Mroz4k

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Everything posted by Mroz4k

  1. I get your point, but for an indie studio, I dont think it is a very good idea to spend much resources on such animations. Especially now when we have two types of backpacks which would effectively double the amount of associated animations. While I think it would be cool to have and have no problem with it, I believe it would be best for Hinterland to focus their animation efforts on more core-type animations. Sadly this aint an AAA studio which has insane funds to create more animations. And I would rather have no animations then some half-assed weird animations one can see in many indie survival games. That said - I have no problem with it and would like to see more immersion-building animations for sure.
  2. I have been hoping for some sort of upgrade to the Cooking systems for the past two years. I think it will come eventually - there is so much potential for more cooking options with the cooking skill and cooking pots now in the game. One of the things I would like to see added would be some sort of renewable edible flora. The lichen looks like a great idea! It could be found on the ground in some forested areas similarly to how birch bark does. Which areas would spawn it could be determined by seeing the lichen on the trees but too high up to reach. The reason I prefer this to the conventional way plants work is because I think that cooking edibles should be renewable. Another way, and I really like this idea as well, would be if the "plants" areas would sometimes have a piece or two of the plants on the ground around them which would respawn in small amounts. That would make the alternative medicine renewable, would still allow the players to harvest the plants, and encourage players to use and collect the medicinal plants more. Could even eventually include them into diet as edibles - many of those plants can be parts of cooking recipes.
  3. I think this might be by design. Its the same with fireplaces, cant place them on a slope, which makes it difficult to sometimes use the rock wall outlines to create temporary shelters. This is a very nice and fair point. I dont think the Snow shelter has been much forgotten, but the UI probably was. However, hear me out - I actually quite like it the way the UI is, because of how transparent it is, its possible to see through it and remain a bit more aware of one´s surroundings. While I have no particular argument against this suggestion, it makes perfect sense, I do kinda find the old UI style more useful. But, for the sake of consistency, I agree with @SpanishMoss that the UI should be updated.
  4. I get your point. I think most of us would like to see more animations in the game. From what I know, making animations is very expensive and time consuming, that is why generally, you see tha AAA games have a lot more animations where indie games like in this case usually have less of them. With Hinterland, it was also the issue in the past they didnt have their own equipment to make animations - they used to book a specially equipped studio to make them which meant that early on in the game, there was very, very few animations altogether. That has changed since a bit, as now they have their own gear. Still, while I believe it would be nice to see the player wear gloves, I think it would be too much work for it to be worth it. But I would be fine with it. Would make the game feel more alive for sure. Still, I would prefer the valuable animations effort was focused on some new content.
  5. Well, it reminds me how repairing worked in the early alpha. Back in the early alpha, it was possible to repair hatchets, knives and rifles (no revolvers, hacksaws, hammers in the game at that point, this is when Mystery lake was the only region) with 1 piece of scrap metal and 1 fir firewood, and with the use of the tools (back then only simple tools existed). It made sense at the time. It is a bit archaic with what we have in the game now. At the time the hacksaw were added into the game, you couldnt use the tools to help with crafting yet, but they were used to repair the new hacksaw and hammer, with a piece of metal, same as lanterns. At the same update, one could no longer repair the tools, you could sharpen them with the new whetstones, and eventually when those wore out, one could forge a new set of improvised tools. I would be fine with the hammer, not being a part of milling repairs, honestly. It is unlikely the head of the hammer would become damaged with how massive it is. I would not mind if the hammer was still repairable by the tools under these conditions. But I believe the hacksaw should be millable, and perhaps the toolkit as well.
  6. Title says it all. Lantern fuel and alternative ways to make it in the game. I have (had) an idea for how to do it for a long time. I usually refresh the topic to get fresh perspective on it. But, before I do that, I wanna find out if there even is a point. So, how would you all feel about an alternative way to produce lantern fuel? In general, without going into specifics just yet. I think that if the game had more lantern fuel, it would benefit the game a lot. It is very useful resource early in the game, and loses its immidiate use later on, by the time it has been looted out, so I think most people use it sparingly. And in the late game, many people end up fishing a lot of fish just to cook them for lantern fuel, and dont actually utilize the food, because they have stockpiles of it from different sources. I think if there were alternatives to get more lantern fuel, people who end up using lanterns more often, which is a good thing. I assume most people only really use them stationarily - like leaving them in caves to help cross them, instead of carrying it around due to its weight. Maybe Im wrong in assuming that. Any and all insight into this topic would be greatly appreciated. Please do fill out the poll as well. If there is something that is not mentioned in the polls, feel free to point it out in the comments below.
