• Announcements

    • admin

      Rules and Guidelines for the Hinterland Forums   07/28/2017

      The Hinterland Forums strive to be a place that is positive, inclusive, welcoming and comfortable. A community where intelligent, entertaining and meaningful conversations can occur. The rules are presented with these goals in mind. Warnings, bans, and lifetime bans are all at the discretion of Hinterland depending on the seriousness of the infraction.
        Rules and Guidelines for the Hinterland Forums No Backseat Moderating Let the moderators do the moderating. Backseat moderating is when people who are not moderators try to enforce the forum rules. If you see a person breaking the rules, take advantage of the Report () button or simply ignore the offensive post(s), thread, or review. Report Posts to Moderators Should you observe a fellow Community member breaking these rules please report the post or item by clicking flag button located on every item, post, and review. Do not do any of the following: Flame or insult other members Bypass any filters Post personally identifiable information (i.e. name, address, email, phone number, etc.) Bump threads Derail a thread's topic Post links to phishing sites Post spam or Re-post Closed, Modified, Deleted Content Repetitively post in the incorrect forum Openly argue with a moderator
      Off-Limit Topics/Replies Do not post any topics/replies containing the following: Porn, inappropriate or offensive content, or leaked content or anything else not safe for work Any discussion of piracy will result in a permanent ban from the Hinterland Community including, but not limited to: Cheating, hacking, game exploits Threats of violence or harassment, even as a joke Posted copyright material such as magazine scans Soliciting, begging, auctioning, raffling, selling, advertising, referrals Racism, sexism, homophobia, or discrimination Abusive language, including swearing Religious, political, and other “prone to huge arguments” threads No support will be given to those using cheat tools, or hacked/pirated copies, and any forum users who discuss pirated/pirating software will be removed. Please note that these guidelines may be edited or added to by Hinterland Studio as needed. If there is something you do not agree with, please email info@hinterlandgames.com


  • Content count

  • Joined

  • Last visited

Community Reputation

25 Survivor

About loriaw

  • Rank
  1. More choice of characters for survival

    Skill means nada in this game. Even the badges that have to be 'earned' by repetition and a certain amount of time played mean very little when they become limited for each higher game level. The skill books only bump you ahead in how many times you have to repeat doing the same thing over and over and over and over before gaining a point, not to mention some are only good for tinder on 'loper. Having a variety of skills/age/abilities as far as a beginner would at least break up the monotony of playing after the first 30 in-game days. The only other long term solution would be for the devs to actually flesh out and implement a skill tree. For instance, by 500 days starting with less than rudimentary skills a player should have learned something more than the map. For that matter, once you do learn the map, any list of reasons to play beyond those initial days gets shorter. The advances earned within those 5 points of skill really don't come close to approximating the skill that would be needed to last 500 days in the game climate. Some of us playing the game actually want to 'survive' ~ not just loot, dodge wolves, and subsist on nothing but lean meat. Some of us would just like some variety (if nothing else) to make different playthroughs worth the time it takes to grind out the little bit of skill we can learn. Personally, if I do something 500 times I expect it to be either far more difficult to learn to be proficient ... or a far greater ability to perform that task (as a for instance). I'm not all that concerned with balance across the various modes either since I never ever ever wanted 'loper', tooth grinding, or for the game to make me sit on the edge of my seat with my body clenched in anxiety over making it one more minute. There really are valid reasons people are requesting these additions/changes. If nothing else, I'm neither Will nor Astrid, and it has become frustrating after 2000+ hours trying to limit myself via playing 'them'.
  2. More choice of characters for survival

    Wish I could upvote this more. It's something that I discussed with others quite some time ago, with a 'random' sort of pick male/female and then deal with the character you are assigned sort of thing. A few different ages, each starting with a different skill set (strengths, weaknesses, buffs), and then play. I wouldn't care if Will and Astrid were left as options, but the sheer challenge of starting off as a 14 year old with no real skills, or a 60+ year old with limited climbing/stamina but better firestarting/cooking/fill it in with whatever would set a new challenge for each playthrough. It wouldn't really require various 'professions', but the random buffs and weaknesses would make everyone change up their game each time they started anew ~ and without requiring a single thing changed by the devs outside of a few extra paper dolls.
  3. Vegan challenge

