Mroz4k

Members
  • Posts

    1,643
  • Joined

  • Last visited

Everything posted by Mroz4k

  1. I would not want the warning. You end up shredding so much clothing found in the world just for the cloth. That said, warning for shredding clothes that one is wearing sounds like a great idea. Another way this could work is if one could just interrupt the shredding process in time to save the piece of clothing. Or, honestly, both.
  2. This has always been the "problem" with the Sandbox. But thing is - you cant really do anything about that. No matter what is added, any sort of goal you put into the game, it will be achieved at some point and then you are back at square one. The only solution that ever works for this depends on each player. Sooner or later, objectives are done. Its up to the player to set up their own objectives afterwards and follow them. Naturally I hope they add more "endgame" content, but in the end, no amount of endgame content will ever be enough for everyone, so the ability to create your own goals is still gonna be important for most players to enjoy the game.
  3. Its likely that the rairoad was also a path for cars to get in. I imagine the train did not travel the rails too often, and the bridge there was pretty massive. Why else build such a bridge instead of building much thinner trestle like the one at Ravine? The same kind of bridge can be seen built in Desolation point that serves as a bridge for the highway. Othervise I cant imagine as well how some of the non-truck cars could have reached the Hunting lodge, yea.
  4. I have seen that moose spawn behind the waterlogged cabin, but it was on the the perma-damage challenge mode so I did not investigate for the scrapings. I reccon, however, that there is bound to be one or two trees or stumps with the markings in that area as well. That whole area is a bit barren though, I think thats the problem. I also recall finding a moose by the birch forested area in Bleak Inlet, but did not find the markings there, either. But I also did not look very hard. Its for those reasons I use the spray to mark out those locations. Point still stands - when hunting for a moose, check the locations with the scratchings, but if its not there, dont waste your time there, waiting. It might respawn in several days, or even in weeks. Its better to just check other scratched areas - gotta get lucky at some point.
  5. Exactly. The scratched trees mark a location where moose can spawn in that particular game world. If there are no markings, it will never spawn there. If there are markings, it might spawn there but it is not quaranteed, like with bears. I tend to mark the scratched trees with the can of spray and Hunting area sign so that I know later on I can go there in search of a moose.
  6. Well the cave part is really a bit difficult in my opinion. But you can cheese the bear before that happens. As long as you still have your distress pistol. If you have trouble with the spear, for scaring the bear away, the distress pistol works just as well. In fact, one could say better because you dont actually start the struggle. The issue is that the Old bear does not bleed like general wildlife in the game. So, where in sandbox, you would just need one well aimed distress pistol shot to kill an animal through bleeding, it wont work on Great bear and you will have to struggle with the spear in the cave. I died there, too. Luckily, the cave has a lot of bodies with stimpacks on them so you can use those to heal up. But, since you lose your gear there, you wont have the distress pistol. Tip I can give for the cave encounter is to use the small holes a lot to hide from the bear. If you have stones, use thrown stones to distract him, he will investigate the sound and you can throw then from crouched position. Only leave the hole when he is far, you can use it to try and locate the spear. Without giving away where the spear is - think game logic. Its probably gonna be somewhere real obvious... but it is a thin object and as such can be easily mistaken for a branch. It has cloth strapped to it - that is how i saw it the last time.
  7. As the game is a bit short on animations, I often feel like all this falls down to player imagination. I do sometimes wish there wasnt the shuffling of cards sound when "waiting" because one could just pretend to be sitting in the armchair, resting, and pondering the life. Either way, dont think this has much of a chance to be added but it would be neat little detail. What bothers me more is that the furniture cannot be repaired if broken or moved if spread around and thrown over the place. It sometimes does bother me a lot how messy the places are. I kinda miss the old, spartan-style interiors of the old game where there wasnt much in terms of equipment, but the little that was there wasnt thrown around like a gang of rowdy drunk hooligans ran through each place in TLD.
