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IanS

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  1. You shouldn't have to. The trick is that you have to save your wood and the books in the crate and add it all at once so the fire has a 9 hour lifespan from the start. Making a 5 hour fire and then adding 4 more hours of wood when it's close to dying won't work. When you do it right, he will go to sleep and it will cutscene to the next day. Made the same mistake myself.
  2. I did in have a wolf attack in Milton, can't remember if it was the first run through or not.
  3. The saving system sucks. The last checkpoint and last save are nearly always the same from what I can tell, and with no option to load previous saves, it just gets stuck. After my 3rd attempt I got stuck in a place where I was almost bled out and didn't have enough time to craft a bandage. Seems retarded that they chose that point to save at. I can't restore an earlier save, so I have to start the game over. Not very fun, it just gets super repetitive. The normal way would be to save after exiting a waypoint or something. Saving after a wolf attack is really stupid and makes me not want to play the game after waiting all this time.
  4. When you meet the old lady in Milton she says there is an axe in the woodshed. In the first instance, I found a hatchet on top of the toolbox in the woodshed, but after reloading the checkpoint, it's not there. It's not in inventory and even after repeating the dialogue where she says it's there, it doesn't appear again.
  5. Awesome addition! The cartography aspect adds real value to the game. That being said, I have to admit the weight dynamics need some dialing in. If you've ever sketched with charcoal, you can appreciate how lightweight it is. I haven't done the math yet, but by extrapolation I'm guessing it will take in the neighborhood of 50 lbs of charcoal to finish the map of Happy Valley, when in reality, it would take less than an ounce to sketch a detailed map. If it really took as much as the game requires, imagine how heavy the map would be in the end! Even if you assume a 50% loss rate, with half the charcoal crumbling and being blown away, you'd still have a big ass heavy ass map.
  6. well I don't think it would or should be that cheap, but the great thing about expansion packs is that if you don't value the content, you don't have to buy it.
  7. A lot of backpackers use walking sticks, because they work. There's no question that it would be a benefit. Maybe it lets your stamina recharge faster, allows you to keep more speed when moving uphill, and avoid sprains when moving downhill...
  8. Kind of early to talk about expansion packs but the reason I bring it up is that there seems to be several types who like the game for different reasons. There are those who like the brutal, bare survival aspect, and those who enjoy the collecting, crafting, and hunting more. There are just too many cool ideas that don't fit perfectly with the theme of bare survival. What would be ideal for me is if there were an expansion that introduced elements of homesteading and subsistence living and focuses more on long term self-sustainability, skill-building, and crafting. I'd like to see many, many more craftable items, including costly ones that can be crafted as components of a home base and take considerable effort to collect the supplies for. For more advanced ones, I'm thinking root cellars for prolonging food storage, a stone fireplace, large dead fall pits for bears, a small trapping cabin, a primitive solar water heater, bedding made from goose down, a sweat lodge/sauna, a greenhouse, an anvil made from railroad track, a bellows, a rainwater collection system, a canoe, maybe a cider press. Moderate ones could be sleds, beehives, a rabbit or dove hutch, a garden fence, a fish trap, Hide drying racks, chairs, hammocks, tents. I'd like elements like Basic gardening, bee keeping, candle making, canning, making maple syrup, cider-making, expanded forging for farm tools, and raising small livestock that could initially be trapped live, like rabbits and doves, maybe geese. Lots of new skill sets and lots of new books to find and read. There could be a second story mode to go with it that would focus on building the skills you need and finding the perfect spot and all the materials you need to build a real home base. If that went well, there could be a followup expansion or standalone game where you progress to the third stage of actually building a village of survivors, and the crafting dynamics get even more elaborate. Forging could be greatly expanded with new craftables and higher skill caps. The focus could switch from gardening to small scale farming, and building options could expand. At great expense you could build a sawmill or flour mill on a river, defensive perimeter walls, etc.
  9. Oh yeah, and lots of blueberries!
  10. Yeah you're right, it is totally impossible to scoop snow with anything but your dirty hands, good point.
  11. Yeah that makes sense that there should be something to balance it. I was thinking just the rarity would be one of main balancing factor, like there's only one hidden in the entire sandbox. I really want some rare items in the game. Anyhow, since my last comment I went and added the flint and steel that's hidden in the game code to my inventory and it turns out it actually is usable but has a bunch of big handicaps and isn't that durable. I started a fire with it, and it's less reliable than the other methods when my fire-striker likeliness was 100%, the likeliness with the flint and steel was only 70%. It weighs a whopping 1.1 lbs. And it wears down just like the fire-striker. It comes in a big green metal box with a white safety cross on it and is almost the size of a tool box. I'm not impressed. Maybe the only reason it isn't active is that the developers don't like it and can't agree on how to balance it out.
  12. It would be cool if you could use the hacksaw to cut a piece of railroad track to use as an anvil. The way I'm imagining it, you could cut a piece of track and lug it back to a location with a stove, but it would be a big undertaking. It would weight 40-50 lbs, so it would be completely impractical to carry and require you to dump most of your items in order to move it. Cutting it would take all day and might ruin the hacksaw you are using if it has less than about 90% on it. Or perhaps it even consumes several hacksaws in the process and takes 12 hours or something. And if you can manage all that, you now have blacksmithing capabilities at your base. If it was to be totally realistic, you would need to either find or craft a bellows (which you could make with deer hide, scrap metal, and wood) to get the fire up to forging temp.
  13. It's likely that at least one of these are going into the game. I say that because kerosene and car batteries are already in the game, they are just hidden, and don't have any description or possible interactions yet, but the fact that they bothered to design them suggests that they are in process.
  14. You shouldn't actually need char cloth. It's the best, but there are dozens of other types of tinder that would work well, like lichen. I suppose it would make sense, though, that even if you are above level 3 with firestarting, you would still need tinder for the flint and steel, but that drawback would be balanced by the fact that the flint and steel will basically never wear out. This sort of ties into the recent thread on tools, where I suggested that a few ultra-rare but legendary items that are high performance and are practically immune to wear would be a fun addition. Anyways, there is no point discussing the flint and steel further, because I found out while perusing the game's code, that it is already in the game and just not activated. It has texture graphics, but no description yet, and is hidden from normal gameplay, so I assume they are still working on the animation and mechanics.