    Actually, even the candy bars would be off limits since they contain milk. No sweaters. No wool socks, long johns, sweaters, shirts, ear flaps, scarves, balaclava, long wool scarves, toques, or wool mittens. No rabbit mittens, deer skin pants or boots, wolf coat, bear coat, moose satchel, or moose coat. No canned milk, pork n beans, chocolate bars, MREs, jerky, or dog food. MREs maybe ~ if you only consume half and toss the rest because the main entree is generally a meat meal (there is a veg option, but the majority contain a meat item which is also the bulk of the calorie content). That leaves cotton and synthetic clothing items, cat tails, energy bars and granola bars (both of which may or may not actually be vegan), peanut butter, peaches, crackers, tomato soup, water, coffee, tea, soda. While I eat occasional vegetarian meals irl, there is no way I would consider it in any survival situation ~ nor would I kill aggressive animals just to leave them lie there and rot ~ and the only options the game gives us are to harvest them or leave them to rot. Just because it is accelerated the waste factor remains. Not a bad challenge, but one I'll pass on. I actually play this game as a survival game (in spite of the attempts to force me to die lol). I'll give you the upvote for the idea though :-)
  4. Wish list for 2018-2019

    Warning ~ short story ahead Better cooking and more foods. More harvestables such as wild onion, wild carrots, wild ground nuts (similar to potatoes) that can be dug up with a sharpened pointed stick (sapling). A basket of apples in PV at the farmhouse. More canned food variety such as mixed vegetables, beef stew, beans, corn, chicken noodle soup, vegetable soup, ravioli, etc. Staples such as oatmeal, biscuit/pancake mix, salt and pepper, basic spices such as garlic and onion powder, parsley, sage, thyme, oregano, etc. Hot chocolate mix, sugar, rice, dry pasta. Cooking things such as a stew that would provide several meals (meat, vegetables, spices, rice or pasta). More fleshed out illness/injury care. The bottom line is that injuries or illness would be fatal more often than not for any survivor along and in harsh, frigid conditions. Magic pills don’t exist. Food poisoning recovery time increased to 48 hours and require double the normal fluid (water, tea, soda) during that time, along with increased fatigue. Sprains should take up to a week to recover from (variable, particularly with multiple sprains) and require pain pills or tea for better sleep. Hatchets should not be an option the same way weapons aren’t. Pick up those sticks! Broken ribs should take a minimum of 30 days to recover from with reduced stamina, no climbing, and pain pills or tea for better sleep. No hatchet or weapon use the first two weeks. Dysentery is becoming resistant to most antibiotics and requires an antimicrobial drug (actually two of them). It should require bed rest for a minimum of 3 days, and greatly reduced activity/stamina for a week. Lack of proper care (including more than a gallon of fluids per day) should result in death. (new drug, new bottle color) Intestinal parasites should require an anti-worm medication. Antibiotics don’t kill little worms. The recovery time should vary between 14 and 30 days (still only half the actual time), and the side effects from the antiworm meds should limit stamina greatly. (new drug, new bottle color). Cabin fever determination should eliminate time spent reading and crafting, nor should it kick in until after the first 30 days minimum. It really shouldn’t kick in at all unless a player spends 72 consecutive hours indoors doing nothing but eating and sleeping (outside of illness and required sleep). More animals Ptarmigan ~ winter white plumage and entirely appropriate for this island. Wolverine ~ dangerous to humans if harvesting a kill. Traps would be an awesome addition. They typically follow wolf packs or lynx to scavenge their kills during the winter and early spring months. Lynx and Snowshoe Hare. Make the lynx rare and a detriment as they eat snowshoe hares almost exclusively. Should only be a danger to injured or sick humans. Change predator behavior in Pilgrim mode. Predators should not run around frantically because they see Bob. Most of the time Bob won’t ever know they are there without actively tracking them or catching a glimpse of one. Walking towards one should simply change the direction of the animal so it walks away from the human. They may stand and snarl a bit when confronted (the way they do when eating a kill), but the crazed lunatic behavior currently employed in Pilgrim is just insulting; to the animals AND to any human who knows even a little bit about them. Please, please, please fix this! Cleanup and base arrangement Please allow us to clean up the paper, the broken doors, close