  8. Well, I really dont see what would such chemicals be used for on Great bear, and why would there be a reason to ship them out here. Also, if there was a chemical spillage, it would probably affect the life on the most of the island, even if it were confined to one region. It would be precarious because it would call into question what would such chemical spillage have as long term effect on the island. And to be toxic on such a scale you describe, it would have to be a freighter full of the stuff. Also, most chemical spills are very short-term from the standpoint of longevity. They cause a lot of damage but dissapate quickly as the chemicals get absorbed into ground, air or water (where they cause significant damage). Just some speculation. Either way, it wouldnt really fit the theme of the game. Also, gotta keep in mind that if this harbor really is in Pers. Mills, then thats going to be part of Story mode most likely. Course it could just be that this toxic enviroment wouldnt be present in Story mode but dont think it would be that great idea. Props on original hazard idea, though. If anything, I think this kind of toxic spilage could in future be used as environment hazard inside some specific building. Still the issue here is, what would these chemicals do on the island in the first place. What I kinda can see happening, and it was an idea of another forum member in the past, is that there could be a freighter crashed into the island as a part of some region map. I wouldnt put it into harbor but it could be somewhere else - as it could be a freighter that was marooned onto the island as a result of aurora interference. Could be in a region of island to the side of Bleak inlet, as the crash could be caused because the lighthouse in BI was destroyed. Its plausible that Great bear would lie relatively close to shipping line. Hazard areas would make sense within the innards of the freighter, where the toxins could accumulate and be sealed from escaping. For more urban dangers of the game, I think its most feasible that wolves would move in once the people were gone. It might feel like copy of BI, but its hardly unique concept - it goes as far as Costal highway and the pump station, where wolves were placed there to make the location high risk. The main danger there would be limited line of sight (unlike Cannery which is pretty open) and that makes predators all the more dangerous. Course, those are just my opinions on the matter.
  9. As a matter of fact, I was not. I was not even aware that was a thing, but this just solidified my belief that there might be a plot of this type behind the main story. But it could also be entirely wrong, gonna have to just wait and see. But the aurora phenomena in a game always was strange to me, its the one thing that feels abit supernatural compared to othervise very deeply realistically placed game. It would explain much. Apologies for going a bit off-topic. Back on topic - I do believe there is a flightpath over the island. What is a bit strange to me is that both airplanes crashed relatively close to me. I get that the second, passenger liner was not there for long, it showed up with Episode 3. For a while I wondered if perhaps those arent the same plane, but its unlikely. Different markings on the debris, the impact of the liner seems to indicate it was not flying in the direction of the cargo plane. Wonder where the forward section of the cargo plane ended up. I think its likely there will be a harbor in Perseverance mills, too. Im still waiting for that area featured in trailer, the one showing a bridge full of stopped cars. I think that is likely to be in Perseverance Mills. It would make sense that if the emergency was happening, people would flock towards the most population-heavy part of the island.
  10. Not quite. It is pretty handy overall if you were mauled by an animal and need to recover as much condition per a short amount of sleep as possible. Say you were mauled in morning. You have a chance to take 2 hours of sleep and recover some condition then continue on your way. This makes herbal really useful because you can just drink one third of the cup, lie down and sleep and recover in those two hours of sleep a decent portion of your condition. Its great for increased margin of error. As for my misconseptions, there were many over the years. Many I just found out not to be true through trial and error, some I found out to be wrong through these forums. Biggest over the years that took me years to figure out was that meat doesnt have to be harvested by 0.5 kg increments. That you can hit escape mid-way to cut meats into smaller slices. And that it can be used to harvest a rabbit into two similarly big slices. Or that bears are not afraid of campfires. That one hurt.
  11. Would this work, though? Smoke has quite distinct smell, and smelling of smoke would in animals cause the instinct to run away, because it means there is a fire nearby. I think it already sort of works in the game in a sense that if you build a fire while sleeping in a cave, the animals cannot attack you during your sleep. As for hiding a smell of a human by smoking oneself, I am not sure if it would bluff the animals. I think they could probably still distinquish the smell from another. It might still work because they would be inclined to run away from the smell of smoke, from the possible source of forest fire. Personally, I dont think its neccesary. There are things to consider here - and that is generally taking the route that has no predators in a way, or carrying less of meats and items that smell, also using stones to distract or just weapons to clear one´s way ahead. If someone sets up their base in the middle of wolf territory such as the gas station in Coastal highway, for example, they should account for wolves being a constant problem there. That said, I have no problem with this idea.
  12. That is a great observation I did not even consider. There could be a small military presense in a sense of keeping communication networks in place. Coastal guard is not out of question, either, which is true. I woudl expect the coastal guard to have their placement in the popularized area as well, so probably Perseverance mills. What makes sense the most in my opinion is that the airstrip that I suspect is located in Perseverance Mills would be manned by military personnel, or more likely, rangers. Those would be in charge of maintaining the forestly lookouts too and keeping the communication equipment functional. The radio relay in Bleak inlet based on the lore of the notes that are found there (Specialist note) actually indicates them as commercial, I think. It appears to be the communications centre for the Cannery. But the radio relay station in Pleasant Valley is more likely to be ranger or military. Either way, I agree it makes sense for some military presence on the island. Im thinking the airport/airstrip is likely going to serve as part-military installation. I think this is a possibility. It would fit well with lore and common sense. Coming into the conspiracy-theory area, and possible Story mode spoilers - I think there is also a possibility that it could have been used for more sinister reasons than that. If it were used for some secret research and was actually responsible for the phenomena of aurora. As in, aurora and the surrounding EMF effects were a result of some failed experiment, performed on-site of the island. It does not fit well with the general TLD setting, I know it feels more sci-fi-ey then the usual, but the lore indicates that Astrid knew that the aurora was coming... its entirely possible that there is a dark, hidden plot in making that has something to do with The long dark aurora weather being the main plot of the story, and that the story that Astrid told Will about someone, being very sick on Great Bear, was just a ploy to get him to agree and deliver the case with a possible countermeasure to that experiment. We know that Astrid is a researcher, not a doctor in a sense that she regularly treats patients. She also tends to pick great fights. It is possible that this could be the plot of episode 5, and that by finishing the story mode this story of an experiment will be revealed to public, the effects of the island would not be removed, and the island becomes deserved - hence the setting for Sandbox happening some time after the Story mode is finished and after the island was already deserted. It would tie everything together very nicely.
