After 400 days of survival wish list


korenzi

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1.       Learning curve:

Learning to craft according schematics found in books (such as crafting made out of bear, dear, and wolf materials)

and learning those schematics during "passing time".

2.       More build items capabilities:

Making temporary shelters in the wild and not just to be dependent on cabins.

3.       Food:

3.1   Just to be dependent on meat is not very realistic (and from some point becomes boring).

3.2   If meat only then maybe more versatile than just dears & rabbits.

4.       Wolfs:

Aren’t those types tend to hunt in packs?

Bears – notice a lonely hunter from a distance and never attack?

(Which brings the nest topic...).

5.       Weapons:

More, in which some may handle packs of wolfs or the hungry bears.

6.       Weather:

Making it worm from time to time and even periods which it melt frozen rivers.

7.       Fires:

Fire in the wood (from a fallen satellite for example).

8.       Other items \ skills:

8.1   Binoculars

8.2   Hunting traps for big game.

8.3   Learning to make fire via friction.

8.4   Making a boat to hunt fish in sea

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41 minutes ago, knightjoke said:

8,1

1+ for night vision

night vision ? how every complicated equipment is burned out. Flashlights on the other hand are possible.

 

+ 1 for more food from me. Although it is winter I am sure that there are much more editable plants to be found such as nuts.

+1 wolves hunt in packs but they go on their own too so...

+1 for temporary shelters. Here we can use wolf and deer skins to make the shelter insulated from the cold.

 

Other ideas to keep you interested after playing more than 400 days, can be:

Seasons: Planting, farming the whole shabang 

Gunpowder making: I've made special topic about that mechanic here: 

Events: Possibility to be rescued and thus win the game. However if you don't succeed you have to try another year.

Trading: trade crafted items for something not renewable like matches, cloth, flares...

 

 

 

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7 hours ago, knightjoke said:

trading with npc?

Yes not so much trading like in rpg game but barter I presume. There is a game called This war of mine that has brilliant barter system too bad that the health system sucks though, Anyway there could be something like this offer the NPC something you want to trade and he/she will suggest some other items to give you back if you don't like the deal then he can offer you something else and you can refuse one more time before you piss him off then he says go sell your worthless junk elsewhere. Or it could be simple click and drag system where you need to make a balance with the things you offer and the ones you buy. 

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On 5/13/2016 at 6:34 PM, korenzi said:

1.       Learning curve:

 

Learning to craft according schematics found in books (such as crafting made out of bear, dear, and wolf materials)

and learning those schematics during "passing time".

2.       More build items capabilities:

 

Making temporary shelters in the wild and not just to be dependent on cabins.

3.       Food:

 

3.1   Just to be dependent on meat is not very realistic (and from some point becomes boring).

3.2   If meat only then maybe more versatile than just dears & rabbits.

4.       Wolfs:

 

Aren’t those types tend to hunt in packs?

Bears – notice a lonely hunter from a distance and never attack?

(Which brings the nest topic...).

5.       Weapons:

More, in which some may handle packs of wolfs or the hungry bears.

6.       Weather:

Making it worm from time to time and even periods which it melt frozen rivers.

7.       Fires:

 

Fire in the wood (from a fallen satellite for example).

8.       Other items \ skills:

 

8.1   Binoculars

8.2   Hunting traps for big game.

8.3   Learning to make fire via friction.

8.4   Making a boat to hunt fish in sea

Here are some selected items from the development roadmap that might cover some or all of your requests:

1. Learning Curve

  • Research Items (books of knowledge to improve skills)  0-6 Month Window
  • Knowledge system  0-6 Month Window

2. More build items capabilities

  • Simple shelter-building  0-6 Month Window
  • Crafting for safehouse customization  6-12 Month Window

3. Food

  • Moose  0-6 Month Window
  • Planting  12+ Month Window // R&D

4. Wolves

  • Wolfpack behaviour  6-12 Month Window
  • Wildlife interactions (ex. Wolves vs. Bears)  6-12 Month Window
  • Grizzly Bear  6-12 Month Window

5. Weapons

  • Revolver  0-6 Month Window

6. Weather

  • Spring Sandbox  6-12 Month Window
  • Moving water  6-12 Month Window

7. Fires

  • Aurora gameplay effects & hazards  0-6 Month Window

8. Other

  • Primitive firemaking skill (ex. bow-drill)  0-6 Month Window
  • New travel options: Canoe, Horse  12+ Month Window // R&D
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On 18.5.2016 at 3:05 AM, vancopower said:

Yes not so much trading like in rpg game but barter I presume. There is a game called This war of mine that has brilliant barter system too bad that the health system sucks though, Anyway there could be something like this offer the NPC something you want to trade and he/she will suggest some other items to give you back if you don't like the deal then he can offer you something else and you can refuse one more time before you piss him off then he says go sell your worthless junk elsewhere. Or it could be simple click and drag system where you need to make a balance with the things you offer and the ones you buy. 

Oh god, you just reminded me that I have to play this game again. Well, I wasn't going to do anything productive today anyway...

On the topic of weapons, I do agree with the revolver (although I would much prefer something that Mounties carry, wasn't that some kind of .22 pistol? Canadiens, enlighten me please!), but combined with the rifle and the bow, that should be it for ranged weaponry. I'm all for melee weapons such as crafted spears and clubs though.

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10 hours ago, cekivi said:

Modern Mounties probably carry the same pistol as other police officers. I think it's a 9mm?

The Mounties can have an assortment of weapons however the side arm is the S&W 5906, a 9x19mm. In the past it was a revolver.

RCMP_S%26W_5946.JPG

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On 2016-05-20 at 11:58 PM, Wastelander said:

On the topic of weapons, I do agree with the revolver (although I would much prefer something that Mounties carry, wasn't that some kind of .22 pistol? Canadians, enlighten me please!), but combined with the rifle and the bow, that should be it for ranged weaponry. I'm all for melee weapons such as crafted spears and clubs though.

Nope. They never carried .22 cal weapons. Rather pointless. See above.

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  • 4 weeks later...
On 6/15/2016 at 2:56 AM, Vinceofpyrenees said:

Yes binocular of course ! and a compass !

I really like the compass idea !!  I get turned around so much.  But,  with it end of world  scenario they are going for like an electromagnetic anomaly it may interfere with the compass. :(

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