  7. I get the core issue with not being able to sleep anywhere. And I agree that perhaps, having to carry a bedroll everywhere can also be a bit riddiculous. Like I pointed out - I think a way to fix that is that players should be able to build a Pine bought bedding themselves. And making the existing ones be degradeable same as snow shelters. That makes carrying bedroll still relevant as it is just less resource demanding, and not a 1-2 time use bedding. Still, overall, the game is not hopeless this way. And you can sleep "everywhere" in the game, more less. It is just that some places are easier to sleep in then others, and in order to sleep everywhere, you need to spend some resources to make it happen - by building a snow shelter. I know you cant build it just everywhere, but I think reasonably everywhere you will find snow close-by to allow for building it. I saw the argument with being too tired to finish that last stretch of rope climbing... but if you dont have a bedroll, and just cant reach the top, that is bad planning on the player´s part. Still, it is not something you cant salvage. One can still drop the excessive tools they dont need for immidiate survival, and only keep enough things on them to eat up, drink up, clothes and cloth and sticks to make the snowshelter. Then, you can pretty safely climb down even when exhausted, and just leave the gear lying there on the ledge. You climb down, rest up, and try again at full strenght the next day. That is assuming you cant build the snow shelter there on the ledge. Now you cant find the sticks to build it up there, but it is reasonable enough to assume you will have the sticks to craft it. If not, climb down and hope you can find enough to build one. Break down torches in your inventory if you must. Dont have cloth? Well, break down some of your clothes. It sounds insane... but its better then dying. Use that to build the snow shelter. Sometimes, survival is not pretty and you have to make sacrifices. The mention of "green hell" - I have not played the game, but if it allows sleeping on the ground, in amazonian forest, it is missing something very important in terms of survival basics. You will never seen anyone sleep on the ground in rainforest, its just too dangerous. The body heat attracts all manner of poisonous insects, snakes, and such. Every survival expert I have ever known would build some sort of elevated bed to sleep in for that reason alone. Elevated sleeping location is a common theme for survival in rainforest, tropical island and marshland survival. Other then that, it looks pretty cool. Might give it a try some time.
  8. Quite honestly, I always found it very strange that hacksaw could be repaired such way. I think this is one of the few things that are the remnants of the past age TLD, being able to repair hacksaw and heavy hammer with a bit of metal and tools. I would not be past that both heavy hammer and hacksaw were added to the list of items that can be repaired using the milling station, and that tools would be used to fix tools like flashlight, lantern etc - and could be used as a tool on workbench to speed up crafting the same way you choose a tool like hook and line or sewing kit. In fact, I think the repair of lantern and battery should not cost metal at all, simply it would decrease the condition of the tools.That way, the tools would be similar to how whetstone and cleaning kit works. Tools could be a part of milling repairs as well. At least that part should be the case, because right now, hammer and hacksaw can easily replace tools for the most part and with tools and plenty of metal, which can be procured by hacksaw, there really is little need for actual tools outside self defense I would say. The convinient repairs make them pretty useful.
  9. @one_shurbberyBy all means. I cant take much credit for the idea, Im basically borrowing the game resources with most of my suggestions. If it helps others to formulate or come up with their own ideas, Im happy that I played a tiny part in that with this small suggestion. The suggestion looks alright. Its more true to the current mechanics which is a big plus in my opinion. It might still be a bit too elaborate but that is just my opinion. The "gradual degradation" of fatique is an interesting idea. I can see how thats similar to how intestinal parasites work. But I think it is quite harsh to tell the truth. Im personally more on the conservative side of things - I would be entirely okay if well fed bonus was as is, and malnurishment was its mirror opposite - like decrease to carry capacity, decrease to "feels like temp", small condition hit, and faster fatique decrease. And instead of three days of starving, the player would keep gettting increased risk of malnurishment each time they starved, to gradually build up in the debuff affliction over time, like hypothermia. But it should not just decrease as soon as the player reaches food again, because that way it could never develop, either - so which is why I suggested the requirements for well fed bonus need to be met first to decrease malnurishment instead of giving the buff right away. That basically takes care of balancing the two counterparts, so one couldnt have both debuff and buff at the same time. I really like the idea of the "loss of fatique" but I am not sure it would be feasible if it happened during the time the game is building up malnurishment risk. The way I see it, the hunger bar is "how full stomach is". So when stomach is empty, it doesnt mean the person is actually "starving". In a way, I look at the hunger bar in game as a difference between "eating normally" and "stuffing ones face all the time". I would either significantly cut down on the fatigue decrease during the "risk timer" - like say 1% fatique bar hit for 5% of risk, so at most it would be 20% decrease by the time Malnurishment develops, or I would drop it entirely, and the gradual decrease to fatigue bar from 1% to 50% max would be the condition of malnurishment debuff, once it was developed. Similar to how Intestinal parasites work - the risk itself has no such demerit, but once it hits, it gradualy decreases condition until its cured. Malnurishment could affect Fatique bar in same way once it develops. I think that would fit in better in terms of realism, as well. Because the longer you stay malnourished, the more cummulative the effects appear. I would be happy to see your topic and elaborate my opinion of it more fully - looking forward to seeing it.