  13. I see, but thats basically already depicted in the game with the mechanics we already have - the hunger bar. There is a set to fill one´s stomach up to some max point on calories, and these calories are expended gradually as time goes by, and by doing various tasks along the way, too. If the intake is higher, it means the player has the stomach hunger bar filled all the time, if they take their time to eat regularly. If their expended calories are lower then the intake, it means their bar has fallen into the "starving" cathegory of the game, its red, they are taking condition damage for starving and (just like with Hypothermia) malnurishment should start building up. The only difference to your suggestion is by making it "average" with measurements overtime. Frankly I think it works just fine, the bar goes down fast enough on normal settings to force the player to eat regularly over the day to keep the hunger bar up, or if they starve, to refill it later on to regenerate some of that condition damage. I agree that starving right now poses no danger, just a discomfort of not having the well fed bonus. Being ravenouse for 30 hours, by using the word "ravenous" would make sense in reality, as that is when the first onsetting effects of short term starvation would develop - sickness, hunger, pains and such. But it would not work from the gameplay perspective. Because by "starving" for 24 hours, the player took 24% condition damage, thats 1 fifth of total health. Every reasonable player would eat their fill at that point and slept to regenerate that damage. Therefore, nobody would actually go "starving" for 24 hours and the condition woudl be meaningnless. But I think I understand that you mean that they would be starving by average for 24 hours, aka over the course of several days, there were more often starving then fed. In theory this might work but it would be very overcomplicated for no benefit, from my opinion. The only way I can see this working is if "starving" was set not to 0 calorie level, but lets say to 30% of filled hunger bar. Meaning the player is actually starving whenever their hunger is below 30%, but they arent taking any damage for it, yet. But that just complicates things and forces players to eat more often to keep the bar above that level, and the hunger bar is already pretty thin that it forces players to eat several times a day. I think I understand your point to how you would want to make it but I still believe it is just needlessly too complicated. I still really dont like the nutrition system, again it just makes things needlessly complicated, and needs constant care, it is the downfall of many survival games because they make things too simulated, it takes away from immersion. Now what you imply here in original idea, I think that is much better fit with the game! It could be a development of the well fed bonus, that by including different diet into the mix, the survivor would temporarily get extra small bonuses on top of the well fed bonus. Being Well fed indicates they are eating enough, and if different foods had different temporary effects, it would require the player to mix them into the diet relatively regularly if they wanted to benefit from them. Its quite simple way to nudge the player into eating balanced diet without a need for extensive rework of the nutrition system. Sides the idea of the military mittens I really like that point. If this werent difficult to program in and were entirely up to the player´s choice to include or exclude from the game as a mechanic, that would be ideal. Im not a big fan in general of adding special items to combat specific mechanics, unless it makes sense and adds something into the balance. It would feel forced. Agreed. I think the game could benefit from them, too. Definitely more firestarting options could also make matches more rare, making them more valueble. Right now they are only really valuable early on, later on one has enough of them to even burn them needlessly here and there if they are mindful to be conservative about starting fires. I think the fire bundles being a skill that opens at firestaring level 3 is a pretty good idea - it would give tinder some meaning, being an item neccesary to craft them, and if they simply were a "time-based match" that can be used to start a fire later on, I think thats a terrific idea that would work well with the game. As long as they cant be used to start torches, and were consumed if the starting of a fire wasnt succesful. As for the harvestable flint - seen that idea around in the past. What I am a bigger fan of is a forgeable firestriker. Not a ferro-rod that one can find in the game right now, but a proper piece of steel that can be scraped to create sparks. As a means of fire it would be less likely to suceed then matches, but would provide an option to start fire indoors and in windless enviroments (so outdoor caves) regardless of weather outside, or even during nighttime. It is basically fire striker and flint used together, but for the sake of not complicating it, I think normal stone might be used, too. As long as the steel piece is forged first - that would add an extra layer of challenge to it in Survival, especially in Interloper, where it would be very useful. Something like what can be seen on this wikipedia page: