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Willy Pete

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About Willy Pete

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  1. Port Facility Region: Sunny Shores

    So I've been doing research into the world of The Long Dark as I'm interested in writing a short fan fiction piece. In it, I came across the fact that they receive supplies from the mainland and that made me realize something: there's no dedicated port facility in any of the regions, and I'd imagine most supplies come up that way. Enter the idea for a small Port Facility, in a suburban fishing town by the name of Sunny Shores. Starting out as fishing village in the early 20th century, Sunny Shores was located next to a bay with natural formations that gave it calm waters when it didn't ice over. While at first this meant that the townsfolk were forced to strike out into deeper water to catch fish, a boom in the early 1950's led to them being able to purchase an old tug that was converted into an ice-breaker: the Sweet Marie, named after the mayor's wife at the time. After the collapse, the Sweet Marie was used as a tugboat for larger vessels carrying supplies from the mainland, with an outgrowth of the docks to accommodate larger vessels. As an explorable region, it would connect to DP or CH. In the center it would be much like MT, with a store, a (possibly blown up) gas station, and a decent number of humble homes serving as shelter (most of these would probably be the type that ran on propane, with no way to make fire inside). You would find boarded up shacks and small vendor shops in a sort of boardwalk area by the piers, with the Sweet Marie locked up in the ice on the pier. Perhaps during the Aurora event you could go up and blast the vessel's foghorn, mostly for spits and giggles or to spook the wildlife. There probably need to be a lighthouse, though this could always be destroyed so the map doesn't feel too much like DP. Ultimately, Sunny Shores would feel like a cross between MT and DP with crummy weather and foul-tempered wildlife but more dedicated shelter and a different ship.
  2. Animal Traps (bear, wolf, etc.)

    I did a post on a bear trap some time ago and I'll stand by it being a good idea. I figured that way to balance it is to have only 3-4 spawn in the entire world and to either a) make them non-repairable (more likely, I think), or b) require quality tools and a decent amount of resources. To simplify things, it would act similar to the snare where you place it near a bear or wolf area, but then drop some raw meat on the trap (kinda like how a campfire works). It might take days to catch something and the meat would need to be checked and replaced if it became ruined. Furthermore, even if placed near bear territory, there'd be a chance of catching a wolf instead and no matter what you'd have to dispatch the creature on your own with risk of it raging and breaking free if you didn't finish it in one shot. If the trap caught something and you wait too long you'll be rewarded with an empty trap that takes significant reduction in condition and if it was a bear you'd caught then that bear despawns for a decent amount of time. EDIT: just did a quick google search on bear traps, and another factor would be the weight. One I found on Amazon weighed in at 50 lbs (roughly 22.5 kgs)
  3. Flint Knapping (Stone Arrowheads)

    While this all makes sense in a real world scenario, for the game it doesn't really fit as they're already balanced quite nicely. Arrowheads are already not hard to find, every playthrough I've managed to find a decent number (at least in ML) of arrows and broken arrows without the need for a forge. They're also not very hard to make if you know where to find a forge and herein stems the key factor: arrowheads don't degrade. No matter how many times you use them, provided you can locate them afterwards, you can re-use arrows with the only real limiting factor the number of shafts you have. There's really no point to add stone arrowheads to the game as they don't fit in with the game. Even if they were, the only way I can see them being implemented and maintaining game balance is being single-use arrows that require a tedious amount of time to craft with a high chance of failure. Something like 4-5 hours per arrowhead with a 50% chance to ruin it from the start. In short, I think the game is perfectly balanced as is. As cool as flint knapping is, it doesn't have a place in TLD.
  4. There are some good elements, but I'd suggest running it through a spellchecker at the very least. A couple grammatical and punctuation errors as well as the fact it's formatted as what is commonly known as a "Wall of text" that's not very pleasant to look at. Other than that, the old adage of "Show, don't tell" rears its head here, a common issue with new writers (myself included back in the day). Pretty much the entire thing is you telling us what the character is experiencing. This detracts from the story and doesn't really draw the reader in as much as showing us what's taking place through descriptive writing. Feel free to message me if you want any more help, I've been writing fiction (including some fanfiction) for some years now and would be more than happy to help.
  5. "Arctic" upcoming movie

    I saw this and had the idea for a region that was both empty and beautiful, but deadly in that it was devoid of pretty much all resources.
  6. Setting for full map