  10. Happy to be of help! While I dont really use it in my day-to-day survival too much, when Im doing tests for myself, I tend to use the log to monitor these things
  11. I am inclined to agree with ManicManiac. The true beauty of the game is in how simplistic it is, for the most part, and how these simple suggestions are combined to create a more elaborate bigger picture. I also believe the game is fine as it is, at most I would provide some demerit to starving, but nothing so elaborate. The way I usually suggest ideas and create my own suggestions for the game, I follow a couple of principles. Two of those principles include: 1) try to keep the idea simple. The simplier, the better, makes it fit within the game more naturally and it is easier to explain as well. 2) try to use the existing mechanics to make something happen. This would in theory make it easier to be implemented into the game, bring something "new" into the game by using the existing game resources. Not saying that following these principles is neccesary, it is what I do, but there is a logic behind it and over the years, i found out it works the best. Fair point. But that is not what ManicManiac suggests, at least that is not how I understood his comment. I dont believe he suggests that the game stops evolving. But if you look at how the game evolved over the years, it is possible to spot a pattern. Hinterland usually adds one or two new mechanics, that they thoroughly tested, and then tie them into what is already in the game. That is why this game provides such polished, seamless experience. It is clear that the people in Hinterland team are very experienced in the matters of game design. Many games nowadays are pushing for new, elaborate mechanics, but never actually tie them into the game which often ends up with catastrophic consequences for the game. But one or two new mechanics that change the game, tied and interconnected with what is already in the game, can often create and entirely new, fresh experience. One of the points of criticism that Hinterland keeps getting over the years is how long it takes for them to add a few new things. But people often fail to realize that this is a good thing, because of how much detail is put into connecting what is new into the game. But back on topic. While I agree there should be something to punish the people who still hibernate, I dont think this is particularly good way to go about it. I think the idea of an affliction like malnourishment is worthy addition into the game, but it could work in a way to mirror the "well fed" buff. The way I see "hunger" in the game is not as "starving" - I see it as the content of a stomach of the survivor. So, going into "starving" really just means the person has not ate in some time and are beginning to feel really, really hungry. This makes sense with the comments the character makes by the time his "stomach feels empty", or almost empty. So, in theory, to be "starving", he would need to take a lot of condition damage by starving. But because one cannot just "stay in starvation for 3 days" to develop a counterpart of a well-fed buff, I believe it should work similarly like hypothermia, and starving should increase the risk of malnutrition, risk that would only decrease if the player kept himself filled for three days without falling into starvation. That would still make starving feasible as a short term strategy, but not as a long term one.
  12. ManicManiac is correct, load screen is the only way to precisely point to a exact condition of the player. There is one more sneaky way you can check conditions, but mostly in terms of condition difference over the days you survived. That is by using the ingame "log". It gives you condition range in % from min to max in that particular day. This can also be used to check your condition if its at the lowest. I can show this by abusing this fresh character that I made in Pilgrim mode, by falling. Now, the logs look like this: This can be very useful bit of information to be used in real time . Hope this helps!