drawers, etc. What a place looks like when first entered is part of the game ambience, but it is tacky and trashy to continue to allow the place one calls ‘home’ to look like a dump. This is actually becoming a game breaker for me. I detest messy houses. I detest broken things that are SUCH an easy fix (seriously, how hard is it to screw the hinges back into the cupboard frames, even if you have to use the workbench to bend them back into shape?!?)I have lived in a shed for 18 months, with bare wood floors and using a broom and a screwdriver is something the average three year old can manage. Use a cut screen if necessary, but give us the option to click a broom and select ‘clean up’. Do the same for cupboards and dresser drawers with ‘repair’. Allowing us to pick up and place the plastic containers and metal bins should be a no-brainer, but it has been asked for repeatedly and ignored. Any reason why? New crafting and crafting methods Currently, pelts are ‘cured’ by tossing them on the floor. This doesn’t produce a useable pelt suitable for making clothes. It makes rawhide (with the texture and flexibility of big heavy plastic dumpsters). Give us a tanning rack and require soaking them, stretching them, and scraping them. It really should require using the brains (each animal comes with the exact amount of brains required to ‘save’ it’s skin), but at least performing the rest of the necessary steps should be required ~ and a learned skill. Early skinning should produce only ruined pelts. As skill grows they should progress to ‘poor’, ‘adequate’, and ‘this is a good one’. The same slow learning should apply to cutting/sewing them into clothing. This is an advanced skill that anyone who has done these things would tell you can’t be done without practice and a lot of error. Reading about people wearing rabbit skin mittens and deer skin boots and pants within 10 days is … ridiculous. A crude loom (from saplings and reclaimed wood) to weave a rabbit skin blanket. Require 50 skins and once it is placed it stays there. If a person moves and wants another one they have to make another one. Should require a minimum of 45 work hours to complete. Baskets from cattail stalks. No workbench required, just 10-20 work hours depending on the size. Allow use as a container. A functional wood bin for indoors. Wood that has been inside more than 30 days should burn better than totally green wood that is wet and just harvested. Candles ~ bear fat, tin can, cloth. No heat output and dimmer light than lantern. Only good indoors or in caves. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Even though the game is not a sim, there are points that have been grossly ignored and/or glossed over. Since the only way out is death or quitting, add more ways to die due to lack of experience as well as the very real ways to die due to illness and injury without a doctor and other people to help. For that matter, toning down the wolves and bears except during the aurora, and upping the ante on other clothing/crafting, would be sort of epic to those of us who have even a smidge of actual survival experience. Even weekend campers would likely appreciate the difference. I realize that ‘loper players would not ~ nor would they likely survive more than a week unless they are very, very good. I don’t have any suggestions other than custom setting to turn off any new things such as I’ve listed here, but most things are already configurable with custom settings. Adding the rest in wouldn’t be that difficult. The flip side of this is that even a Pilgrim run with all of the added illness/injury requirements, plus much more difficult hunting, extended crafting and cooking, etc. would be an actual challenge. At any setting, for me, these things would actually make me appreciate surviving and waking up each morning.
  5. Candles (2 types)

    Except ... I've looked at the Unity engine. Except ... we already have lanterns that can be carried as well as placed. Except ... Hm. I've got nothing. Except ... for a dev team that claims it doesn't support the wholesale slaughter of animals, they sure don't allow us to 'waste not want not'. The whole 'balance' thing is becoming a well worn excuse for certain things. Candles are absolutely doable, would not strain the game any more than a lantern, and are something so common place that their lack is a glaring black hole at this point. We have bears that come loaded with fat. We have place-able empty cans. We have cloth that could be braided into a crude wick. We just aren't allowed to have candles. Huge difference between not allowed and can't be done. I'd prefer an open answer from the devs given that half the other games created with Unity have candles.
  6. Add my name to the list of those interested in buying the map and/or journal.
  7. ''MEAT STEW''

