Mroz4k

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Everything posted by Mroz4k

  1. Im inclined to disagree. It depends on what your playstyle is. For a general interloper player, this might be it. Same for probably most Stalker players. I personally would not like it. I do play with a progressive world, as in wildlife becomes more scarce and game becomes colder over time, but I dont think that dwindling everything would be the way to do it. I personally would really love to homestead it up. Play off my Dick Proenneke dream, just quietly living off the land in the long dark. Im sure some players would appreciate it - but I think the endgame in the game is at the point where it is right now mostly because the game was designed around just not surviving long enough to actually get to the "endgame". AKA it is by design, I think. The earliest versions of the game had a very limited amount of time that was even survivable in the beggining. This was when the Mystery lake was the only region, and by the day 50, you either died because your clothes broke and there was no more cloth to be had to repair them and you froze, or you simply ran out of ammo as bows were not a thing then, and each game had a very limited amount of ammo to begin with. Or matches ran out and there was no mag glass that spawned in your game. I do even remember flare-hunting strategies for when one ran out of ammo. You almost always had to use wolves to hunt a deer and then shoot it for the double kill to maxx out your meat haul from a single bullet. To point, the game became about strict meta-gaming which was the only way to make it as far, and the game was very swingy in a way it matter what kind of a world spawn you got. Wouldnt be that clear today but it would still happen. I dont think anyone here really wants to see that come back. There are different survival theories, but I think what the game has in it is mostly a part of "immidiate survival", but eventually, you have your basics covered, and that is where one would usually switch over towards more of either mid-term survival (basics covered, looking for something to improve one´s quality of life), or even towards homesteading, which is basically switching from survival to a sustainable, long-term routine. The game has next to nothing to add for the homesteading. But I think the TLD is aimed to be short-term survival focused therefore I dont think much grand long-term functions are going to have high priority.
  2. I think it would add to it. While I dislike the idea of taming, because it is so overused and just flat-out unrealistical, a sure-way to murder the immersion in so many games, I think that if by a random encounter the player could befriend a dog, the game and the sense of loneliness would not be disrupted, it just would get different feel to it. Having a canine companion could just make one wish for a human companion more. And when I say "chance encounter" it is not a figure of speech. If there simply was the option to help a dog one comes across, there is also a chance not to do it. Which means player can choose not to "befriend" the dog and continue on playing the game as they did up to this point. Same as it is with the ammo crafting - I personally used to be heavily against it, but I gotta admit it has made the game better, and it simply is there as an option. I dislike the idea of taming. One cannot "tame" wild animal, that process happened over a course of hundred years. While technically "tamed" a wild animal will always remain wild. But, there was a community on the island, which suffered with the event coming up. It is not unrealistic to think that once domesticated dogs would go wild, and such animal that has a memory of previous human owner and loyalty can be befriended again. I dislike the idea of using said dog companions for hunting. I also believe hunting is not really difficult as is. But I do need to point out that caring for dogs would actually means feeding them too, which means the food consumption and need for more meat would be presented into the game, which is a good thing as it taps into that aspect of survival that people often find too easy because of wast meat reserves. More need for meat means more hunting. If anything, dogs might be used in a similar fashion as timberwolf packs, but there should be a big risk to them in this manner. Finally, here is the reason why I do like the idea of befriended dogs - transportation. Long ago, on TLD roadmaps, there was an idea of a horse as a mount. That one just wont work because of no way to feed it and care for it... but dogs, and subsequently drawn dog carriage or combination of skis and dog to drag the player could present a new way to move about the map at higher speed, or load & transport more equipment easily. Unlike a horse, dogs would also be able to accompany you to most locations, unless its a flat-out climbing spot.
  3. Always a big fan of your ideas, regentRelic, though I find myself disagreeing with this one. Simply because I believe there is a better way to do it. Its quite simple, really. I think that at level 3 of fishing, one should be able to create fishing snares/traps. So, while the option to fish would still be there, one could also just break the ice to set up a fishing trap to leave it there for a long time, with a hope of catching from 0 to 5 fish. As these fishing traps are usually a cental line with a lot of lines and hooks to increase a potential of getting a catch, even multiple catches. It does provide a way to get the fish without having to spend the time fishing, the demerit there is that you will have to break the ice again to get the catch out. And you might just not catch anything. I do agree with the sentiment of others that fishing is quite easy in the game.
