Construction/settlement and upgrades


Metroli

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I think and interesting idea for Sandbox mode would be to be able to build a permanent shelter, or even a semi permanent one with the wood you gather.

Also something I haven't seen but think would be interesting is upgrades for equipment, like adding layers of cloth to clothing, or pockets to your bag, even something like being able to sharpen your axe or hunting knife for faster harvesting.

Just a thought.

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Fair, I haven't yet made it past 2 days yet, still getting used to the game. It really it fun, but I have yet to find a shelter with both a fireplace, and a bed in one place. Aside from the Camp Office, and even that is in a bad place to find resources.

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Really, I agree that you should be able to build a shelter, but more along the lines of a tent rather than a full house. It would be nice if you could build a wood stove or fire barrel inside houses to make them more hospitable, but in terms of construction, a make-shift tent would be perfect for protection and warmth. If you built a tent, the only animal that could penetrate the tent is a bear.

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If a wolf wants to get into your tent, it will. Dropping all of your food (all the meat, anyway) some distance away might help.

There are several locations among the different maps where you get beds and hearths in the same structure, but the only real deterrent to cooking outside is change in wind direction.

Building a shelter might make a fun (unique) challenge for a total wilderness map, but a new permanent shelter isn't a critical need on the maps we have so far.

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It would be nice if you could build a wood stove or fire barrel inside houses to make them more hospitable,

Every time I setup a base in the fishing camp I think about how I would love to rip one of the potbelly stoves out of the ice fishing shacks and drag it into a cabin. It would be heavy but dragging it around isn't out of the question.

Sam

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Okay, upgrades.

They are pretty much covered by item drops and conditions. If you have an insulated vest, you upgrade when you find a basic winter coat. When your pants are at reduced effectiveness due to condition, you repair them so they are warmer.

If you are looking for more crafting options, like turning a fleece sweater into an insulated/lined fleece sweater, make sure the end result is worth having. You will probably want to replace upgraded items with other (better) upgradable items, which means the time and materials spent upgrading "lesser" items might be perceived as a net loss.

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The houses/cabins we find should not always warm you up as a way to add more crafting into game.Right now you will find all houses have a set 34deg temp which means once you get inside you always warm up(which is not realistic)for gameplay reasons as a way to give players a definite place to warm up.

What if you had to struggle in beginning when you find a house and get inside your bed roll for awhile to warm up.When you find a house near good resources and you can now work on upgrading its heat keeping abilities.Gonna need candles(bear fat,string) which you can walk around with and look for air leaks around floors and windows.Craft some type of insulation and stuff it in all the holes you find.Once done and house is air tight then you get the magical 34deg temp,again not realistic but its just a kool thing to do. :mrgreen:

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This expands on ^^ the above post with more random stuff....

The reason for weather proofing the house should be to make it better able at holding in the warmth for longer periods.When one wakes up or returns to a cold house that can be way below freezing the first thing you should need to do is start a fire to start warming up the place.Vice versa to wake up,start a fire,brew something hot to drink and eat etc.In TLD I purposely wake up late,eat raw meat,drink cold fluids and then run out the door.Give us a reason to wake up earlier with some realistic tasks.

The amount of logs we gather from a downed tree should be higher.Maybe12 per tree?This is to allow you to set a day to gather as much logs as possible to stuff in your abode for a few days at the least.I wanna feel that when I get back to cabin after a long day out its a usual practice of starting a good 6 hour long fire,cook some food and drink and warm the house up for the night ahead.To be honest,right now I only start a fire every few days to gather some water.

Also,now that we make tinder plugs out of twigs I think that downed trees should not give tinder plugs anymore.You wanna have to craft stuff and magical plugs takes away from that.

I also feel that boiling all fluids should be done every time you drink and entail making a small fire out of twigs and kindling you make out of them.If you are cold its ill advised to be drinking ICE cold liquids.If you are warm then drinking a cold drink should raise the temp line a good bit wherein it starts to come back down.So liquid temperature intakes are dictated by your overall body temp.