    Having read a good many of the issues here and on Steam and a few other forums over the years, I still wonder why so many people found the controls and mechanics of this game so difficult. I'm used to playing with Campfire, Frostfall, CACO. and quite a few weather and other mods in Skyrim ~ and while there can be a steep learning curve to all of those I managed without reading or watching any tutorials. I'd absolutely love to see even a minimal setup like that in this game since this is sold as an actual survival game rather than an RPG. I realize that a true survival 'sim' would be a niche game, but I'm also sure that it would have some die hard followers and players. Weather events, wild animals, injuries, etc. make surviving tough. Not having any experience makes it pretty much impossible beyond a few days ~ although luck might drag things out a bit. I'd rather have real issues instead of an RNG dice roll every time though. Hopefully a few of these things eventually make it into the game. I took a serious look at the Unity engine earlier today, and none of this is impossible. In fact, everything in this thread should be fairly easy. What I'm not sure of is whether any of it fits in with where the devs are headed with their final product. Mostly what I would like is a survival game that relies on survival skills, gained the hard way while playing, and with something more than only a monotonous grind after the first 50 days. Whether it is better cooking, more detailed illness/injury/healing, better crafting, or some combination of those is immaterial. I've got no interest in Stalker/loper modes at all since it's just a sprint for loot drops and zombie critters with lots of bad weather sprinkled on top. I prefer Voyager or Pilgrim but both of those are SO grindy after the initial two weeks of game play. I need something to 'do', not amped variables, to keep me engaged. Right now if I found a can of corn or a salt shaker I'd be over the moon for a week LOL!
  8. ''MEAT STEW''

    @Mroz4k While I can appreciate the difficulty that some people may have with some of this, it would actually replicate the difficulty most people would have trying to survive under these circumstances. Most of the controls and mechanics to cook are fairly well known now, and maybe adding those to the 'tutorial' aspect in Wintermute would cover that. Fwiw, there was NO tutorial when I started playing (there was only ML) ~ everything required a learning curve and more than one death while figuring it out. The goal of this game isn't to be 'easy' ~ and the devs have stated repeatedly that it isn't a 'sim'. Spices found in homes should be a no brainer to anyone over the age of 10 though. It's basic cooking. The same would apply to other commercial food items. Recipes .... not sure I'd like them added to the workbench (I already have serious issues with how flawed that thing is as implemented). Maybe unlocking new ones as cooking skill is gained would be better, and certainly more natural. Soups and stews, along with rendering fat should require a cooking pot. Just heating water, tea, coffee, or ... hot cocoa! ... could be done with a can. If the powers that be ever grant us things like a biscuit/pancake mix, cake mixes, etc., a frying pan could be added (I make biscuits and other desserts in my cast iron pans all the time ~ on top of a wood stove as well as in an oven). You bring up a valid point regarding fat/bone/meat ratios. What about just requiring the broth for dysentary and food poisoning instead of making it a food item? Add just a small percentage of bone that can be collected and let the extra weight be the balancing factor. It's already a pain to haul the meat, hide, and guts from a bear or moose back to your base ... the added weight for bones and/or fat would require more trips as well as more firewood to process. And, while I absolutely agree that naturally occurring foods and supplies should be more infinite than any commercial items, plants just don't grow in winter without a greenhouse and a certain amount of care and or heat being provided. What is there naturally would be there, but more wouldn't grow without a spring and a summer. I also agree that a much greater variety of food being available is very valuable for morale purposes in the long term. That being said, if the devs base plant availability on a learned skill instead of just being there (via skill books), and they were basically 'invisible' and unavailable until the skill is learned, it might be a way to extend plant availability ... and add variety in the later gameplay that isn't there initially. In other words, early game would provide commercial products while late game would fill in with harvestable items that one would have to backtrack for as the skill is advanced. It shouldn't be all that difficult to code in a trigger for each plant when a book is read so they spawn across the regions. I've coded that myself in my own mods without any sort of learning other than trial and error. Using just a pointed stick, maybe fire-hardening the tip, to harvest/dig up tubers would add a craftable tool ~ and balancing it would mean deciding whether to make a bow or a digging stick with that maple sapling. Just to explain my 'angst' regarding the workbench, it is absolutely unnecessary for ANY of the current crafting choices. What we do need is a tanning rack/stretcher, and a scraping tool as far as hides. Sewing tanned hides and worked pelts shouldn't require that workbench either, although it provides a nice work area. While I'm stoked about finally getting a bunny hat, something else I'd like to see would be a bunny blanket which requires at least 50 pelts and a very simple loom (could be easily made with reclaimed wood and leather strips (a piece of cured hide and a knife to craft). The technique is low tech but time consuming (each pelt is cut into a continuous circular formed strip, and joined together by cutting a slit in one end to loop the next pelt into). The loom in real life would require nails around the edges, but since so much of what is 'real' is glossed over, I don't see any need for an additional item to locate or create. If the blanket can only be 'placed' one time, it would become a valuable source of additional warmth to balance clothing degradation somewhat. Also ~ as far as Stalker and 'loper players, they would have the options, but could still rely on simple chunks of meat for later game play if they didn't want to bother with additional cooking and/or crafting skills. Imo the extra plants and items would still balance out at those levels due to the increased skill/book requirements and the time necessary to survive to achieve those levels. Just because the game isn't a sim is no reason to not flesh out the skills one would actually need to survive. The same applies to illnesses and injuries. There is no magic pill to cure food poisoning in a mere 10 hours, and no tea is going to heal broken ribs in two weeks. One application of an antiseptic and bandage would not prevent a wound from festering or developing into sepsis. All of these should require far more medicine, bandages, and time. Adding broth as a requirement to treat some of them would be a very good thing. I've had food poisoning. Believe me, there is NO way I'd be scarfing down hunks of venison or questionable sardines while suffering from it. I'd be stuck on soda, crackers, tea, and water ... but the bone broth could supply nutritional requirements for perhaps a 72 hour time period in game, and would make hauling the bones worth the extra weight. Unlike the tea and coffee, it should have a degradation curve similar to meat as well. Survival on this island would be very possible as long as one has the knowledge of what to look for and how to use it. In a lot of ways, essentials seem to have been completely overlooked with the thought that most people wouldn't survive long term. That's been more than adequately proven to be doable, but grinding out those days isn't all that worth it. I tend to only play to 100 days or so at this point and rarely even get to every region just because the 'routine' is not varied and there really isn't all that much to do once you have decent crafted clothing and weapons. I'd really love to see 'more', and a reason for extending a playthrough beyond the initial gearing up.
  9. ''MEAT STEW''