https://en.wikipedia.org/wiki/Fire_striker Never was a big fan of bow drill fires in the freezing temp settings but they were used by the natives, so I guess it could work. But as someone who tried it for real in the past in very forgiving summer temperatures, it is not easy to make fire this way. But if it were properly balanced, it could benefit the game. Once again, it would be something up to player to decide if they wanna make a use of it or not in their game. Funny you mentioned those. They are an animal that was with moose on the official Roadmaps in the past. I know the roadmaps arent really official source of information anymore, but many of the things there were added into the game much later on, it is still something of a mindset of Hinterland that I would assume. I think Cougars, being a deadly predator which would be very quiet, would provide a terrifying experience to the game as a new type of animal. Problem I see here is how their behaviour would happen. However, if they were map specific to the same areas where the goats would be found, they would provide yet another kind of risk to exploring these regions, thus giving more rarity to the special items found in these remote regions, and making the hunting of these sheep more risky. It would be perfect synergy to risk and benefit that would enrich The long dark a lot. As for the sheep - thats a great idea! I really dont have much knowledge to animal life in the respective Canada regions, but I know enough to know that there are animals there, living wildly, that has fur/woolen coal that could be used for weaving, like you mentioned. Thus giving us the option to craft undergarments of high quality at risk of hunting them. One thing to remember about cougars - such as most feline predators (save lions), they are loners. They would not coordinate their attacks. Also, unlike wolves, they are not stalking-king of predator in a sense that they dont stalk and run down their prey. They are ambush predators. Nocturnal - now that is an interesting concept, but not sure how well it fits the game. In TLD, one does not have much reason to stay outside during night unless traveling. The encounter rate would be lower for that reason. I think it would be fine if they were encountered all throughout the game, but it was neccesary to spot them and keep them in sight - with them, being able to ambush unwary players and being very silent in their approach. Just thinking that makes my skin crawl. Such a predator would be apex in The Long dark. Dont see much point to armguards for bow specifically, what I mostly had in mind are some type of hardened leather bracers to reinforce arms against the animal attacks such as bites. Nothing as beefy as the armguards used to train dogs in taking down of suspects for the police work, but on the same principle. Wolves that are attacking out of offensive or exploratory reasons dont go for arteries - they try to bite at hands, legs, the extremedies. So, wearing a set of hardened protective equipments on arms and maybe even legs actually makes the bites less damaging during what would be the general wolf struggle in The long dark. Unless bow injuries were added into the game as a means of inexperienced archers hurting their wrist by taking bow shots. But those would at most require painkillers to treat the pain so I dont think they are neccesary. But yea, accesories that would boost the use of a specific weapon I think might be very nice in the game. Not even just bandoliers - just crafting something as simple as rifle strap so that rifle can be worn on a shoulder, makes it easier to grab the rifle into a firing stance from relaxed stance. And carrying it on a strap on shoulder rather then strapped to a backpack would also maybe make it appear lighter (not in reality, but I can see it giving slight 0.5 kg decrease to weight, for only one rifle in inventory). Just some more thoughts on the topic.
  14. Mroz4k

    More guns

    Eh. The endless discussion on more firearms for TLD. At most, I think the game might benefit from a double-barrel shotgun as a means of defense at close range against the big animals such as bear or Moose. Fired at close range, it could do some damage and scare the animal away. There was an argument that it would make revolver irrelevant - I dont agree with that. Revolver has its place as a weapon against wolves. It is entirely useless against big game. For that defense, most people use signal gun. That one has some uses, but I think firearm here would not hurt. Besides that, I would not want to see any more firearms in the game, at most some musket-type rifle but nothing else. More firearms is something best suited for a mod for the game for those who want them. But, that is all just my stance on the topic.
  15. I recall seeing bears in Forlorn Muskeg in Story mode episode 2 after I have dealt with the Old bear in survival mode. I have spent some time playing the episode after the Old bear was dealt with to finish up the side quests. But that was a long time ago, before Episode 3 came out. Things might have changed since then. It kind of makes sense - it would be easy to mistake normal bears for the Old bear playing the Episode 2 even though they have slightly different models. Think they only start showing up after that part of the story is finished.