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The trouble is that it's the beginning of the game that seems most difficult in terms of just surviving the environment. Add to that the difficulty finding basic tools like the hatchet, and making cabins and other structures into yet another crafting drill means there will be even more frustrating one-to-three day "false start" games.

Maybe housing conditions could be variable, offering temperature bonuses within a set range. Interiors with lower bonuses might have obvious flaws, like broken windows or leaky roofs. Reclaimed wood and a tool box could be used to repair or patch them. This would require players to pay attention to the ambient temperature when they enter buildings, and require them to make choices between location, condition, and ease of repair.

This seems like the sort of thing that might make an interesting challenge on a future map, or a plot line in the campaign version.

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The trouble is that it's the beginning of the game that seems most difficult in terms of just surviving the environment. Add to that the difficulty finding basic tools like the hatchet, and making cabins and other structures into yet another crafting drill means there will be even more frustrating one-to-three day "false start" games.

Maybe housing conditions could be variable, offering temperature bonuses within a set range. Interiors with lower bonuses might have obvious flaws, like broken windows or leaky roofs. Reclaimed wood and a tool box could be used to repair or patch them. This would require players to pay attention to the ambient temperature when they enter buildings, and require them to make choices between location, condition, and ease of repair.

This seems like the sort of thing that might make an interesting challenge on a future map, or a plot line in the campaign version.

The cabin being made more weather proof is something you work on later after your settled a bit and chosen a good location.They will always be warmer than outside,have warm beds etc when your first starting out.When you finally get around to weather proofing them the heat inside then takes a lot longer to dissipate.

Also,wouldn't it be easier now that twigs has been implemented..... :? The twigs are just the perfect addition to the TLD IMO and in a real life scenario you would forage like crazy once you crashed.As you search around you will find food,drink and you should be constantly gathering twigs as you go along as this will be your only means of warmth.Enter a house which even though it may be below freezing is protected from the wind.Quickly get into a bed and warm up if your freezing to death otherwise take those twigs,craft some tinder and start a fire.

I roleplay a lot of things that enhances my gameplay in TLD.For example I store my meat in cold places only even though it doesn't matter.I sometimes imagine that I chop away a small section of the walls behind a fridge and cut a hole in back of fridge to make it always cold for meat storage. :geek: I place my bedroll on beds for added warmth even though it doesn't matter.But stuff like this just adds immersion for me.

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I've been considering this for a while too. Upgrades to structures, or home repairs, that is.

I was first inspired by the farmhouse, because the scattered furniture in the kitchen got annoying after a while - I had to light a match or a lantern in order to step around the misplaced chair, etc. Eventually I thought "if I was really here in this house for so long, I would have moved the chair by now..." and that got me thinking about shelter customization in general.

Now my particular problem is, of course, no longer relevant now that we can salvage furniture into scrap wood. However, I still find myself thinking that if I plan to live in a particular house for an extended period of time, it would be awesome to have the ability to interact with/change/upgrade the structure itself in some small way. That could mean using a tool box to repair the broken cupboards to make more storage, being able to move, place, and use crates to stack items instead of tossing the items all over the floor, or even the introduction of fixable damage. Take the broken windows inside the dam (which Fluffy presumably used for access). What if such broken windows were introduced to some of the shelters, and the result was a much colder interior? A tool box could once again be used to, perhaps, nail a bunch of your scrap wood and cloth over the broken window to weather proof your shelter. It would be another level of complexity in the survival mechanic - do you plan to stay at this house long enough to consume materials, time, and energy weather proofing it? Should you use that scrap wood to cover a broken window, or will you need it for fires or to construct rabbit traps? Here's a curtain - can you spare the cloth as insulation on a window, or will you need it to repair your clothing later? More choices, choices...

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I've been considering this for a while too. Upgrades to structures, or home repairs, that is.

