to penetrate a Wolf skull. For a bow of this poundage, the killing factor is blood loss. Very rarely would you get a shot that would destroy vital organs.
  11. I honestly think that the "one-shot-kill" mechanic needs to be done away with. Unless you hit something absolutely vital, there's no reason a wolf should go down in one shot. Therefore, I think the hitboxes need to be revamped, with lethal shots being the eyes, the heart and the base of the neck. If you hit anywhere else, a timer starts, with an RNG that calculates every ten seconds whether the blood clots or not. If the timer runs out before the blood clots, the wolf dies. Of course, the wolf will run away and be afraid of you if shot, but this gets rid of the "fmolwba" aspect. There should also be a cool down timer that reduces a wolf's aggression to 0, making it flee at any chance it gets. A tiny aggro radius around it should trigger a unique attack scene where the wolf will immediately pounce on you and then run away after knocking you flat on your back.
  12. I like the way this idea has fleshed out, so I would like to add to it. First of all, I would like to address this issue of "free meat on legs with a bad attitude" that wolves are now perceived. Lately I've been playing a lot of Don't Starve, and the behaviour of a certain creature springs to mind. The Varg, as it is called, is an aggressive, high HP wolf-like creature who can summon hounds (which are smaller and weaker, but still dangerous adversaries) by howling - without this ability, the Varg would be much easier to defeat. Therefore I suggest a tweak to the wolf behaviour. Lone wolves would behave similarly to @Kyopaxa's idea, however they would be more timid and reluctant to attack. Entering a certain radius would aggro the wolf, who would bark and run away - this bark would alert other wolves within 200-250 metres to your presence and they would converge on you. Wind direction would asymmetrically increase the detection radius, meaning that upwind you are more likely to be detected, but downwind you can get closer without being detected. The wolves would also be equipped with a "vision cone" that is sensitive to movement at long range, but can detect you regardless of position or movement at short range. They would also have a dynamic hearing radius - in cold, clear, windless conditions, their hearing radius is at its furthest extent. Blizzard conditions reduce it to within a 10 metre radius (visibility impairments also effect their vision cone). Wolves should also posses a internal volume count. Fully fed wolves are less likely to pursue you, less likely to attack, but are also disinterested in decoys. Starving wolves are very likely to pursue you, more likely to attack but CAN be distracted by decoys. Killing a starving wolf only provides 2 kilos of meat, and a 75% condition hide. Fully fed wolves provide a full 6 kilos of meat and an 100% condition hide. Overhunting an area increases the chance of the local wolf population becoming starving wolves. Cooking food on the campfire increases your detection range downwind for both bears and wolves, and at night, using torches or lanterns in clear conditions attracts wolves.
  13. I'd rather get a whole new PC. My CPU is coming up for 4 years old now, and it was the lower end of the market. The motherboard is second hand, my HDD is reasonably well managed, so I have still got a few hundred gigabytes left. A tower PC is rather bulky to transport, so I think I will invest in a gaming laptop.
  14. It's the GPU. I reckon some of the RAMDACs have shuffled off this mortal coil. It's only been about 5 months since I was fitting new RAM sticks (16GB), I gave her a good brush down and clean up. My room was very warm when it crashed, so perhaps the GPU overheated. I've been keeping my room at around 15° since as a precaution. No problems since (I think the GPU has damage control software built in that has helped mitigate damaged sections, unless the damage was not that serious). Anyhoo, I'm keeping a weather eye on my GPU in case it acts up again.