  16. Well, Broken railroad has a maintenance shed. A station used to repair machinery such as train failure, vehicle failures etc. If the industrial area linked to Broken railroad, there would be no point to have maintenance yard there, as the depot is where the repair features are going to be. It is more likely that the industrial area of the island is on the opposite side of the island, actually. So, more likely linking to Desolation point. It also makes sense that there would be a sizeable population centre (Coastal highway houses) in vicinity to more industrial part of the island. I think Broken railroad is probably linked to a more natural area of the island - I imagine that at the end of the railway on the side of Broken railway would be forested area with a big lumber loading station. If you dont mind some story mode and lore spoilers, I made a post recently on pretty much this very thing. It did not take much traction but I think by combination of known lore, common sense and map knowledge we can deduce what areas are where. Like the OP pointed out, for example, there should be an airport, and a harbor or port. I believe both of those locations will be in the same place - probably Perseverance Mills by the looks of it. Couple of things point to that - Prison bus route, flight path of Mackenzie, direction of railway and the fact that there is a maintenance shed on the Broken railroad map, and some other points. Its also most likely going to be the centre for the Great bear services - such as firefighting brigade station, probably a police department or a ranger headquarters for the island. Dont think its likely there will be a military instalation on the island - since the island is based on Vancouver island, would not have much strategic value, I think. It is possible that there would be some sort of airforce installation on the islands around Great bear but most likely not on Great bear itself. But there is clearly a high security prison on the island - so maybe there might be a small military installation on Great bear to help with a potential riot. That, based on the path of a prison bus, is probably located somewhere on the side of the Broken railway map, in the less popularized area of the island. There would be no logical sense to place prison close to populated area. Linking the post I made prior here:
  17. With several suggestions it gets a bit difficult to respond in a sense I would like, so took my time here. Here are my points, will try to be conscise. Sorry ahead of the time if I appear blunt or maybe even slightly rude, it is not my intention to insult anyone. Just want to provide my feedback to this very extensive topic and set of ideas . 1. For starters, I dont think hibernation is that much of a problem like it was in the past, before Well fed bonus. Still, I agree with you the game would benefit from something that would be the opposition to Well fed buff. As far as the mechanics go, I think they are alright. Perhaps the condition hit might be smaller, i personally would say that 20% condition decrease would be more fair, but if it were 50, I dont think it would be a problem, just more ruthless. The problem I do feel with your system comes from how it is reached. 30 hours of not eating means this addition would be entirely pointless. No player ever goes hungry for 30 hours, or rather very few do. Hibernation trick works in a sense that you starve whole day while doing tasks, then eat just enough to sleep long enough to recover all your fatigue, and condition hit from the starving, and then continue starving the next day. So, in a sense, you starve for 12 hours or so, then eat enough for 10-12 hours of sleep, and repeat. Taking 30% of condition hit through starving is unwise because it makes you succeptible to dying from animal struggles and when you are losing condition by starving, you dont recover any condition from resting. So, the 30 hour mark of starving would not prevent the general hibernation strategy. Perhaps the risk build-up should be slower, but start buildign up as soon as the player is starving. It would be easy to break simply by eating something and jumping out of that starving for a bit over the more then two in-game days period. 2. I am a fan of Well fed bonus including temp boost to feels like, if its minor. Not a big fan of nutrition system. While perhaps realistic, also too overly complicated for the game. But perhaps it could be done a bit different way. Rather then making it forced by the game by strictly following nutritional mechanics, turning the game into some sort of a simulator, the game could provide some extra benefits for things like balanced diet, and instead provide detriments such as protein poisoning from eating just rabbits all the time. While at the same time not changing the game caloric value at all. Something of a hidden game mechanics that woudl provide small boosts if the survivors ate a more balanced diet. So mixing fish, venison, rabbit meats, drinking both water and birch bark tea, switching between big game animal meats and meats of smaller animals. To not punish the people who just crunch on bear meat all the time, but rather reward people who mix it. I had this idea brooding in my mind for a while but its far too early for me to come up with a system I believe could work. Not sure how to make the game track the foods eaten by the player overtime. 3. Here is something I keep wishing for. There is potential here to make cooking more varied. Not sure about pemmican, would require things like tallow in the game to make it more feasible, but I guess it would work. Personally I think it would be just better if the game had pre-set locations around the world where meat could be dried, to turn it into a lighter, more lasting piece of food that would not smell so much, something like a crafted food option to use for traveling. Stews are a must! I can see myself using these a lot - even if it were a food piece that spoils quickly, cooking up a stew and carry it for short trips to drink a piece of hot meal on a break and get that warm core bonus is just perfect. It would be a great meal option for specific situations which makes it fit TLD so well. And the added quick condition decay would make it a balanced option compared to normal fried meats or other options, like the dried meats or the pemmican you mentioned. I am all for a more extensive cooking suggestion. 4. I have seen this idea pop up recently in discussions and while I like it, having to take off gloves manually might just make the game too tedious. Rather then "prevent" the player from using weapons, maybe it should prolong how long it takes for the player to pull out a weapon. But I dont know. Gotta be careful with these type of suggestions to not over-do it and make the game less immersive by adding tedious tasks to combat the player all throughout the gameplay. I think essentially it s a good idea, but needs to be reworked to fit in better with the game. Cant think of anything right now, though. 