I was first inspired by the farmhouse, because the scattered furniture in the kitchen got annoying after a while - I had to light a match or a lantern in order to step around the misplaced chair, etc. Eventually I thought "if I was really here in this house for so long, I would have moved the chair by now..." and that got me thinking about shelter customization in general.

Now my particular problem is, of course, no longer relevant now that we can salvage furniture into scrap wood. However, I still find myself thinking that if I plan to live in a particular house for an extended period of time, it would be awesome to have the ability to interact with/change/upgrade the structure itself in some small way. That could mean using a tool box to repair the broken cupboards to make more storage, being able to move, place, and use crates to stack items instead of tossing the items all over the floor, or even the introduction of fixable damage. Take the broken windows inside the dam (which Fluffy presumably used for access). What if such broken windows were introduced to some of the shelters, and the result was a much colder interior? A tool box could once again be used to, perhaps, nail a bunch of your scrap wood and cloth over the broken window to weather proof your shelter. It would be another level of complexity in the survival mechanic - do you plan to stay at this house long enough to consume materials, time, and energy weather proofing it? Should you use that scrap wood to cover a broken window, or will you need it for fires or to construct rabbit traps? Here's a curtain - can you spare the cloth as insulation on a window, or will you need it to repair your clothing later? More choices, choices...

+1 Yup, I like this idea a lot.

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Never noticed before but the houses do retain heat from previously lit fires.I came back to cabin that had no fire going and noticed the temp inside was at 54deg and dropping a deg every sec or two.When a fire is lit you also get hot spots in the house so rooms far away stay cold etc.Would really like to see this fleshed out with much higher firewood yields from downed trees.The only thing I can think of is matches would run out so quick if you were always freezing.Give us flint stones we practice with and its complete.

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The houses/cabins we find should not always warm you up

Agreed, right now you can sleep in the Quinset Gas Station naked, with no fire and wake up and crack on. This really spoils the immersion for me. A few updates ago you KNEW you had spent a night here as you woke up and your condition would be low, your temperature was not good and that was with the fire barrel roaring for a few hours and while clothed. I remember waking up and thinking "I'm not staying here again, tis a silent/sneaky death-trap". So a massive +1 to not all places should warm you up. This place should be hard to get into + temperatures. It would be very cool (haha!) to have a few places where they can't be warmed up and this could simulate cracked roofs/walls etc etc.

On topic +1 BrentonRyan and the rest!

I love the idea of fixing places up from them either being already damaged or they get damaged through general storms/tree falls/age etc etc after we've found them. It wouldn't need to be animated or anything, it could be a simple 'split in the wood' or 'crack in the window' etc which we could hover the mouse over and then follow on screen instructions/gather the stuff we need to fix it. Whilst un-fixed we get temps like outside and maybe wind-chill as well/harder to make fire etc. It would be neat, and horrible at the same time!.. if we finally found a place and got out of that damn storm only to find that it needs fixing before we can truly rest up comfortably.

You could then also make improvements like using wolf hide to stop drafts etc or as insulation. If you eventually coat the walls,floor and roof in wolf/bear hide, we're talking toasty toasty :)

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  • 2 weeks later...
All I see this doing is using up already limited wood and hide resources, and sending the character to spend more time asleep to recover from being cold.

Hides are more or less inexhaustible resources - the animals always respawn eventually. As far as wood, there is SO much scrap wood in the game now. You can easily get 20+ pieces out of most cabins and homes, and places like the dam and the CH fishing village have a ton of wood pallets lying around. If you use strictly fir and cedar and sticks for your fires, you're sitting on a mountain of reclaimed wood to use for other purposes.

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It would be nice if you could build a wood stove or fire barrel inside houses to make them more hospitable,

Every time I setup a base in the fishing camp I think about how I would love to rip one of the potbelly stoves out of the ice fishing shacks and drag it into a cabin. It would be heavy but dragging it around isn't out of the question.

Sam

yeah you and me both...the limit of the game is understandable but I think this would be do able. And this is where we could get the sled going in the game aswell :)

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