s7mar7in

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Everything posted by s7mar7in

  1. Hello Tony and welcome, I think the Dev Team is working on the update rollout and that quality-of-life changes to the Survival Mode of the game may take a while longer. The early updates to the cooking mechanics were a big change and introduced a new learning curve to the game Some issues with the early cooking interface that resulted in accidental food poisoning were fixed Early-game cooking inventory, (cans, pots, tea, birch, coffee, canned food, fish, meat), can make scrolling a bit of a chore Often best to cook in batches using outdoor fireplaces and dropping all meat on the ground, (to remove scent) I do wish the warming-by-fire, (of tea, coffee, and canned food), would allow warming without the risk of burning Nice to see you in the forum Tony, hope you have a great week.
  2. Well done. There are a few feats I am still waiting for but don't want to "chase the feat", it seems better to play and wait.
  3. The same type ideas could be modified to mesh with TLD story and lore:• Early isolation and decline...CH and DP struggling to survive on fishing...• The first to bug-out, (survival life on the road)...PV leading up to abandoned vehicles and homes...• Cut-off and surviving in isolation, (Prior to EMP)...MT as homes and buildings go into lockdown...• Night the lights went out, (First EMP)...ML and the loss of electrical grid at Carter Hydro...• Is there anybody out there, (EMP + 5 Years)...BR and FM after many years of looting...
  4. Great idea! Stew is so often the go-to survival food in real life.
  5. I can’t stop thinking that new Survival Mode content or new ‘Experience Modes’ could be amazing if they were to be created based on when we enter Great Bear Island as well as where we enter. In this way TLD Survival Mode could embrace the lore of TLD Story. The idea is very roughly formed as follows: • Early isolation and decline • The first to bug-out, (survival life on the road) • Cut-off and surviving in isolation, (Prior to EMP) • Night the lights went out, (First EMP event and beginning of a mini ice-age without technology) • Is there anybody out there, (EMP + 5 Years) These experience modes need much better descriptions and more creative names; why not share some of your thoughts and ideas for the most interesting timeline-based experience modes. Looking forward to any ideas and feedback my friends.
  6. Welcome @Kra3h. If you have maintained hunger and thirst, then you are likely losing condition, (Health), due to exposure to cold. Also, you may need to check the survivors condition for "health risks" such as infection/pain/sprain/bleeding. Because your survivor died while sleeping, it is very likely the bed was not keeping your survivor warm enough likely due to wet clothes. It's all rather common sense but it can also be a lot to keep track of at first. As you play more it will become part of your playstyle and routine. Good luck my friend.
  7. During a recent Interloper run, I was trudging through blizzard in PV and was forced indoors at the Crossroads Town Building. Cold and exhausted, I had yet to find any matches or fire-starter items. The building interior was pitch black dark and it would be many hours until morning would restore sunlight to the frozen world. I did a quick 2-hour rest to regain some condition and to warm-up from the blizzard. When I woke, the building was so much brighter; actually, I had to go look to be sure it was not an aurora, but the wind and the snow continued to keep the night sky completely dark. This felt so great as an improvement to the games lighting. (did the Hinterland Team add “night-vision”). Think how great this could work in TLD game. Don’t have and/or can’t spare a match, you can rest for an hour and gain a few valuable minutes of improved night vision. I’m not as up-to-date on news and I am asking, was this added as part of a recent update? If not, it seems a good addition and well balanced with the dark setting of the game world.
  8. s7mar7in