5. Not a fan. While I understand it makes sense, it also makes the game significantly less difficult, and if it subtracts from the challenge of firemaking, I dont think its a great idea. The one way I could see this working if it was like a 6-hour long match that one could carry in inventory, and then use to try and build a fire, consuming it in the process. It would also need to have significantly nerfed fire building base chance to only really be feasible for survivors, skilled in the art of making fire. I think even the masters should fail it here and there. It is still very powerful tool to be used when conserving matches. Frankly, still bigger fan of just different fire building methods, like forgeable steel to be used for sparking. 6. I agree with the notion to add more craftable clothing into the game, but perhaps not in this manner. Wearing leather directly on skin is a very bad, baad idea. There is a reason why you dont see inner leather clothing. At best, that type of clothing has fur on the inside, but even that tends to be very skin-irritable. So this one doesnt really make sense - most leather clothing is outer layer for a reason, or its worn in such a way that the contact with skin is minimalized. As we have seen with timberwolves as a test, I believe its really interesting to have specific type of animal limited to certain region. Solution to "how to make craftable inner clothes feasible" could be in my opinion solved by adding a new type of animal, some sort of a bighorn sheep. There are some that live in British columbia but not close to Vancouver island, I think. Still, i reccon it would not be a far stretch for this type of sheep to live on an island like that. If these were limited to some regions (Timberwolf mountain, Ash canyon, Hushed river valley) it would force players to visit these regions just to hunt these. These types of sheep have a wool-like material that they shed once a year, but which helps them survive rigid low temperatures. I think it would be feasible for player to craft inner clothes from this woolen material. I think there are other ways to utilize leather in the game, though, besides clothing. There is a lot of potential for cool "accessory" type of items that could be worn to provide various bonuses besides being clothing. Something like armguards that would increase protection against animal attacks, quiver which could make notching arrows faster, gun bandolier which would make reloading and equipping rifle faster, and so many more. But, I reccon all of this would be several survival updates worth of ideas so I dont hold out much hope for any of this. Would be great TLD mods I reccon. Its a shame cause the game would benefit from them greatly, especially the stagnant endgame in Survival right now. 7. As a rule of thumb, I am against suggesting animations. I like them, of course, but they are difficult when it comes to development. Id be happier if they added more animations to something more impactful then just checking the rifle. That said - I like the idea of just disabling the ammo count from the HUD. To find out how many bullets are loaded, either load in more, or check inside of a backpack. Or better remember it and count your ammo! If this was a part of settings, it would be neat, and it would be entirely player´s decision to activate it or not. 8. I think it does decay pretty fast. Which is a shame. Even on Voyager I see it decay pretty fast overall. Its one of those types of items where I decide if its even worth repairing, or just tearing it up and making a new one after. At least the repair % is pretty high. 9. I like the idea, but not this implementation, to be honest. Falls from ropes usually just happen to inexperienced players. I havent fell from a rope since 2018 in-game. That said, I think broken limbs are an interesting possibility for a serious affliction. No need to complicate the game with crafting splints. Treatment option should just be 3 sticks and 2 bandages, and painkillers. Dont think crawl would be neccesary to be animated, just very slow movement speed. Say -40% per broken leg. Once treated with splint, increases back by 20%. So with both broken legs, player moves at 20% speed, with both splints at 60%. Still a major setback. 5 days feel alright since thats the time it takes to heal broken ribs, too. I would steal the way broken ribs work further and say that the more broken limbs player has, the more time it takes for them all to heal, just like with broken ribs. In fact, broken ribs could be included in that count as well. With broken hands, of course one would not be able to use weapons, and the ability to do some tasks like breaking down things, using tools and defending in struggles woudl be limited too. Broken arm would be a scary thing in TLD. (Well, perhaps not using weapons at all might be a bit of a stretch, but the spread should be all over the place, making it impossible to aim at all, more like fire the gun in panic all over the place. Could work that way with revolver. Here is my take on how to implement broken limbs. - by any way sprained limbs happen, but making it a Tier 2 type of injury. Meaning that if the player has sprained limb, and then they take another damage that would cause spraining that limb again, they would develop broken limb instead. This make sprains more serious in terms of pushing on with the injuries versus treating it while its still "minor". Adds very important survival decisions, whether to continue pushing on, treating it on spot, or finding shelter to heal through the injuries while they are minor. It would need to be balanced further, I would say when player has 1 sprain, 10% chance of developing that into a broken limb, 90% of additional sprain happening. With all 4 limbs sprained, I think there should still be a chance of broken limb not developing, but at much more precarious rate - say with 4 limbs sprained and another injury happening, 40% chance 1 broken limb affliction, 10% chance 2 broken limb afflictions, 50% base chance no more injuries happening. But this is just initial idea I had, might need to be rebalanced. But it should definitely not be limited to just fall damage or bear attacks, as most players avoid both of those. Another way to do broken limbs in my opinion might be by just making them "worse versions" of sprains, but not treating through broken limbs and continuing with them could cause irreversible damage, sort of like frostbite, that even when healed would just decrease the utility in that type of limb. Frostbite is something everyone avoids like wildfire, if there was a potential that broken limbs lead to irreversible damage, it would make them very scary indeed. 10. Unnecesary. Sorry to be so blunt, but besides a personal "feels good" it serves no point, and would take way too many development resources to be made for the little it would bring. This is something I think would be best left for some community mod when mod support it out. 11. What you are describing is not much of a DLC as much of an entirely new game, at most built on TLD mechanics. I dont think this is something likely, but if so, I dont think it would be fitting for the game. Perhaps some extensive community-made mod, but even that I dont think is very likely. Might be a cool TLD sequel, though... like TLD 2 going back to Great bear, but into the past. Those are my takes on these ideas. I like most of them, but some of them could use more balancing in my opinion, for reasons I stated. Happy to clarify further. Thanks for a lot of interesting ideas and feedback!
