The Travois and new regions.
The Travois acts as a resource sink and has a relatively low durability so you sink even more resources to use it. By the time you need a travois you usually have a lot of the resources to make it and it's a great balancing tool. I wish we had more such things. I like my difficulty what can I say
And the new regions are great overall. In design and atmosphere and everything, they're much more developed and advanced in region design than earlier regions. I really hope the older regions get a terrain and overall design facelift to be more up to par with newer regions; for the sake of visual consistency. Oh and their unique music tracks add to it too.
Coffee gave an instant fatigue shot and always has. I think that's fine.
The pie giving health is ridiculous. Not just because having no magic health packs was a point made a while ago, but because it just doesn't make sense. You don't have to make the game super realistic, but come on.. somehow a pie made with ingredients scrounged up and cooked over a fire instantly heals you more than carefully procured pharmaceutical stimulants do. I cannot fathom how an emergency stim, literal medication heals you LESS than a PIE. Let alone how upon consuming the pie you're instantly healed.
The Long Dark has never been a sim game but there's a degree of believability it has. Mechanics like this just throw that out the window and remove all sense of immersion it has built up until then.
Those trawls are electricified.. idk how that works. Fishing nets are usually made of high insulating materials that don't conduct electricity. Could be the salt water but I doubt that. I was thinking they looked like an automated rowing system but on a ship that old, idk how that makes sense. It's a steam ship so it wouldn't need that to propel. Not sure what's going on there.
That terrain could just be minimalistic for the poster. But it does look like there's a campfire and campsite there, if you zoom in you can see vague structures that look like tents. It almost looks like a Native American village, which makes me wonder if this poster shot is a flashback to when Great Bear was colonized. But I highly doubt that given the above.
Respectable points for the most part. But I would like to add that while making certain features optional may not always be possible, one such feature that I believe should be made optional is the Trader. A good majority of the playerbase enjoys the solitude that comes with The Long Dark and the addition of the Trader to the game may not be something that supports that. I don't claim to know how the feature will work nor am I suggesting how to go about implementing it, but I did want to drop my 2 cents.
I do have faith however that the Trader's implementation will be executed well and will not compromise the sense of loneliness in survival mode, but rather enhance it even more so. Looking forward to that feature.
Some ideas I've had that compliment this well are:
Smoke plumes in the distance
Burnt or ember campfires that weren't there before
Footprints in the snow that aren't yours
Dropped items in the snow that weren't yours
Dead animals/carcasses that weren't there before
Blood trails
Distant gunshots/flare shells in the air (rare)
Random voices on the shortwave
Light in the distance (a lantern, flare, etc...) that disappears after looking at it
I don't think everything should be 100% renewable to the end of days. Because one of the mainstays of survival mode is that you will run out of things eventually and die. But if ingredients were to be renewable they should be harder to obtain. Acorns for one should respawn after some time
The journal works in Custom Interloper. Just not regular Interloper. I tried getting it working but UI is very difficult to work with. So I won't be doing that.
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