    Ok lol ~ you asked for it! Groundnuts, similar in taste and texture to white potatoes, can be boiled or roasted. Jerusalem artichokes, Indian Bread Root, looks like a small sweet potato. Can be boiled or roasted. Also sliced and dried, can be ground and mixed with water to make fried/baked cakes. Extremely nutritious. Wild leeks Wild carrots All can be left in the ground and harvested when needed (or found) because frost or freezing doesn’t ruin them. Most common spices can be found growing wild, although the harsh cold and winds would likely render those useless in most cases. Tubers can be harvested with a stick that has one end sharpened (and it was done this way for centuries by our ancestors). I find it odd that not one single home had a garden ~ which even in winter may have some left overs to glean. Same goes for that orchard in PV. Common household spices; Salt and pepper ~ Sugar and brown sugar ~ Garlic powder ~ Onion powder ~ Parsley ~ Sage ~Rosemary ~ Thyme ~ Oregano ~ Marjoram ~ Basil ~ Tarragon ~ Ginger ~ Mint ~ Vanilla ~ powdered milk ~ bouillon ~ etc. Molasses and/or maple syrup Hot chocolate mix or cocoa Jelly and jam Cake mixes (with one of those cans of soda can be baked just like a regular cake, or tossed in a cast iron pan and made into cookies!) All of these except salt should be rather long lasting since usually a teaspoon is all that is needed for a large pot of soup. Salt can (and it should be implemented as such for any survival game imo) be used to preserve meat when mixed with sugar. A salt and sugar dry rub doesn’t require pink salt/nitrates unless you’re using commercially raised and slaughtered meat. Other items that shouldn’t be difficult to add would be mixed canned vegetables, beans, peas, corn, a variety of soup, beef stew, canned chicken and tuna in addition to sardines, oatmeal, pancake/biscuit mix, rice, dried pasta, etc. In many ways what is found now inside homes as far as quantity is ok if one considers that food may have grown scarce before a mass exodus (assuming one since there are so few bodies). Those who left would likely NOT have packed out spices and basics, particularly opened boxes/bags of various items. Maybe finding a bag with three servings of rice instead of a full one, half a box of biscuit mix, etc. would be more realistic. Spices with 2-16 uses per jar, half bags of sugar, etc. The other item that ~ to me ~ is glaringly absent is candles. The darn things come in all colors, shapes, and scents. Most homes have a few tucked away. In addition, we’re havesting bears which are loaded with fat that can be rendered in those large pots and poured into an empty tin can with a scrap of cloth as a wick. They are smelly candles to be certain, but they are a light source. All of the arguments against placing candles as a light source make no sense now since we can place cans AND lanterns already. Along with the meat and fat, animals have bones. They can be used to make a healing and nutritious broth, and knife handles (same goes for those antlers!!). Perhaps finding some plants could require reading research books since the average person wouldn’t recognize them. Same could go for rendering fat for candles. There is no learning curve to curing hides for use, but the simple truth is that I’ve met no one who can just skin an animal and end up with a full useable hide (even with all of the chemicals available, and certainly not using brain tanning procedures). They require soaking and stretching and fleshing, etc. None of that is addressed ~ and the current game procedure of tossing hides and guts on the floor would only result in a stinky mass of rot. Our initial attempts at harvesting hides should result in very poor quality skins to start with, and failures when tanning them ~ at the very least. Skill should build up between research books and hands on experience. In many ways, so MUCH that could have/should have been included in a real survival game (not a sim btw, just a survival game) has been left out entirely. I know the devs have strongly denied that we’re all just supposed to die quickly and spectacularly; the undeniable lack of survivability sort of belies that. Grinding out 500 or 1000 days is more than possible. Many players, including myself, have done so. Beyond the initial rush to get geared up though, it becomes quite tedious. Actual cooking would help. More plants, various crafts, and a true need to learn how to process hides before we can just magically turn them into clothing would be awesome to fill up a lot of those hours. I know that ‘loper players, and most Stalker fans wouldn’t appreciate such additions, but they aren’t playing the game as a survival game to start with. It’s more about the knuckle grinding and edge of seat moments, and living another day is just a bonus. I was kind of sad when the devs veered off in that direction rather than more ‘survival’ content … but as much as I love this game (with more than 2000 hours played) it is going to have to offer more. Once the regions are known, and the loot spawns located, there isn’t all that much to do beyond grinding out the days. I’d love it if the skill to tan a hide and craft a pair of boots or pants wasn’t possible before day 100 and at LEAST as many attempts as the current mending skill. I’d love it if we could actually cook something other than a hunk of meat, or nosh on the mystery goo in a can of dog food. I’d love to be able to take some powdered milk, vanilla, and salt and mix it up with snow for snow ice cream! I dream of biscuits to wrap around my morning chunk of meat or to sop up soup/stew with. A pot of soup with a chunk of meat cut up into it, veggies, some tomato soup or bouillon for flavor (or added to a hearty broth from previous bones) with pasta or rice, and could be reheated for several meals. Yeah ~ I’d rather see a good bit of this added instead of more regions with nothing but the same loot (speaking of … why can’t we have bathrobes and slippers to curl up in at night lol?).
  10. ''MEAT STEW''