  18. For a long time, I have been a supporter of this exact idea. Right now, clothes getting wet, unless its a fault of falling through ice, are not really that dangerous from my experience. I think I managed to get my boots frozen once after spending two whole days outside, walking in snow storms on Forlorn muskeg, on top of ice. Took two whole days for them to freeze. Often, in heavy snowstorms, when clothes get mostly wet, the solution is really simple - just swap inner and outer layer of clothes. Issue solved. Which makes little sense because like you pointed out, physical exercise would mean the survivor is getting drenched in their own sweat. It would influence a lot of things, but I think it would add overal challenge to the game by making the wetness of clothes an actual concern, not just mild inconvinience it is right now. Course perhaps clothes getting wet are bigger challenge on the harder difficulties... but on Voyager, its just a mild inconvinience. A bit off topic but I guess Hypothermia is closely related to the original topic - and I agree, Hypothermia is not much of a concern after the start of the game. One of the reasons for that I think is that the hypothermia risk rises in a static sense. If it were related to "feels like" temperature, it might be more of a concern. Meaning by that is that if player starts freezing at feels like -4 °C, it should take a long while for hypothermia to develop. But at -20°C, it should be very quick. That, in addendum to the sweating, would make wet clothes more of a concern, and at the same time might re-build the clothing players wear - encouraging players to wear more "woolen" clothes as those persist their warmth even when wet.
  19. Didnt want to post on this thread because of the off-topic conversation forming, but something was posted that I wanted to quickly chime in on. In the end, there are two major types of players - the ones that enjoy Story mode more, and the ones that enjoy survival more (well, I guess there are those who enjoy both). If there ever was DLC, it would be probably a good business to aim for both. There is a type of DLC we have seen in games that would very well fit in here. And that is a DLC of sort of "origins". There is a decent amount of side characters in Story mode. I believe a DLC extension of both Survival and Story mode is possible, with Story mode being some shorter one-time backstory stories for the secondary characters. Just some food for thought. That is, assuming the DLCs become a thing, of course.
  20. The flag is a nice touch, never thought of that one. It would serve to put a long line, and tie several hooks on the the line in some intervals - the more hooks, the more chances to catch another fish. Speculating now, but I think the nets would not work. As you can see from the pictures, nets utilize running water with a current, or specific areas where the fish would traffic, like the funnels. You cant get a funnel in the middle of a lake. The way net catching works on a sea is that you have a boat, dragging the net, and catching the fish with the wide area of a net and the speed of the boat. At least I think thats the theory - I am no fisherman. Couple of forum members have experience with ice fishing - if they could provide some ideas from experience, it would help a lot.
  21. The feeling I get from the fishing as is now is how the system for cooking worked in the past. You would go into a fire, switch over to cooking, and select a piece of meat at which point you kept waiting till the one piece of meat was cooked and the game retracted appropriate amount of time. So when we were cooking, we were cooking one piece of meat for a certian amount of time without using that time for something else. Something that I think might work is a system like this: You break through the ice, and put the fishing line in, with a stick. The hole will stay open and the survivor can go perform other tasks. The hole itself can be clicked on again, brinding up the HUD which gives the player the option to spend time, waiting for a catch. When the catch is hooked, the time would be interrupted. Also, the player can do other things around, while the fishing line is set, and if a catch is hooked, there would be the auditory splash you get when fish is caught, and it keeps repeating in some intervals. If the player doesnt pick up the fish in some time (depending on the skill), the fish would get away and tear off the hook with it. I think something similar might be done with the mending system, but not sure yet how. If anyone got any ideas, would be nice to see.