  4. Individual projects were suggested before, I do like the concept. The radio idea is not bad, but it's not about building it as much as it's about fixing it up. Also remember Aurora is a thing so in the end you will fail but at least you tried. Honestly, could be a good badge in game. The probably most commonly suggested late game goal is building of one's very own cottage. Which, assuming it's done realistically, would be a pretty amazing goal. Hard no to events suggested in original post. Any sort of scripted event of that sort would murder the immersion. That said, the general idea of events has merit. If there were small localized but randomised events that took place around the place but would dissapear if not interacted with, it might help with the late game. If this was a way to potentially get hands on rare limited gear like gun ammo, I'm sure most players would travel around the map to look for such events.
  5. That actually is probably my fault I believe it is fixed in because I quoted the reply, its all good tho!
  6. I didnt say that, plx fix the quote so there is no confusion just to clarify, that bit with the reaction was posted by Lord of the Long dark. Quote selection didnt take in consideration quoted messages, sadly. I am not going to continue this discussion past this point cause I dont really want to devolve this into a fight. Its not a good attitude to consider people who play "easier" difficulties just being worse. Advanced levels arent in any way harder, its all just a matter of rinse and repeat, and with enough attempts even an average player will learn to survive in Interloper. Some people simply prefer easier difficulties because it fits their playstyle better. Also when someone says "voyageur-like" difficulty then its not really a Voyageur. Just close to it. I reccon my type of games would be pretty challenging for average Stalker/Interloper player if they take any risks which is where my type of game can be very punishing. Its easy to take damage, but if you can at most recover 5% of condition per day without having a single stat drop, all mistakes just multiply and add up to a pretty challenging game. Just a different kind of challenge one might expect. Single, relatively small mistake may result in may days of recovering, with no prospect of recovering faster. Think I pointed out my stance on the suggestions, those stand. Someone else might disagree, thats fine. For cat-tails specifically, I believe they were designed to be "annoying" on purpose to simulate that it is in fact a low calorie food that in realistic conditions should be the last option. Game could add a lot of quality-of-life improvements but Im glad they dont add everything, because some things should just be tedious for the immersion of it.
  7. I struggled with responding to that without picking a fight. It really comes down to how you play. I dont do vegetarian runs, that said I do a lot of very early exploration, I meta the crap out of a game, usually. By the day 50, I would have over 90% of the world visited. Simply so that I can run by, collect things like skill books, and make the most use of them. I dont hunt or scavenge animals that much in the first 50 - 75 days of the game because I often live on the bits and pieces I find while exploring. I do occasionally harvest the meat of the pre-determined carcasses to boost my intake on the go. Really not a good idea to presume everyone plays the game exactly the same, especially here on the forums. Many people here have been perfecting their unique art of survival in this game for years, and forums are a perfect place to perfect one´s craft, so many talented and creative people round here. What I think most people dont realize is that it is often not a good idea to harvest everything in a carcass. Sure, the idea in survival would be "waste nothing" but especially once you settle in, you have sooo much food for consumption. At your base. The point was that by leaving the cattails around the world and not collecting them makes them a perfect resource-to-grab when you are out of options. Inventory space is limited. If you are out of your base on a travel to a distant region, you might have a plan on how much calories it will take - but I reccon most people dont take all the food they will need for their whole trip. Even still, there are variables that change. You can be delayed by a long blizzard, and suddenly your calorie reserves start dwindling. Choosing an alternate path that has cattails in a way to get that little bit of boost just might be what you need. I believe the way cattails consumption works is on purpose to make them annoying to eat. The calorie intake is low, if you could eat more of them with a single click, it would make them more convinient food to eat. The fact that the calorie intake was on the low side would then be kind of irrelevant. I very rarely "throw food away" in the game. I quite often just go hunting whenever my reserves become dwindling. Common mistake people do that contributes to the early onset of "game becoming repetitive" is because they hunt when they dont have to. It leads to having an overabundance of pelts, guts and meat from hunting when in fact you could have been doing other things - setting up outposts, supply caches, or just going for a hike for the sake of it. When you hunt only if neccesary, you are likely going to enjoy the game longer because there becomes time when you absolutely have to go hunting again.
  8. Stream was a bit low energy on my side, and the early tech issues with audio didnt help, but I had a great time! The game is a struggle, had me on edge the whole time! At some points dropped down to as low as 20%, and with my current settings, I can recover 5% condition per day! Still, I have plans to move from the succesful trip to TWM summit after spawning randomly at Mountaineers hut in just the WORST clothing, but somehow struggle through all the way to the top! The low condition and very serious threat of death will not stop me! I have serious intentions to move over to the Ash Canyon the next stream!
  9. Mroz4k

