Way too much cloth


elloco999

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Posted

I think the new harvesting furniture and such is a great addition but it definitely needs some tuning. There is now way too much cloth!

Early in my run I harvested the chair in the Camp Office because I needed cloth to repair my clothes and I hadn't found much in the lake cabins. Later I made a trip to the logging cabins and harvested some old bedrolls and pillows. On day 20 or so, I had already amassed 30+ cloth!

Before I would always carefully consider whether or not to use a piece of cloth. I would wear just about all clothes I found down until the warmth they gave me dropped too low before harvesting them. I do none of that anymore because I already have plenty of cloth to just repair the best clothes I have and some spares. Everything else is harvested for cloth when I find it to save weight.

Resources need to be a bit scarce to make the most of this game. The feeling you get when you use your last piece material to repair or craft something, not knowing when you'll get more of that material is part of what makes TLD so great. With the abundance of cloth we have now, that is completely gone. The only reason I don't repair every piece of clothing when it dips below 90% condition is to save my sewing kits/ fishing tackle.

So to sum things up: please lower the amount of cloth available.

Posted
I think the new harvesting furniture and such is a great addition but it definitely needs some tuning. There is now way too much cloth!

Early in my run I harvested the chair in the Camp Office because I needed cloth to repair my clothes and I hadn't found much in the lake cabins. Later I made a trip to the logging cabins and harvested some old bedrolls and pillows. On day 20 or so, I had already amassed 30+ cloth!

Before I would always carefully consider whether or not to use a piece of cloth. I would wear just about all clothes I found down until the warmth they gave me dropped too low before harvesting them. I do none of that anymore because I already have plenty of cloth to just repair the best clothes I have and some spares. Everything else is harvested for cloth when I find it to save weight.

Resources need to be a bit scarce to make the most of this game. The feeling you get when you use your last piece material to repair or craft something, not knowing when you'll get more of that material is part of what makes TLD so great. With the abundance of cloth we have now, that is completely gone. The only reason I don't repair every piece of clothing when it dips below 90% condition is to save my sewing kits/ fishing tackle.

So to sum things up: please lower the amount of cloth available.

You know...I agree with you completely.But I realised lately,that we can express our oppinions and wishes...and then hope,that they will be listened and implemented,on other side expect,that things will stay,as they are.We must consider two important things: First one,most important,is developers vision.They may listen and consider wishes,which does not depart too much from their vision.Other thing is that developers consider feedback of mayority of players.If mayority says,that something does not work,developers may consider for changes.But again,those changes should match with their vision.

After all,this is game of Hinterland studio and not made by people who are playing it.They offered to us their vision and we bought it.Nobody forced us to buy game and at start it was clearly explained to us,that we are buying their vision.So,we could decide to take it or not,before we bought it.With buying it,we agreed,that we are accepting,what they have to offer.Of course,Hinterland Studio went abowe this and did listen to player`s community.And they did consider things,which are matching with their vision.

So,maybe you and I,and maybe few others,agree about abundance of clothes.But,if there will be mayority of players,which feels good with amount,then we probably could not expect changes.

So,I learned one thing in this game: I can and I will express my wishes and my feedback.And I will hope for my wishes to be considered,but I won`t expect they actually will be.I will give my voice and then just wait,what will happen. :) That is all,what we can do.Give out voice and hope,at same time accept,what we get. :)

Posted

I think the cloth abundance is partly to offset the increased clothing degradation. I haven't complained about the degradation purely because of the abundance of cloth, but I'm certainly worried about my sewing kits now more than I used to be.

I think it'll be tuned a bit, but I'm finding the way these changes are altering my gameplay strategies really interesting. I never liked feeling like I had to wear down each item of clothing and swap them out. I prefer keeping items in good condition.

Posted

I don't think the resent updates have increased clothing degradation. In fact I haven't played for a while before the v.256 update and I can't say clothing degradation feel any different now than it did a couple of months ago. My deerskin boots degraded 6% in 25-30 days of wearing them 24/7 including a couple of trips in blizzards. My other clothes have degraded by the same rate. Until I was attacked by a wolf that is, that cost me a good amount of condition of several clothes.

I'm not saying the mechanism should be removed, just that the amount of cloth we get now is too much. This is the first implementation of the mechanic and some tuning is to be expected. That's why I'm giving this feedback, so they can use it to tune the mechanism.

A note on the sewing kits: you can also use fishing tackle to repair or craft clothes in stead of the sewing kits. And you can craft fishing tackle.

Posted

i sort of agree that v257 is now too easy in getting cloth.

is there another reason for this or just a minor balance issue?

ie. I also notice your deer boots/pants condition fades very fast. wtf.

I would rather my custom deer pants last longer than those shit jeans.

Posted

Note: wolves can inflict multiple wounds now requiring multiple bandages and clothing repairs. If you are in to wrestling wolves, more cloth is a boon.