    There are quite a few wild tubers and root vegetables that are there all winter as long as some animal hasn't already dug them up. Carrots, potatoes, onions are generally available and should be on Great Bear island. There should be apples or pears in the PV orchard as well. Any of those, along with a can of tomato soup would make a decent stew or soup. If the devs ever get around to adding some basics (oatmeal anyone?), apples and pears could be added to that when we have them. Just adding rabbit or venison to a can of beans would be an improvement imo. Also, with the cooking pot, we should be able to boil a piece of meat and not only have the meat, but a pot of broth that can be used as either hot soup or a hot drink (maybe require it for things like food poisoning/dysentery if the devs flesh out those illnesses a bit more). I realize that players who are into the 'rush' factor on interloper would probably not like having cooking become any more detailed ~ but the reality is it would add a lot of immersion, some realism, and something to do besides playing solitaire during a blizzard. Those who are familiar with camping know that a good pot of food at the end of the day kind of makes the day. +1 to spices as well. Many are medicinal in addition to making plain meat more tasty, and I honestly have never stepped foot in a home that didn't have salt, pepper, and garlic powder at the very least. My own spice collection takes up half of my kitchen wall, and there are mason jars stored in the cupboard to refill the smaller jars. Oatmeal and pancake fixins really seem like they should be found in a land where a warm, hearty breakfast would be welcome due to the cold winters. Same goes for biscuit mixes to sop up gravy and soups. If we can slap a pot on a stove or fire, a frying pan isn't much of a stretch. Mix up batter in a tin can and bring on the pancakes please :-)
  11. Roasting and spits