    optics

    Game balance, mostly. To make the player really think about whether to carry the binocs for their use or not. If the design was the really old-timey massive mostly-metal binoculars, those would fit both the theme of island and would fit well into the game when it comes to itemization!
  10. Interesting. Might go and see. It would make sense. What I am fairly certain on is that one cant get up from the river at the bend on the map how the maps shows it. But if one can get up just a bit backwards, I woudlnt hold it against the map, it doesnt need to be THAT precise. Thanks for letting me know! I learned something new today.
  11. Title basically says it all. Started streaming recently, for now focusing on variety of games. You can expect me to make dumb jokes and troll in games. But I love this game a lot, and I havent given it the time it deserves in past two years. I do wanna play this game pretty seriously, with my personal spin on it, of course. So, Im thinking about killing two birds with one stone - but having the community feedback means a lot to me! I am going to start streaming in about 50 minutes from now, and Im thinking The Long dark might be a good idea for a game. Im also thinking about streaming it tommorow on Saturday. Not sure when though - as I will be streaming Town of Us, a modded game of Among us, on Saturday with my friends, at 18:00 GMT+2 (12:00 Chicago time) for several hours after. The setting would be a new Sandbox custom game with Voyageur/Pilgrim difficulty and long term recovery (AKA timed recovery set to lowest, no rest recovery). I tend to play the game actively, traveling around the place, looting shiz up, making outposts, gearing up. I basically tend to meta the crap out of the game - trying to read as many skill books as I can from round the world before reaching the skill 5 in it. Those kind of challenges. It wont be boring "imma hunt and sleep and make 1000l of water and so on - well, not most of the time anyway. Other games!
  12. Oh, interesting topic. Ive thought about the 2nd and 3rd option before. 2nd one could be great if done properly, 3rd one I understand why its not an issue. But, it could be combined with an idea I have for the 2nd option. 1. I dont think this is neccesary, or even wanted. Having to click that button a few extra times for some actions just brings player involvement. Take that away, many actions in the game woudl become about stacking the action and making it automatic. In a bit, you would barely even play the game. Sometimes, inconvinient and annoying = good for the game. 2. This one I agree with but its difficult. For starters, wheel has actions that everyone can do - such as building a snow shelther. However, it also inputs items into the wheel based on what is in your inventory. Therefore, you cant really "preset" it in a meanigful way. I guess it could work if there were player customization options where you would tell the game to preferably put a specific item into a specific slot. That would be awesome quality of life change. 3. Yea, I get this point. Problem comes when your bow is really low on condition and SHTF. If you have to pull a bow out quickly and then land two, three arrow shots, it would be really unfortunate if your bow broke after the first arrow was shot. And it can happen. But, if that would be an okay thing for you, I believe the game would greatly benefit from player individual customizations, aka you decide if you want the quick button to pull out highest quality bow, lowest quality bow, or for example lastly equipped bow. But Im not sure thats a viable thing for the game code. Not a developer, I dont understand it at all. 4. Again, not a fan. Cattails eaten by each piece on its own is annoying, but I find that to be purposedful. Cattails are seen by the community as the greatest foodsource outside animals - despite the game indicating that they are meant to be "last case scenario before starving". They are light, but their calorie value to weight is actually pretty incredible. Thus their main disadvantage is that eating them is annoying. I love that about the game. Personally, I treat Cattails the way they were designed to be treated. I dont even collect them, I walk round the place, and if I do run into a situation where Im going through that area again, and would lose my well fed bonus by starving before I reach the next outpost, I would grab a cattail or two to chomp down on to keep the starvation at bay. Course, I get it, Interloper = cattails important. I play customs that are more between Voyageur and Pilgrim, but with a realistic settings. Aka recovery of health lasts several days.
  13. Style points? I am not that familiar with Ash canyon, havent really played TLD all that much since it was added. Although Im probably gonna start playing it more again soon. The issue with community made maps is a common one. There are times where you find a route that on the map shows as an untraversable , whereas some of the paths they show dont actually exist, or they would end up being a very risky goat path. The brown arrow shows a dead body spawning there - maybe thats why? To suggest an angle of approach to loot the body? To point to one issue when the Whiteberry toarta style maps are and have been misleading I can point to Coastal highway map. The route from Rabbit grove to the Ravine entrance shows a path that doesnt really with with the elevation. If one wants to traverse it, they have to start walking from directly behind the rabbits grove hut and hug a bit the left side of a mountain. If one strays too close towards the river, they wont be able to walk back up high enough to reach the railtrack above, and have to back track. But the maps show that its fairly easy to climb from the river to that path. Ive tried it many times and never figured out a point of entry to be able to scale it that high. Always had to go from the hut.
  14. Mroz4k