But I agree it seems to be too much...

Posted

Cloth isn't so much compared to food. How many pieces of cloth can you find in a game? And how much food can you get? The biggest problem is the unlimited food which makes calory consumption just a number you would never care. If the wolves were much more clever that they run away so long as they see you in good state and would only attack you when you are weak(armless, freezing, broken ankle, low health, etc.), or in the dark, making calories something of scarce and risk, you would really consider whether or not to use the calories to harvest cloth from bedrolls or chairs. Now given the abundance of food, calory consumption is never a concern.

Posted
Cloth isn't so much compared to food. How many pieces of cloth can you find in a game? And how much food can you get? The biggest problem is the unlimited food which makes calory consumption just a number you would never care. If the wolves were much more clever that they run away so long as they see you in good state and would only attack you when you are weak(armless, freezing, broken ankle, low heath, etc.), or in the dark, making calories something of scarce and risk, you would really consider whether or not to use the calories to harvest cloth from bedrolls or chairs. Now given the abundance of food, calory consumption is never a concern.

If they would attack you only,when you`re weak and in low health(condition?)? :?

Wouldn`t then players,especially new ones and those who are still getting used to game mechanics,keep dying constantly? Those players have enough troubles with dealing and avoiding wolves and to make wolves attacks only,when character is weaken...well,I guess that would be a no go. ;)

Posted

If they would attack you only,when you`re weak and in low health(condition?)? :?

Wouldn`t then players,especially new ones and those who are still getting used to game mechanics,keep dying constantly? Those players have enough troubles with dealing and avoiding wolves and to make wolves attacks only,when character is weaken...well,I guess that would be a no go. ;)

That's how one would probably die in the wild--die of cold, hunger, fatigue, and finally a bite. It's not fun when one die because he used up matches, scrap metal or saplings.

Posted

I know all that.Just,I was talking about mechanics in game,not happenings in real world.Altough tries to have as much realistic mechanics as can,it is still a game and as such still must work as a playable and enjoyable game.

Posted

So while i do agree with others in the sense that cloth is way more abundant than it was back in november of last year for example, I think it's more important to use your cloth regularly now as well. The PV update and 256 introduced more extreme weather patterns and conditions making non crafted clothing more important, certainly in the early game. That combined with the modifications to the wolf fighting system from 256 and the increase in clothing damage we can experience there, as well as the multiple bite wounds you experience now from single fights, while the amount of cloth has ramped up significantly (initially from harvesting bedrolls and recently from the harvestable interiors) I think as we continue to play (especially new games started since 256) we will find ourselves using this cloth a lot more regularly.

Posted

given how a bad wolf encounter can result in multiple bleeds, running out of bandages can be more of a thing, and thats when all that cloth can come into play. Right now Im more worried about getting more scrap metal, surely there is some scrap metal i could use in those chairs.

Posted

I kind of agree with the sentiment that there is too much cloth, especially in Coastal Highway.

On a recent play through I think I had somewhere around 200 cloth just from curtains and towels in the houses...

I do see a greater need for cloth and as someone else said, sewing kits/fishing tackle become the limitation now.

But what bothers me most is the fact that there's no need to think about whether to harvest the cloth available...if it's there you might as well take it because there is no penalty in doing so.

I would like to see the ability to harvest cloth from beds at the expense of the warmth bonus or even the bed itself. At that point the player will have to make a choice: do I keep this house as a possible shelter or take the chance that I will have a bedroll the next time I spend the night here.

It might not be realistic but removing curtains could affect the temperature in a house for example...so that there is some cost associated with harvesting cloth.

Posted

Or the drawback could come when NPCs are introduced...

A: "Ah. Good day. I thought I heard some knocking on the door. You are some other survivor, I reckon?"

B: "Indeed. I just passed through a blizzard. Very cold."

A: "Ah... er... won't you come in? Erm... I would offer you a seat, but... you see... I harvested the chairs. For wood, yes. Firewood. Quite convenient. Saved me time and effort... didn't have to collect wood outside."

B: "I see. That seems convenient, indeed. Tell me... why do I strangely think of curtains when I look at you?"

A: "Curtains? Oh... ahahaha... well, curtains, yes. I harvested the curtains in this place to repair my clothes! Does it show? I may look curtain-ish because of it."

B: "May I presume you mumbled something witty while you harvested them? Along the lines of, I hope nobody needs this anymore?"

A: "Well, yes... ahahaha... precisely. How would you know? Also sometimes - I can use this! Or - I'll take it! As if I had a bad conscience or something! Funny, really, ain't it? Ahahaha..."

B: "Funny, yes. Speaking of funny - can you see this rifle I am pointing at you?"

A: "Ah... urgh... well, yes... I was wondering about that all along... ahahaha..."

B: "This rifle is kindly asking you to leave my house. No, don't bother picking up all that stuff you spread on the floor, I will take care of that. Just. Go."

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