    In custom games, maybe.
  7. My Take on an "Urban" Region

    I've seen the idea of a region with buildings galore float around here with mixed results and wanted to offer a different sort of idea for a Metropolis on Great Bear Island: one that was never finished. During the time of Richard Carter and his plan for Hydroelectric dams on the Island, perhaps another entrepreneur stepped up in with a plan to build an urban area on the island: a young CEO by the name of Kyle Royce. Wanting to get in quick, Royce got backers for his project and rushed in to start building with little to no research or testing, hoping to get in quick before anyone else did. Unfortunately for him, the geological problems reared their ugly heads and the Carter project failed. Funding ran out when the backers for Royce's project withdrew their money and everything was abandoned, left as it was. Rather than a shining cityscape, all that remains are the metal and cement skeletons of what might've been, and some of the equipment that couldn't be taken off the island. In this region, you'll find little in the way of dedicated shelter. Old trailers and a cheap construction office for the workers and personnel offer the only dedicated protection from the elements. Meanwhile, some forgotten tools and scraps of metal and cloth can be found littering the unfinished buildings with a couple large cranes standing like forgotten monoliths of a lost era. Paved roads are the only finished part of this urban landscape, but have deteriorated and crumbled as mother nature takes back hold of her world. Much like Forlorn Muskeg, you might find a furnace outdoors, with nor shortage of workbenches. Animals have started taking back the area with deer and rabbits living on the outskirts of the region and wolves patrolling the city area.
  8. I like the idea of more skills, but one problem is that medicine is already 100% effective. Bandages, painkillers, reishi tea never fail. To implement the medicine skill as seen above would require nerfing medicine so that it doesn't always work, and I can't see a lot of folks getting behind that. As to crafting/forging, I do love the idea of giving it its own skill, but perhaps "Maintenance" would be a better option. This would roll sharpening, firearm cleaning, and repair into one skill instead of them being their own thing. I do like the idea of being able to over-repair items at higher levels.
  9. Was checking the ingredients in some tea I got and one particular ingredient caught my eye...don't know why it's so shaky, old phone probably.
  10. This isn't the place to post this, but filtering devices in addition to Iodine and other water purification tablets are the best way. Boiling water as seen in the game can kill germs, but won't get rid of any heavier elements. To truly purify water of this dirt/salt/radioactive material you need to build a condenser that boils the water into steam and then condenses the steam back into water in a separate container.
  11. Frozen Food

    @UpUpAway95 I didn't know you could do the templates thing, good to know. Still annoying about the feats, though.
  12. On the Subject of Scent

    As the game currently stands, wearing a wolfskin/bearskin coat or having the bearskin bedroll already has a "black scent" effect that gives a chance to scare off wolves. Whether or not it'd stay that way with a scent overhaul is anyone's guess.
  13. Compass

    How useful the compass is ultimately boils down to how the Geomagnetic anomaly works. If it's an ever-present mess whether the Aurora is active or not, then a compass would be rendered useless, spinning this way and that as the anomaly worked its magic. If, on the other hand, the Geomagnetism is only active during Aurora events then a compass would probably work unless the Aurora was active. I touched on this when I made a post on the Compass.
  14. Frozen Food

    All this talk of custom vs standard modes has me thinking a little off topic, but why not blend the two? A quick example: if you're going to play a Pilgrim game you can pick and choose whatever options you want. Select things, deselect things, have ultimate freedom of choice. On the opposite side of the spectrum, if you're going to start an Interloper game you are more limited in your options of tailoring the game. You might be able to choose to turn two bad things off or otherwise nullify them, whereas on Pilgrim you could choose to have it work however you want.
  15. On the Subject of Scent

    I personally think that the scent system in TLD is rather lacking. If you're bleeding or carrying meat you gain scent bars that attract predators, only...predators are far from the only animals that rely on scent. That said, I think that the scent system could use an upgrade. When I first thought about this idea, I was trying to work out an over-complicated system that worked like a series of bar graphs and overall sounded too far fetched to warrant use. Instead, there's a simpler way to do things that still relies on the one to three scent marks. First and foremost, a scent system overhaul would require being given a bottle of [animal] scent whenever harvesting an animal. Either when you harvest the pelt, the guts, or upon a complete harvesting. Each animal will either give its own bottle of scent or just give varying amounts of predator and prey scents (a different word might be needed as the Moose isn't a predator, but would give a predator-themed scent for the purposes of this idea). In addition to this, there would be a third scent that would remain largely unchanged: scent created by carrying meat, guts, and bleeding. Each of these scents would be represented by a different color in the scent level marker: white (prey), black (predator), red (blood/meat). ~White scents would be had from rabbits and deer. These would decrease the range at which deer and rabbits detect you, but attract wolves and bears. ~Black scents would be had from wolves, bears, and moose. These would decrease the range at which wolves and bears detect you, but repel deer and rabbits, making them flee at greater distances. ~Red scents would be the same as they are now: bleeding, guts, meat, and would attract predators (and maybe repel prey animals). The way these would work is simple: you apply the scent you want by selecting it in the inventory like any other consumable, and it applies to your overall scent marker. One application of white scent gives one white scent tick mark. Applying two more gives you two more scent marks. However, should you need to rid yourself of the prey scent, you would then apply predator scent. The first instance of this would reduce your white scent tick marks from three to two. Two more applications and you no longer smell like prey but have a neutral scent. Three more applications of predator scent and you'll have three black scent tick marks (at which point you would also have an increased chance to scare off wolves). Additionally, a piece of cloth and some water could also be used to reduce either scent to zero without wasting scent, but would take a longer amount of time. Red scents you can only control by using bandages and dropping smelly gear. Red tick marks would override white and black ones immediately, jumping to one tick mark for bleeding and up to three for carrying harvested goods. I don't entirely know how this would effect crafted clothing. Either it would have no effect and things would remain the same, wearing predator garments would increase your predator scent marks (two ticks for bearskin coat, one for wolfskin coat and bearskin sleeping bag), or all worn gear would have an effect (rabbitskin and deerskin clothes would give one prey tick mark each as well) in which case it might be a good idea to have all the main clothing slots have their own predator/prey options. Anywho, that's my take. What do you folks think? You might be able to get rid of the red scent marks (instead wrapping it into prey scents) but I feel like having the "bad" scent that negatively effects you no matter what is a good detractor option.