Way to carry more weight and possibly a co-op.


Vanaan

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Posted

It would be amazing to have a way in the game to carry more than only 30 kg and possibly co-op in the future to play the game with friends.

Posted
They'll eventually adjust the weight system, and they said that there will never be co-op

Well, if memory doesn't fail me, Klei also said no multiplayer ever, not ever possible, and, surprise surprise, you weren't expecting multiplayer, right, right? :lol:

Just because they say something today, doesn't mean it won't happen tomorrow, because people not robots. Hey, even code has bugs, people have feelings and ideas, which are sort of bugs, only much worse.

That being said, I stopped playing Don't Starve when they announced multiplayer; can't predict people, that's just what made sense and felt right to me.

Posted

I would like a way to carry more weight but I think that the best way they could do this would be to craft a sled that you could drag around the world and load it up like a container.

Posted
I would like a way to carry more weight but I think that the best way they could do this would be to craft a sled that you could drag around the world and load it up like a container.
That's what I was thinking since putting stuff in a backpack doesn't exactly make sense for making things lighter to carry.
Posted
They'll eventually adjust the weight system, and they said that there will never be co-op
Ok I never saw anything about them not wanting to put co-op in the game but I just thought maybe it'd be something nice to have like maybe find a random player in the game and be able to trade supplies with them.
Posted

Hi,

I also have been thinking about the use of manhauling primarily as a way to progress to new bases of operation. Credited with driving the Golden Age of Exploration in the polar regions, it has also been blamed for some of the eras greatest tragedies. It is both an effective and reportedly hellish way of transporting supplies. Eventually dog sledding became the transportation of choice for long distrance polar travel, but as I sit on a pile of meat and cured hides etc.. in the trappers hut, imagining moving to the fishing lodge or further, manhauling feels realistic and natural. Without the means to move my stockpile, it is logical to not progress the game in the interest of survival. Of course this invites the game play decision to base one self out of a more forward camp, yet eventually the game asks you to move on. I think the idea of being able to move ones house should be challenging, but would be rewarding from a game play perspective. The design decisions presently seem to encourage a more itinerant existence, while the environment suggests the need for a home base. This tension is perhaps important, yet as it stands now it feels like a zero sum proposition, creating more frustration than enjoyable tension. Manhauling should be challenging, both to implement and to carry out. It should be slow, wolves could loot your sled, perhaps it should take time to harness or unharness oneself. Inclines should be a nightmare, forcing strategic route choice and perhaps the need to unload and reload the sled. Of course it should burn through calories like nothing else, and leave one constantly at risk of exhaustion. Short miserable days. And to manhaul through the ravine should be a harrowing proposition. Perhaps with the need to rebuild ones sled on the otherside of the broken train bridge and to carry ones gear a backpack at a time. Either forcing or encouraging this as a place one must leave things behind and in a sense start over. In fact the difficulty of manhauling could be a major proposition behind the difficulty levels. These are just my thoughts, I am deeply impressed by this game and I feel confident that your team will navigate these mechanics with grace and reason by the time you go gold. This is an experience that can be approached in many ways, and when i hit a point of frustration it maybe better to simply adjust my approach than to try to change the world.

Julian

Posted
Hi,

I also have been thinking about the use of manhauling primarily as a way to progress to new bases of operation. Credited with driving the Golden Age of Exploration in the polar regions, it has also been blamed for some of the eras greatest tragedies. It is both an effective and reportedly hellish way of transporting supplies. Eventually dog sledding became the transportation of choice for long distrance polar travel, but as I sit on a pile of meat and cured hides etc.. in the trappers hut, imagining moving to the fishing lodge or further, manhauling feels realistic and natural. Without the means to move my stockpile, it is logical to not progress the game in the interest of survival. Of course this invites the game play decision to base one self out of a more forward camp, yet eventually the game asks you to move on. I think the idea of being able to move ones house should be challenging, but would be rewarding from a game play perspective. The design decisions presently seem to encourage a more itinerant existence, while the environment suggests the need for a home base. This tension is perhaps important, yet as it stands now it feels like a zero sum proposition, creating more frustration than enjoyable tension. Manhauling should be challenging, both to implement and to carry out. It should be slow, wolves could loot your sled, perhaps it should take time to harness or unharness oneself. Inclines should be a nightmare, forcing strategic route choice and perhaps the need to unload and reload the sled. Of course it should burn through calories like nothing else, and leave one constantly at risk of exhaustion. Short miserable days. And to manhaul through the ravine should be a harrowing proposition. Perhaps with the need to rebuild ones sled on the otherside of the broken train bridge and to carry ones gear a backpack at a time. Either forcing or encouraging this as a place one must leave things behind and in a sense start over. In fact the difficulty of manhauling could be a major proposition behind the difficulty levels. These are just my thoughts, I am deeply impressed by this game and I feel confident that your team will navigate these mechanics with grace and reason by the time you go gold. This is an experience that can be approached in many ways, and when i hit a point of frustration it maybe better to simply adjust my approach than to try to change the world.