    RANK UP

    Congrats on making Survivor. It's nice to see your progress here in the forum. +1 my friend.
  9. Well done, keep up the good work and keep us updated. Best of luck in Chapter II.
  10. Good luck and keep us posted. There was a post here recently asking if bottled water counts against LotL. Please let us know what you learn.
  11. I think the fun of discussing TLD got the better of me...less is more, and in this case, a simple muzzleloader might be best. Best Regards my friend.
  12. Welcome, @Just some guy being a dude. In ML moose may spawn in several locations. The meadow at Trapper's Homestead, between the cabin and the barn. The frozen river below the bridge near Carter Hydro. The birch forest near Lonely Cabin. Also, the first marsh area on the right after leaving ML using the tunnel to FM. There may be others but these are a good start. Best of luck my friend.
  13. Agree completely, and I am not at all worried that the Hinterland Team would ever lose their focus on the survival elements of TLD. That said, due to the high calorie requirements for the harsh Winter environment, hunting is the only way to sustain life in-game. The carbine muzzleloader rifle could be an excellent and powerful single shot weapon with a lighter carry weight compared to rifle. Reload time would be longer than other weapons, but a loaded muzzleloader could remain loaded for (30) days if protected from wet weather. In the event Hinterland were to offer a "Muzzleloader DLC Pack", I would buy it instantly for myself and gift it to my daughters and friends. DLC Pack could Include some of the following: Includes blueprints to craft (3) Stocks, [Hunting, Carbine, Hawken], in cedar, fur, and walnut. Includes long barrel Flint-lock, long barrel Cap-lock, and short barrel cap-lock variants. Adds ability to craft Rifle Sling, [Reduces rifle carry weight 25%] Adds ability to craft deer hide satchel, [Reduces ammo and powder weight 25%] Adds ability to craft black powder, cloth patches, ball ammo, ramrod, and basic cleaning kit. New weapon animation includes muzzle flash which may cause predator wildlife to flee. The ability to "Craft/Assemble/Customize" a weapon system based on personal preference could be especially meaningful in the isolation of TLD.
  14. The OP has a great idea. I have long wished for the addition of NPC’s as distant silhouettes around a distant campfire. They would not be approachable in-game and we would only find clues and items at their abandoned campsites; but it would encourage us to explore in their direction, while maintaining the “Quiet Apocalypse” theme of TLD. This idea for “Time Based Items” could use the “Unapproachable NPC Items” as a part of a new time-based game mechanic to encourage extended exploration of the regions.
  15. Agreed, this is an important aspect of this topic. I remember the bolt cutters from BR years ago and it was a bit of a negative return. The chain-link fences in game are odd in places, (radio tower with no maintenance gate), and somewhat under-utilized in other places, (game fences at bridge leading to hunters lodge behind BR maintenance yard). There is a risk for the game insisting on the bolt cutter item to gain access as a forced "game mechanic" not a realistic survival tool. It reminds me of an early visit to HRV where a row of scrub brush made access/progress impossible for lack of a hatchet...I had the heavy hammer, and a flare and firewood, but no, only a hatchet would grant passage beyond that prickly hedge-row.
  16. Agreed. What is the best estimate relating to a timeline between events in Story Mode and our experiences in Survival Mode?
  17. Storage locations and containers need to add a benefit to be more that just decorations in the game.
  18. Milton does have a negative feeling in that the struggle to survive was snuffed-out, (Bus crash outsiders and School Building fire), whereas the other areas seem to have lost the struggle to survive against natural hardships. The people of Milton did not seem to wonder-away in search of a more hopeful home but rather were driven-away in haste.
  19. The muzzleloader seems like it belongs here in TLD. Following the loss of most technology and most supply chains for goods, reverting to the muzzleloader fits the game lore. No need for factory manufactured ammunition Some locations would feel more realistic with a muzzleloader vs. the rifle Flints and or Caps would fit this game's story very well, (we do not have primers except at the BI Cannery reloading bench) Muzzle loader would utilize cloth and powder and ball ammo, (very realistic crafting items) Condition loss could be restored with simple lamp oil and cloth, (no need for rifle cleaning kit) And finally; it must be the dream of at least a few Hinterland Developers to make a new animation for a black powder muzzle flash.
  20. While watching other players who stream their TLD gameplay it is quickly seen that many new players gravitate towards "base building" and love that aspect of the game. Even very advanced players will use everything the game currently offers to build a hyper-efficient base-camp with trail markers and rock cache storage. It seems a simple "perimeter fence building mechanic" would be a good stepping-stone addition to the games item crafting that would be in keeping with the basic survival theme of TLD.
  21. Well said. But what if there was an over-arching new game mechanic, (Think of "Cabin Fever for Maps", resulting in a temporary regional debuff due to too many days in one location or for over-harvesting a particular region), the game would simply continue with fewer resources available due to a new mechanic that changes the respawn rates of wildlife, plants, and fuel. This would then motivate players to leave the comfort of their long-term base and relocate to a more target-rich region. Just food for thought with lots of room for more ideas.
  22. With the addition of more Regions in the game, there is an increased pressure on players to travel more quickly, (...first 60 days...), or risk losing good quality items that have not been looted quickly enough from distant regions. It is fun to prioritize an expedition to Milton or TWM Summit to loot the high quality gear before it is "ruined", but with so many new maps we are under pressure to take higher risk missions which is sometimes more stressful than fun. First thoughts and 2 Cents: Make basements and bunkers more important, (200% longer shelf-life for canned foods) Make metal storage and toolboxes more important, (80% less condition loss to stored tools) Make first aid kits more important, (80% less condition loss to snacks and medical items) Make water-proof plastic storage containers more important, (80% less condition loss to matches, flares, and ammo) Not sure the game should allow a 25 year shelf-life as suggested in the OP, but maybe add some additional value to storage location types and more importantly allow several more weeks of in-game days to explore the many varied regions of Great Bear.
  23. Agreed. If every Park Ranger corps, Ranger backpack, Ranger truck, Ranger office, had a logical chance of high quality gear. IE: wool clothes, ammo, revolver, first aid. The game balance would not be lessened...you will not survive better with 3 wool pants compared to 1 wool pants. It is difficult to understand why we discover what should be an item rich location but too often it has been stripped completely bare; giving a feeling of game rebalance rather than the feeling of a real world post disaster experience.