  13. No. There is nothing to indicate that. But there is also nothing that would point to it not being true - but seeing as I tend to have high quality tools on me all the time and have not noticed any marginal difference, I can say for my experience that this is not true. But, if others believe it to be true, I cant offer any factual information to prove it isnt true. The factors that definitely have an impact on animal struggles is condition of player´s fatique, and whether or not the animal was hurt when it attacked, like a wolf that got shot by an arrow as soon as it entered the struggle. How likely one is to receive afflictions like bleeding depends on the choice of weapon and on the defense, provided by clothing, but not on the conditions of either of those items. At least there is nothing that would indicate so.
  14. Not a gun expert. But I found the comment about the revolvers not being able to jam dubious at best. It is, in the end, a machine, and no machine is perfect, all are subject to malfunctions of some sort. The research online suggested, that while not very common (revolvers are quite simple in design, that does mean they are not prone to malfunctions) they can jam as well. Thing is - most of these "jams" actually prevent the cylinder from rotating, for example when one of the rounds is not properly fitted into a chamber properly for some reason. If the cylinder does not rotate, the gun cant fire, hence jam. The author of that page also suggests that these jams are, in fact, usually more difficult to fix then with other firearms. So while revolvers are prone to jam less frequently, it appears they can, and doing so would probably mean the whole revolver woudl need maintenance. Which would be, in game, consistent with low condition of a weapon.
  15. I tend to not sharpen tools basically ever, but if I do, I sharpen them up to 90% of condition or so. Since in the past, one could not repair tools, and because makeshift tools are pretty crappy and heavier, I have learned not to use tools unless I absolutely have to. I would only really use them for carcass harvesting - hatchet when the meat is frozen, knife when its fresh. Sometimes I would use a hacksaw instead of hatchet because it is really easy to repair hacksaw. When harvesting rabbits, I usually just use hands - because I would often eat rabbits while Im on my travels, that means by the campfire, so I would put up two cans of water to boil to replenish my water, and that gives me roughly 30 mins of things to do - that is usually enough to harvest enough rabbit meat by hands while waiting for the water to boil up. Then I replace the cans with the meat, and continue to get more meat this way. And repeat till all the meat is harvested. I often take a skin or two by hands as well when the last set of meat is cooking just to not waste time waiting. I never actually "wait" for something to cook. Think this sort of behavior is kinda moot by now since the tools can now be repaired via Milling. I have not gotten to a point where I would need to do that, but once I get used to the idea, I will probably start using tools till they break, then just bring them to a milling station and spend some time there, repairing them. Same with guns. I will conserve the cleaning kits to become a useful tool for repairing the guns while on travels. Same for whetstones for tools. For general use, I will take advantage of the milling machine to make repairs.
  16. It is, however, irrelevant, as the setting is already there in the game. Turning it on and off makes the player automatically wake up when the reach the "freezing" status. Harder modes dont allow this as they are "harder" by their very definition. A solution here is to create one´s own Stalker difficulty with this particular setting changed to fix this issue. That is, afterall, exactly why Custom difficulty exists. This was a point of contention in the past as well, I heard a lot of arguments that quote real life medical proffesionals who claim that a human body wakes one up if freezing, which seems to be true, under the condition that the person who went to sleep wasnt suffering from hypothermia to begin with. If they were, they would never wake up again. In the end those arguments are moot because this game, as realistic as it is, is not meant to be realistic representation and some things in the game are left on purpose for the sake of game mechanics and balance. With that said, my opinion on the subject is probably pretty clear - I dont want to see this added into the game as we already have a similar setting that can be turned on and off for the custom mode.
  17. I see. I have been where you are before as well, trust me. There is a highly pro move that I learned from the masters of the Interloper difficulties which involves tearing some of your own clothes for the cloth, to use for bandages, and sometimes, to build an emergency snow shelter as well. As long as you have sticks, and some worse pieces of clothes you can tear (I often for example carry spare gloves and socks of low quality in case my boots or gloves become frozen in my travels, to switch out). It may seem like its wanton wasting of clothing pieces, but if it gets the job done, it is more important to survive a night then to keep a few extra pieces of clothing. Clothing can be replaced. However, I highly reccomend to sleep in short, 1-2 hr intervals when sleeping on exposed ledges. You regain less back, for sure, but it allows you to react to unforseen changes in weather. If this happened to me, I would take 2 hr sleeps, and if I woke up in a blizzard freezing, I would instantly pop an emergency stim and would climb out of there. I avoid using them as much as possible but there are just some moments in the game where you just have to use one to get out of a bad way. Happy to be of assistance - good hunting! ------------ Back on topic. Was thinking more about this. Since the game does seem to prefer options to remove excessive clicking in the game, I suppose that this button would actually be useful in the end. Forgot to consider that perspective. But as someone with CTS issues I can appreciate the game for making some clicking easier on me. So, in the end, I guess I would not mind the button as a quality of life. Players can always choose on their own to use the button or not.