    optics

    Yep, Scopes were done many times before. Your idea is better then most, but I still would not like to see scopes for firearms. Especially not for the revolver - each weapon in the game has its uses and unique benefits - revolver is a defensive weapon for instance. While nothing is stopping you from hunting with it, its really not what it was designed for (albeit being called Hunting revolver). I am a big fan of binoculars, for the same reason Glflegolas pointed out. Also, I can see their use in specific tasks as hunting, if it increased a rendering distance for entities in the game, thus allow the player to spot animals from futher away. Hunters use binoculars on elevated points to "glass" for their prey. This can be both hunting action, or a travel action, as it would give the player information ahead of time about the placements of animals in potential way. They would have to be pretty heavy, though. Definite no to anything "makeshift" scope wise. Although your idea being the use of a broken binocs is probably the only one for "makeshift" scope I saw that would make sense. Still, optics in a scope has to be calibrated properly for the scope to function as intended and I dont think that is something a random survivor is capable to do without proper equipment and training. I also agree the range of firearms blow. I think they would probably be fine as they were, if the firearm skill would increase the distance by a 100% of the base distance. Aka at lvl 1, you get say 50 m with rifle. Lvl 2 its 100, lvl 3 150 and so on. There is no bullet drop, and I dont think they have to add some elaborate bullet physics to fix the issue, but I think many players would love if the distance was increased with the skill, as it just make sense. If this ends up being too much, could be nerfed to half base distance increase. Ive made a suggestion that if scopes on weapons are to be a thing, it should be a specific, unique, 1-in-game kind of rifle that would be found in a far-away region, similar in terms to technical pack as an item reward you get for a long adventure.
  15. I did notice that trailers actually have different designs on newer maps, or am I wrong? Beached out trailer is of a different color at least, I think (maybe I just remember it wrong). Nothing against variety. Although it would make quite sense for all the trailers to be the same - as it is my understanding the trailers in the game are probably used by the lumbering company that is cutting down trees on the island. It might make sense that only a certain kind of trailer contractor would be able to outfit Great bear with trailers, thus giving it more of a uniformed look. However, the Gold mine area appears to be pretty outdated - it might be a great little detail if the trailers were different there, more "outdated". Still, I dont mind it the way it is. Changing a small thing like this might be a huge undertaking for the dev team, and design team, and I just dont think the value compared to resources would be worth it. I do like the idea, though. EDIT: There are other types of trailers. You have the gray variety (DP, whaling plant) and the blue kind (lumbering company). Since the Whaling plant seems more outdated, it actually makes sense for there to be two different trailer kinds. I dont think this is an issue of design but more of an issue of loottables. Some of the "randomized" places like houses in Coastal town, Milton, Thompsons crossing - share couple of different indoor spawn options. If two of the same options spawn, it may seem like a game with the flare spawning in same place. But I think thats just random coincidence. Nothing can be done about this unless each house has a hand-crafted loot table options which would be a terrible idea - it would make the world loot less random, more streamlined. I agree! The game already has a design for "outhouse", I always found it really strange that many of the areas didnt have a single outhouse around the place. Where do they go to relieve themselves?
  16. I agree with the majority of the people here, this sounds like a great idea! I do see a way it could be improved upon, though. I absolutely agree that the grinder should be found in preset locations around the world. I dont think it neccesarily has to be in the "big house kitchens", in fact, I think it would be great if their location was actually randomized, and they spawned in pre-set locations around the island. With that said I dont think they would have to be terribly uncommon, the meat grinders of that sort are still pretty common to this day I reccon. It does not have to be rare to force players to move around the maps more, as one would probably make a use of the meat grinder commonly enough, and putting them only into rare locations might just discourage people from using them altogether. That I dont think would be a good idea. It does make sense logic-wise. However, if they were accessible only in some areas, it would force players to reconsider their base placement or their usual pathways. That can be quite good for the game, especially for longer games because it supports breaking the "routine", which is often the worst killer in TLD long game. To sum it up, it makes the game less convinient to give you a thing you have to do if you wanna make sausages. First issue I find with the original idea is that meat is often not found in slices of 1kg. However, this is actually fairly easy to solve! The meat would go through a grinder, time would be spent as per usual with actions, and depending on how much raw meat was there, or if the action was interrupted mid-way, the appropriate amount of ground meat would be obtained. I also believe that a ground meat should have higher spoil rate then usual steak of meat. The recipe itself could use less meat, or even more, depending on how it is used. I think it could use 1.5 kg per 1 raw gut, which would produce three