Julian

this ^

Posted
this ^

Agreed. However, this point does not bring in a key factor in survial. A cache. You don't have to take it ALL with you. Some supplies degrade over time (like canned food and meat) while others do not (bullets, pelts, guts, scrap, etc). Take what you need with you and simple cache the rest. When times get hard you should only be one day away from any point in the game, weather not withstanding. If you get in such a place where you gear is torn up and other supplies are running thin... head back to your cache(s).

My base is the Camp Outpost in ML, but I have caches at Carter Dam and a forward outpost at the Farmstead. I don't plan on hauling everything back (like food, no point really) and some items I already have a lot of (like pelts, guts, wood and water). I survive off the meat from kills, supplement with canned food before it goes bad and search for all the items that don't wear out that I know I need (tool kits, scrap, sewing kits, saplings, etc).

I don't have to haul it all. I just haul the essentials in a semi-nomadic existence.

Posted

What we need, is a travois.

Something like this:

[bBvideo 560,340:1sjicx26]

[/bBvideo]

Four saplings of any type + three gut. Perhaps add more gut and some deer hides for an advanced travois.

Posted

Hi AS,

First let me say that overall I agree with you, that the semi-nomadic strategy is definitely the way to go. As I imagine it the sled would not be able to be loaded infinitely, and the effort that it would take to reorganize your caches would be a trade off that would allow for more and different effective play styles. It may take several days to get the sled from one place to another and it might need to be guarded through the night. If implemented how I imagine it, it wouldn't devalue the style of play you describe, but simply allow for possible corrections in strategies midgame. Instead of redoing a bunch of stuff or running back and forth excessively, one could put there energy into a different and dangerous other adventure.

Posted

Not really voting yes or no to the idea of a travois - but did some quick checking because it seemed to me that it would be more of a summer tool (since poles would quite likely dig into deep snow)... although could possibly line with fir branches to minimize.

Anyhow, a link with some info:

http://www.native-languages.org/travois.htm

Note it mentions "usable when there was no snow on the ground" and also "Are travois still used today?

Only on the set of historical movies."

Not discounting the possibility, but still think it's more of a summer type tool. As for sleds or anything carrying more weight, it just feels like people want something that will make moving their supplies back and forth easier [you would be walking slower though]. We can already carry way more than than deep snow would support, plus we can carry more than the max limit (albeit with an appropriate penalty).

Posted
Not really voting yes or no to the idea of a travois - but did some quick checking because it seemed to me that it would be more of a summer tool (since poles would quite likely dig into deep snow)... although could possibly line with fir branches to minimize.

Anyhow, a link with some info:

http://www.native-languages.org/travois.htm

Note it mentions "usable when there was no snow on the ground" and also "Are travois still used today?

Only on the set of historical movies."

Not discounting the possibility, but still think it's more of a summer type tool. As for sleds or anything carrying more weight, it just feels like people want something that will make moving their supplies back and forth easier [you would be walking slower though]. We can already carry way more than than deep snow would support, plus we can carry more than the max limit (albeit with an appropriate penalty).

I have to agree Bill. Though we could make sleds out of branches and hides. Just fit the hides onto the frame and then pour water over the hides outside. The hides freeze and tada, sled. I recall that from Confidential Divide with John Belushi and Blair Brown :)

Posted

Nothing stops you from making a travois out of long, green poles for more surface area on the ground. They work fine on snow. In fact they would work better on loose snow than a sled, which would basically become a plow in loose snow with any significant load. There's also a bunch of stuff would catch sled runners that travois poles would just bounce over. Railroad tracks, human construction.

I could see both being in game. Sleds working well on frozen lakes and roads (assuming black ice on roads) with huge loads, and travois anywhere with lesser loads.

Posted

For me it is not just about carrying more, it is about base moving. Perhaps for creating forward caches, in preparation for a challenging milestone. It is about taking a specific risk, making a specific effort for a specific goal. They should be made so as to be untenable for exploration. They ideally would also only work on specific terrain, and be unable to climb hills loaded. Right now moving any significant amount of stuff to a new base is just rather boring ferrying back and forth, I think this could be made challenging, thought provoking, and fun. It is also something I think I would try IRL if I was in that situation. With the constant threat of hunger and cold, I would not likely want to leave piles of har earned supplies behind just to be closer to a lake. I don't know, its brilliant in my head haha.

Posted
For me it is not just about carrying more, it is about base moving. Perhaps for creating forward caches, in preparation for a challenging milestone. It is about taking a specific risk, making a specific effort for a specific goal. They should be made so as to be untenable for exploration. They ideally would also only work on specific terrain, and be unable to climb hills loaded. Right now moving any significant amount of stuff to a new base is just rather boring ferrying back and forth, I think this could be made challenging, thought provoking, and fun. It is also something I think I would try IRL if I was in that situation. With the constant threat of hunger and cold, I would not likely want to leave piles of har earned supplies behind just to be closer to a lake. I don't know, its brilliant in my head haha.

You could make one heck of a nice Chinese wheelbarrow from a car tire, a piece of pipe, and some lumber from pallets :)

3f3ada451dc135ae9a75efd8eb487cd2_1M.png

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