  18. I know you reported repairing them. I guess I forgot to mention, that I dont believe this was a lie because there was no reason to lie what-so-ever. What I actually believe is that it was intended to repair them on milling station and its possible that we no longer can repair them as a part of a bug in the newest version of the game. But, for the purpose of clarity, I wanted to prove that it is not as of now possible to repair them on a milling station. I highly believe that it was meant to be repairable this way as it makes the most sense. Althought, that may not make sense with the fact that the hotfix for TLD came out on 19th of January, and you reported repairing it after it came out. I wonder - do you update the game as soon as the hotfixes come out or do you take some time to wait for the update to be stable before updating?
  19. Yea, this bothers me a bit, too. Ive just learned to use radial wheel for that purpose. There, you can decide which weapon to use.
  20. We actually did tests on that. What we found out is that the meat on carcasses (not bear only, but carcasses alike) degrades very fast in the first few hours of the animal dying. In a way till the game determines that the "animal has frozen". Which happens even if you keep a lit flame next to it and keep it from freezing. It just seems that the game determines that first few hours after animal is dead, the meat degrades the fastest. That is why, if you want to get the best quality meat, it is best to cut it off straight from the carcass 1-2 kg at a time. This way, the initial first few kg will be of "highest quality" with the condition dropping fast as you keep taking it off. In a way, you are correct - it perhaps is not very realistic. As first one would have to at the very least skin the animal, and usually the next step is to gut it, so that mistakes can be avoided, such us cutting through the stomach on accident and having the stomach acid dip into the meat, ruining it. Or so I was told. Rural european here, my knowledge on animal harvesting is mostly theoretical. After the deteoration slows down, the carcass will remain harvestable for a few days, with the condition eventually going down to 0 at which point it wont be salvageable at all. The only difference to this rule are the placed carcasses, those seem to be degrading at a slow rate since you find them in a location. Yep. That is kinda the problem. At some point, you have cooking rank 5, and at that point, condition is there just for show. Superb reasoning. I conceed my point and would back this suggestion 100% of the way. I think the game would benefit from a bit more variety. Another solution I would be okay with would point to it being a random game of chance - that some of the "potable" reservoirs would actually be non-potable. Thing is, like Fuarian implied, the Dysentery is not much of a risk in TLD... in fact, if getting the potable water wasnt so easy (I waste 0 time, every time I am not cooking something on a fire, I start making water to waste as little burn time as possible) I would be drinking some non-potable water, too. The Dysentery is kinda rare affliction within the game. So I dont think this would be too bad. 3. match counting - To be honest, I dont think adding more matches and upping the difficulty would produce the desired effect you are looking for. For starters - how would this be reflected in torch lighting? Right now, there is a 100% chance to light a torch up, at cost of 1 match. That torch then can be used to light up several fires before it "goes out". If game had more matches to boot, and the torches werent changed along with it, you would just basically increased the match count in the game. Only because of meta, which is to make a campfire, make lots of torches, and then light a torch before staring a campfire next. Which is how most people do it anyway, as this way, you can even use cardboard matches to light up the torch and this way basically upgrade one cardboard match to a wooden match in terms of fire starting chance, but with the advantage of a torch not being wasted when the fire starting fails. Then it is a problem of the HUD. This is already an issue with lighting torches when in emergency, like when wolves are approaching you. If you have several fire starting tools, such as firestriker and matches, when you choose to "light the torch" the game asks you what to use for this. This is already so annoying, complicating that further would not be a good idea, at least in my opinion. I do agree with you that there should be something of a punishment with starting a fire already freezing but I think there are better ways to go about it then to mess with the match count. In a way, I envy you. For me, it is a trip to mountains and at best having a stroll, through what is essentially overpopulated region anyways. Cant go 10km in any direction anywhere in this country and not run into 3 houses with at least one being inhabited at a time. The only time one could get lost in this country nowadays is if the weather in