pieces of it. The weight to calorie would have to be adjusted so it does make sense. I think the calorie value should stay the same as per meat, however, the sausages could be more useful because they would have lower scent value, making it a better travel food. Also, they might provide same caloric value but at lower weight, by a small amount. That said, there should also be a 5% loss of meat amount during the grinding, as the meat does get stuck in th grinder and is subsequently lost. (Sure, can be recovered during cleaning, but hey, it is a game). Obviously, sausages would need pot (and at least non-potable water in it) to be used for cooking sausages. Meat type would have the effect on the meat - aka caloric value, Parasite risk etc. Water would in this case not be used, but it could be combined that a player would cook sausages while the water is boiling for use as a drink. If the water boils out, sausages would be ruined. Continuous use of a grinder could lower its durability. It wont break, but after a lot of use, it would have to be cleaned which would be an action that takes a lot of time. Just more immersion things. Another issue I see might come from "Durability" - how would the game account for % condition of the meat that is used to be ground, how will it change when you turn it into sausages, and how would it change with the cooking. It would not be practical if you couldnt use meats of various conditions because as we all know, condition of raw meat in game can vary a lot per kill depending on how fast you were to harvest it from your prey. I am a fan of an idea that it woudl simply be the middle value. Aka you grind a 1kg of 70% raw meat, 0.5 kg of 90% condition raw meat, and you combine these two together to make the three sausages. If my math is correct, that would be 3 sausages of 76% condition. The sausages woudl be crafted through the crafting menu, and would be raw upon finishing. In order to be eaten and not be counted as raw meat, they would be cooked in a way I described above. Cooking a sausage would give it 50% condition boost the same way cooked meat does when its cooked. You could cook up to 4 sausages at a time in a pot but each sausage would require 0.5 l of at least non potable water. Cooking a sausage would take a set amount of time but as a group. The time would depend on cooking skill as per usual, but I can see how cooking a 1 sausage in 0.5 l of water be quite impossible unless you start off with a non potable water, because with potable one, it would burn out before the sausage was finished. I guess that could mean that a single sausage can be cooked in a recycled can - ideas on that? Baseline cooking time would be 25 mins I reccon. It could also be made 40 which would mean it woudl be impossible to cook a sausage in 0.5l of water, at least 1l woudl be neccesary, thus making it a requirement to use pot as well. Went a bit more into detail for the ideas I had for this. I like it though. Lot more variety, this could be a great idea for if Hinterland ever decides to overhaul the cooking again.
  17. I love the idea! It is simple, it makes sense, it definitely adds to the immersion! Of course one can go through the HUD, but its nicer if you dont have to. I believe that a common player of TLD will drop a campfire down through quickbutton, use radial menu to slap a pot or recycled can on one of the cooking spots, but if you want to add add more firewood, you have to go through the process of adding it via HUD. It is not uncommon to drop stuff by the campfire to pick it up later to lose some weight for easier mobility around the campfire, or it just might be a place where you drop off the excessive things you dont really want to haul with you the whole way, but you found them in an unopportunistic place and decided to grab them with you to leave them in a more accessible area. It is also a very good idea to set up outposts around well traveled routes where you would leave extra wood behind in case its needed later, or when you need to spend the night there. Being able to put more wood on campfire by moving the "fuel" object on top of campfire is just amazing. Ive made a suggestion that would solve this pretty easily, one that actually makes a use of how some items already act in the game. Sticks could act the same way bullets or medicine would - in a sense that if there is a same item of the type and condition on the ground already, it adds the newly dropped item into a stack there. Say you drop a bullet onto a ground. And then another - it puts then to "bullet x2". With medicine or matches, it just says the item name - Painkillers, box of matches - doesnt even say how much. If you drop 2 or more bullets at the same time, it will even create a box of bullets on the ground (if it was already a box of bullets in your inventory in the first place). So sticks could work the same way. Dropping one, and another on top would just add Stick x2. Dropping 5 sticks or more could create a "pile of sticks" on the ground the same way box of bullets work. It would be immersive, it would ease down on the excessive clicking and would just be a great quality of life change. If Hinterland wanted to go far and beyond, they could design a different "skin" for 1, 2, 3, 4 and 5+ stick piles. With the design changing to one of the 5 different sets based on how many sticks are in that pile. This could then make sticks appear in the world in different piles of different amounts, which would I believe actually make foraging for sticks more interesting - because at this point, it is very easy to determine whether the item in the far away is a stick of something else. More of a variety to the designs there could make that determination a lot harder. If say a group of 3 sticks appeared from far away similarly to a branch, for instance. Just some further food for thought. Anyways, this was a well-deserved upvote, OP
  18. Hi everyone! 