    A simple spit can be made from two forked sticks and a green one with the end sharpened. Skewer a hunk of meat with the green stick and rest it on the two forked sticks over a fire. What would be far more immersive is being able to build up a bed of coals instead of nothing but roaring flames to go with that spit.
  12. I haven't played SD in over a year ~ but I remember piling about 20 crabs on top of a few shark steaks into a pyramid and pulling out each one as it dinged to signal it was done lol. Platform over a campfire cooking at it's finest :-) There are many things I like about the new system in TLD, a few things I don't ... but I agree, there is room for improvement (and a simple spit made from a couple of sticks!).
  13. 1 possible way to add "Multiplayer"

    I think this might be possible, at least as far as journals go. I'd suggest submitting one to the devs so it meets their approval. This would cut down on how many might be found, and they could be randomly spawned so we wouldn't always find the same ones. The idea of footprints, gunshots, campfires, or even random shouts and the like may or may not be all that atmospheric. Gunshots would ... but random footprints that never disappeared would be immersion breaking imo. +1 on the journals though. Something to actually read would be awesome as far as I'm concerned.

    A vice can be clamped to any table or countertop, so the idea of carrying one around isn't all that far fetched. If we can lug an 11 pound rope, why not an 11 pound vice? For that matter, everything the game requires a workbench to craft has been done for centuries without that workbench. Carry that a step further ~ speaking as someone who is married to a man who stands over a forge and crafts knives far better than anything sold via mass market, that 'improvised' knife and hatchet could be made sitting on a sofa in any house ... it's a knowledge of metallurgy that would make a trip to either forge worthwhile. Of course, anyone with that knowledge would also know that they could remove a tire from a wheel and use that as a forge. It would make far more sense to require stretchers and looms for most of the crafting in this game instead of a bare workbench with nothing but a vice.
  15. Making Food Poisoning More Realistic

    Agreed. Anyone who has ever had food poisoning knows it is not something you swallow two pills and sleep a few hours for (especially those first 24 hours!). Food poisoning should be a 3-4 day issue given how utterly exhausted you feel during and immediately afterward. I don't know that vomiting needs to be added, but increasing the player's water requirements along with sleep and rest should be an absolute. The same applies to dysentery and sprains. Swallowing a pain killer doesn't 'cure' sprains ~ that should mean a few days of very limited travel for ankles as well as very limited crafting, wielding any weapons, or chopping wood. Even taking a pain killer should not just allow us to swallow and press on, and in the case of taking multiple pain killers we should still be staggering and lurching due to being stoned. I think food poisoning should be a minimum three days of down time requiring rest, sleep, and a 30%-45% increase in water need. If no antibiotics are taken, increase the time to 5 days. Do the same with dysentery. Sprains should take at least two days to sleep off/refrain from walking or tasks. The one thing that should be allowed is reading. This bs that we're in too much pain to read, but can walk, craft, chop wood, etc. makes no sense ~ even taking into consideration that it is a game. Reading is the one thing that wouldn't cause additional pain. Hinterland fleshed out the broken ribs from a moose stomp much better. Hopefully they address the rest of the medical issues at some point, because in a game that invariably ends in death, ANY injury or illness is going to up the chances dramatically, particularly if food poisoning or dysentery strike hours after food or bad water is ingested, or with multiple sprains when one is traveling with limited supplies. If it were up to me those lemon sodas and stale crackers would be a requirement the same as the tea for broken ribs. Again, +1 (x 100)!