the mountains was really bad, and the person was inexperienced and panicked, or was hurt. Drawn sled would be awesome addition in my opinion! As something that could potentionally be used to quickly scale down a hill, but also could be used to drag a lot of gear over some distance with ease. It would, for example, be incredibly useful to transport all that bear or moose meat after the animal was downed. Now, for the new things! That is an incredible idea, I love it and would back it 100% of the way. When it comes to Quality if life improvements in TLD, I see things one of two ways. Some changes would make the game more convenient, and it might be better to leave it more annoying to simulate the experience of survival. Like having to take off clothes one piece of clothing at a time! One doesnt just zip one button and all of their clothes fall off in real life, too! But this in particular is a nice addition in a sense that it makes sense. Person would store their tools of trade and the material somewhere close at hand, and having to think of what to take for crafting can be annoying. I like this idea a lot! 5. I am not against the idea of having different types of arrows, but this opens up the discussion on different types of ammo and arrows. Especially now that we can craft our own ammunition, too. Problem comes with how to treat different arrows and how to choose which one to put on. Given how sometimes you need to take it out and shoot as fast as possible, having to choose a type of arrow would be detrimental. Unless one would simply pre-select what type of arrow to put on. Still, I would want some limits. One of the most suggested arrow types over the years were sharpened stick with burned points. This is an effective survival strategy for makeshift archery, but it affects the game difficulty in a way that forging arrowheads would no longer be a requirement. I would be fine if there was a way to forge broad arrowheads and if one could make different kinds of arrows. I would not go as far to make small-game arrows like the ones for rabbits. TLD is a lot about being resourceful and about punishing wasteful. Hunting rabbits with arrows is just wasteful, especially considering how easy it is to hunt rabbits with a stone. It would be fine in my opinion if current arrows worked just as well on the animals right now, but perhaps had a diminished effect on moose and bears. Kinda like having a bow variety of revolver/rifle rounds. One is for smaller game, one for bigger. As for different bow types... eh, meh. Not neccesary in my opinion. I get that there is a point to having bigger variety which is good, but there is also an argument to be made about the beauty in simplicity. The whole idea of TLD seem to be about surviving day-to-day. Hence lack of majority of end-game activities and heavy focus on day-to-day survival. I think different types of bows would potentionally be a good idea for a TLD mod if the mod support ever comes out. 6. I agree, and I remember the ajb comment and could not agree more. It would make sense to have a set of actual "gloves" and then mitts that you put on when you are not performing a delicate task with neccesary fingerwork. This would require some re-balancing but I believe it would be a positive change for the game. _ More suggestions, please! Keep ´em coming!
  21. I do both - walk around without revolver and with revolver in hands. But if I know I will be entering something or picking up a stick, I always holster it first. Think I only ever shot a stick once and since then, I am very careful of that happening. I also often walk around with a bow, since then you can just crouch and pick up the stick, at least till you get to level 5. But since that way you just "Draw" the arrow and can just put it back, its not a big deal there. The way to go is to just avoid wolves whenever possible. I found out that stones are very good for just that. They help a lot to redirect wolves to walk other way, that way you can just avoid the whole encounter altogether. And, if they do spot you, they wont just attack unless you show agression by targeting them first, - they will follow you and growl. In a way, you can walk with the wolf stalking you and just walk away. Or light a fire to scare them away. Or, drop a flaming torch and aim at the wolf so the wolf runs over the flaming torch - that is also a sureway to scare it away. But most of all, its best to just avoid them altogether. I hardly ever fire a gun in the game - I prefer to conserve ammo like a lunatic. Revolver is however very handy against Timberwolves. Edit: almost forgot. I usually use radial menu to select a specific weapon. I use 2 just for when I know the weapon I want to take out is my first. But by using radial menu a lot, you get used to it, and that way, you can fairly quickly use it to draw the weapon you want. I do that a lot because I will throw a stone behind a deer to scare it and make it run (hopefully) towards me, and then instantly pull a bow out and draw it for a very close shot at the deer.