    Been a while since I've posted on forums. I've been very busy! Between work and usual free time stuff I've also started streaming a bit here and there and I've less and less time to post. Also been playing a lot of games lately! 

    I have a plan to play and stream TLD in near future if that sounds like something might interest ya! 

    But right now, I'm preparing an event for friends and fellow people of the internet to have fun on the popular game Among Us. Specifically, we will be playing the modded version of the game called Town of Us! If you know among us and wanna join us, shoot me a private message! Don't even worry if you don't have the game - as long as you have a steam account, I've got you covered! You will need a microphone though, and a discord. 

    If meeting new people online, playing deception based games and having fun interests you, we will be playing on Saturday at 12:00 Chicago time. 

  19. Hello! Here are some of my thoughts on your suggested idea. Currently, the weapons are not customazible. But, I think there is a lot of potential in an ability to "customize" weapons, up to a degree. However I think anyone would have hard time trying to fasten a scope to a bow and make it viable. For rifle, I can see some use for scopes. Although at the moment, the distance one can shoot with any weapon is hard-limited. AKA if you keep shooting on a bear that is very far away and keep missing even though you are reasonably sure you hit it, its because you are too far away for the bullet to reach the target. Otherwise, firearms in game are always a straight shot with no bullet drop, skill in weapons affects the shakes. So, slapping a scope on a rifle wouldnt really help with the distance unless firearms were reworked altogether. Would probably make the hitting of specific animal parts better. And that is exactly the kind of scope I would be fine with in the game. That said, I strongly disagree with the idea that scopes would be found in the game with the rarity of flashlights. Flashlights are pretty common. The scope should be a superb reward, specific to some far away region. Also, lets keep in mind the current rifles dont have anything to mount the scope to. That might make adding a scope quite difficult. That is why I think a game could have a special, unique scoped rifle as a rarity item, found in a faraway region. It would still bring something new, it would be quite exclusive, and it wouldnt really make unscoped rifles irrelevant. It would be the same exact variant to other rifles in the game, just with an old-fashioned scope, for medium range. I think the bows should stay as they are. No point in a scope there anyway since the bow shot is pretty deeply curved in the first place. I know there could be a scope with the range scale to help account for arrow drop but improvised bows arent that precise. Frankly, I would be happier for functional binoculars. Could be used for glassing, avoiding wolf pack patrols and much more.
  20. So much cool content to look out for! And, the survey - what a wonderful idea! It was very well tailored. Some of the questions there even made me stop and ponder over what I would want, given those options! It was an honor to participate and provide my feedback on the game I fell in love with so long ago. Even knowing that the survey was just theoretical, and that we may not see most of the options there, it was still really nice insight into what the Hinterland is considering for the future of the game. And, quite frankly, most of the options there has made me excited.
  21. Just about everything in the game is in a sense renewable, as some of the resources can be found rarely through beach-combing. Some other things are repairable with renewable resources. But when it comes to plants, nope, they arent renewable. The normal medicine is as it can be found through beachcombing. With average resources, it is pretty difficult to run out of something in a game, even in long term games. I still prefer not to collect much of plants because then I can rely on them, being there later on.