  22. Yea, no problem. Perhaps you get a response, but the one time a staff member posted a response in Wishlist section that I remember, it turned into a wild discussion on guns with people really going mad asking questions and opinions and demanding feedback. I think they are trying to stay away from responding unless its on topic of debunking rumours to not encourage it, as each response takes their time away from doing other things. I would be happy if they fixed it. Been thinking more on this, and given how much the game has changed over the years, these leftovers really damage the immersion overall. I think its important here to consider this from a perspective of a new player. I have been around in the game so I know the map better then my backyard. But a new player, exploring the regions for the first time, is actually very likely to use sun as a means of navigation. If they cross over to Mystery lake while using the sun to navigate, it will entirely screw their perception of the space in the region. So I am right there with you - this should be fixed. It has a potential to just mess with people going further and maybe in the future, even prevent some future changes to things like weather.
  23. I dont know. If Timberwolf mountain isnt it, I think it would be the Hushed river valley. Forlorn Muskeg is a bit above sea level. From Bleak inlet you go uphill to reach relatively flat Forlorn Muskeg - then some climb to reach Mountain town. Then a huge climb from the basin to Milton. Then still going uphill to reach the Hushed river valley. Basically you always go up. Hushed river valley goes down a bit but then the peaks are really high up. Think the huge climb from Milton basin to even reach Hushed river valley. On the opposite side, going from Coastal highway, you go uphill to reach the mine, enter Pleasant Valley and go down again. PV is pretty flat, but to reach TMW you go uphill, then short rope climb. In TMW, first you go down, then slightly up, to reach the flat area around Mountaineer´s hut. Again you go down and up, but increase elevation a bit to reach the Clearing and the cave to Ash canyon. Now Ash canyon is a bit difficult with the terrain - going left would be climb, going straight would be relatively flat, sometimes going a bit uphill. The climbs here are high up, but the terrain to compare is varied. I personally go left, so there is a steep uphill route, but then it goes down to the ash canyon itselt. Then its a very challenging climb to the bearcoat peak, which leads to a climb down to gold mine. Based on the elevations, I would guess that as far as regions go, I think Hushed river valley is higher in elevation then Ash canyon, but in general ash canyon has higher peaks so I think they are on the similar height level, with Hushed river valley peaks maybe being a bit higher. I still think TMW is higher, it just does not seem so because of the way we climb it. Where the other peaks in question are usually steep rope climbs, TMW is a route we take, there is some changes in elevation with every step we take on the way up there, there is a change in elevation considerable with the caves we need to pass through, and then its the final climb with a rope. But again those are just my speculations based on experience and map knowledge, and a bit of navigational instinct.
  24. My apology if I contributed to any rumours, I dont like using speculation but sometimes there is nothing more to go on. I mistook the two terms, on occasion that happens to me, Im pretty good at english but not perfect. When it comes to the movie, (except maybe for Milton maibags or Twitter, I havent read through all of that) there was no information past the original article in 2017, and then there was another from (I believe) SYFY news, which was 2020, but since that one quoted the 2017 article, there seemed to be no new information about it for the past 4 years. At least no information that would be easy to find. I also looked into Jeremy Bolt online but could not find a reference to the movie being produced. Maybe I should have kept digging. I dont mind waiting for many more years for the movie, if the quality of your games is an indication of anything, the movie will be great. It makes sense I did not find anything if the movie is in the stage you described it. Hope you can eventually find the right partners to make it real in a way you are satisfied with. Thanks for the new information and clarifications. And with that, Im going to refrain from posting more on this topic, clearly not being helpful here. Also really dont want to be a part of this AAA company discussion, as much as I tend not to like the AAA industry. I have always admired the approach of Hinterland, proving by example that there is another, succesful way to go about making games.
  25. Well, for starters, a lot of the clothing we are repairing is clearly synthetic. But that is just game mechanics, cant look too much into it from the reality perspective. I always thought the stuffed clothing pieces with clearly "down" material should also require cattail heads to be repaired, as the stuff inside is not only a good tinder for firemaking, but also a very good substitute for the down material. But I always figured "failed" repair was just us, sewing it on top of the tear, but the tear in the process got bigger because we are clumsy, or the cloth just wasnt tightly sewn in and the hole wasnt sealed... and so on. Trying to sew some tears on clothing does get pretty frustrating at times. No matter what you do, it wont stay on. I think the fishing is another of the outdated mechanics to how the game used to work in the past. But, I doubt we will ever see animations for it, it kinda works decently enough and the resources for development are limited. But, what I think might work here, and its very common survival task, is to create fish snares. Basically break a hole through ice, pop the fish snare in, secure it on top, come back next morning to pull out the catches. It uses several fishing hooks so the snare can catch several fish. Its a smart way to fish in areas with highly cold temperatures because after you set it up, you dont get to work for it and spend several more hours just trying to get a catch. That said - I think a lot of people who like fishing in the game would be happy if the current system was reworked to something less RNG, more player-skill based. So they feel like they have a participation in getting the catches.