  22. I have always been a big fan of adding binoculars into the game. They have a great potential, and over the years, how the game changed, their potential increased a lot. I think they should be useful in spotting the wildlife - it can be pretty helpful, if one can find a spot high up, to use it for what is effectively called "glazing" - a technique used by hunters to scan area with binoculars for animals to then pursue them in a hunt. Even though TLD has plenty of animals and they have stationary spawnpoints, the spawnpoints themselves wary. For example, I may know that a lake by Carter dam has a moose spawn point, but the moose may or may not be there. Being able to spot him from Forestry lookout would save me an in-game hour of trekking there to see if its there or not. The problem with that is however in rendering distance, I think. I dont believe the animals beyond rendering distance could be visible with the binoculars because of how game treats them. But I might be wrong there. Either way, they would be very useful. That said - it is a good idea Sherlock Holmes 18 pointed out. In many ways, you often hear animals before you see them - listening carefully is very important skill in the game. Hearing footsteppes can alert you to a wolf which might be just behind a corner, or even a bear that would othervise be very close to you. One very underrated reason to have binoculars would be to search for circling crows. Murder of crows indicates a dead animal, and tracking animals in this game if they run away after being hit is awful. But after a few hours ingame since the animal dies, crows start circling the carcass. Using binoculars to spot these crows would be invaluable way to find the downed animal.
  23. That is a point of perspective. If dead Larry can hold onto 66 sticks for me, then I am fine with him, hanging out on my bathtub. I am not using it anyway - easier to just roll around in snow to get clean All jokes aside - like I pointed out earlier, the idea to bury the dead or at least remove them from indoor areas has been suggested a lot over the years, although it was not that common. And, like I pointed out, the matter of inventory space could easily be handled by simply replacing the spot of a body with a backpack afterwards. It is too bad that corpses are randomized - if they were stationary, burying them could become a long-term goal such as visiting of cairns and such.
  24. I am not so sure about that anymore. I know this is how food poisoning used to work, but I believe you still take the damage for the 10 hours till you recover from it. At least that is what I seem to have noticed the last time I had food poisoning. Or maybe I just remember it wrong, and it just felt like that because I had already lost the condition beforehand and just didnt recover any with sleep. Once I am done with my feats, I am looking forward to starting a game like that, @odizzido. The one with the sleep resting turned off and generally very slow over-time recovery of condition. Thank you for sharing that in your past posts and giving me this idea for a pretty realistic way to set up custom mode. Looking forward to trying it that way! Question for you - because I basically do the same exact thing like you, I also pile things into piles on the ground as a way to sort them. Not the prettiest but functional. Still, having containers is pretty good because of the small type of items that you need big quantities of, wouldnt you say? Things like sticks, cloth, cured guts, lines and hooks, and other various small items. If you stockpile a lot of things, eventually the containers for these items too tend to become full. So having more inventory space in containers is kinda nice. Or do you just drop the items on the ground anyway? @AdamvR Yes! I have seen a use of these as well. It is essentialy the same idea - to life the food reserves up into a high location to prevent animals from getting into them. If this interests you, I reccomend looking up Dick Proenneke, and documentary about his late life in Alaska, which uses a lot of films he made on a camera in 60s. It documents how he build his whole cabin in one spot in Alaska, and his life there. On 2nd year of him living there, he actually build a very similar kind of pantry too. The entire documentary is up on YouTube.
  25. There is. Exactly like what you said. You can double-click the item in the Clothing menu. This can be very useful for when you need to undress for walking through cave-waterfalls for instance. Same thing to reequip the clothes too - but pay a bit of attention to what clothes it puts on, because sometimes it may switch between what you had on inner or outer layer. It usually depends on the condition of the clothes. But yes, double right click with the mouse is what you mean. ----- On the actual idea: I dont think this is neccesary. The wear & tear on clothes that are worn when sleeping is pretty negligable unless we are talking about Interloper. Even on Stalker I would say its pretty negligible, for most items anyway. Its usually the crappy items that degrade faster when worn indoors. But if it happens to be an issue, you all can just use the trick I just described - to strip of clothes fast, and to put them on just as fast afterwards. It takes only a moment. And while I usually am a fan of quality-of-life changes, in this case I would prefer it wasnt the case. In some way, TLD is such a great game for how inconvenient some things are. This in a way simulates undressing as a task performed by the player. Sorry to say, but that just sounds like bad planning. If you are sleeping outdoors next to a ledge, logic dictates that you only sleep in short intervals, in case the wind changes directions and blows out the fire. Another good thing is to have a piece of birchbark tea in a cup cooked NEXT (not on the cooking pad) the fire. That way, you wont just die because even if you wake up, you wont already be dead or close to it, and there is a big chance the tea will still be hot so you can use it to instantly heat up a bit. Or better yet- build a snow shelter if you are unsure. Couple of pieces of cloth are a small price to pay for safety. Either way, dying like that is an experience in itself, a good one to learn from