  22. Well, I like the idea of using Bolt cutters to create passable areas in specific locations with the chain fence. You could not cut a hole through fence with the hacksaw - it would not fit through individual links. Im sure it could theoretically be done but it would be extremely difficult. The areas that could need the use of bolt cutters would be innaccesible till then. There are plenty of locations that have chain fence in them. Like locations with a lot of loot, and strategic importance to the map. Think if the chain fence was intact at the Dam. This would mean that until the player cuts through it via bolt cutters, the passage from PV to ML would not be accesible. The gate for Dam could also be locked, so if anyone wants to get that loot inside, gotta need the bolt cutters. Same could be true for radio tower in PV, for example. Maintenance hut fence could be extended from rock to rock, and while accessible from the road without cutting through the fence, to make a shortcut towards the hunting lodge, a hole would have to be cut through the fence. Cutting through the fence would give player some hooks. That would make Bolt cutters incredibly useful, to enable the map.
  23. Hello! To be honest, I am not a big fan of your idea. Im guessing you mean hide water pouches, as bottles crafted out of animal hides? Those arent that reliable, and would not be a good idea to sleep on. They dont really keep the drinks in them warm, either. Its a method of carrying water when plastic bottle is not an option. For keeping drinks warm, I think the game could just have thermo-bottles which could be found as a rare item. For keeping a bed warm, there is a method quite common in the past. Stones would be put into a fire, and after a sufficient amount of time they would be placed into a metal container which then would be put under a sheets of a bed, usually somewhere at the legs area. The releasing heat warms up the bed under the sheets, but the stones dont get hot enough to a point where the metal would be so hot to start a fire. Im sure it would damage synthetic fabrics, though, and cause a burn if touched with a skin. I think they were called bedwarmers. Turns out the hot water bottles are used for that same thing, too, so I guess they would make sense. Not skin pouches, though. Whichever method is chosen, I dont think they would have that big of an impact. At most they would add a few °C of "feels like" while sleeping for the time they were warm. There is also another problem with hot water bottles - people would like to drink them. I think that would make the game a lot easier which is not neccesarily a good thing. And drinking hot water if someone is not used to it can cause upset stomach. I agree with your notion that animal hides could have more utility, but I dont think this is the way to go. But, those are just my opinions on the matter.
  24. Mroz4k

    New bows?

    There is also difficulty to consider, or more specifically, the lack off. If say Crossbow was just a better version of a bow that shoots bolts in a more straight line, there would be little need for normal bows. Making them pretty much obsolete as soon as the player had the crossbow. Yet, in TLD, each weapon out there serves its own unique function. Hinterland never add things that would make other things pointless as it kinda doesnt make sense, when compared to items that enrich the game instead. Part of the fun in TLD comes from the fact its permadeath and actually quite difficult. Making it easier doesnt really work to enrich the game, quite the opposite. I would for one not want crossbows, even though it makes sense as a weapon that would be probably ultimate hunting weapon for late game. For that exact reason - it being the ultimate hunting weapon for late game. It might make the other weapons irrelevant.