Kraelman

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2 Wolfbait

About Kraelman

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    Prepper
  1. Wind breaks don't seem to work at all right now in regards to campfires when the direction of the wind changes. Links to VOD demonstrating the wind putting out(reducing to 9m) campfires that should be protected: https://www.twitch.tv/kraelman/v/93239038?t=2h13m50s https://www.twitch.tv/kraelman/v/93239038?t=2h17m01s https://www.twitch.tv/kraelman/v/93239038?t=2h19m30s The wind direction change seems to trigger the fire getting blown out, even when the wind is blowing from a protected direction(definitely protected as it can be built right back up again without a problem). And then for some reason the wind direction changed again and it didn't get blown out: https://www.twitch.tv/kraelman/v/93239038?t=2h20m30s
  2. I think you miss on the two big factors that make the game "easy" once you are familiar with the game mechanics. - Condition recovery. If you get mauled by a bear you can sleep for 12 hours and be just fine the next day. This should not be. - Warm interiors. It can be -30C outside, but it'll always be relatively warm inside. Completely negates the cold, harsh environment. Timberwolf mountain seems to be a step in the right direction on this issue. Try a self-imposed challenge. - Do not sleep/craft/warm up in constant temperature areas. Do not enter any building with a loading screen. - Sleep only in 1 hour increments when your condition is less than 85%. This limits your condition recovery to 1% per hour.
  3. There are several things about the game that are wildly unrealistic. The sheer availability of game and their insane respawn rate are two big ones. Caloric values on most of the food in the game is another one... most of the game you shoot/catch would have 2-3x more calories per kg than they do. And of course the amount of meat you are allowed to harvest off a kill is incredibly small. 10kg off that deer would realistically be more like 25-40kg. Instead of 800 cals/kg it could be 1600. So the massive availability of game offsets the smaller amount of meat you get. The devs are also very generous with the rate at which you burn calories as well(chopping up a limb for instance should really be more like 350 cals). So imagine the reverse. You go out and shoot a deer. You harvest about, oh, 50000 calories from it. You freeze it and can now live off that comfortably for quite a while. And that deer isn't going to respawn for over a year. But... now what? It's not difficult to understand the devs reasoning. They want you to get outside and interacting with the world so they make you go out and hunt more frequently and have meat degrade quickly(despite being in a natural freezer).
  4. If you sleep for 12 hours straight you will be mildly dehydrated when you wake up(consider the dry, frozen environment). And you'll probably be a bit peckish as well. Is your character actually starving as soon as you hit 0 calories? No. You're fine. In fact, you'll be fine for quite a while. Same with dehydration. Don't get obsessed with the Hunger and Thirst bars. Maybe your condition drops a couple points. So what? A few percentage points don't mean anything. The way I think about it is this: 90-100% - My character feels great. If you're above 90 you're not "on the brink of death" or anything like that. You feel peachy! But you do want that drink of water sometime in the near future! 80-89% - My character feels fine. Oh, maybe slightly bruised with a few aches here and there. 70-79% - My character has felt better, but we're still okay. But he wants a nap and a day off. 60-69% - Well, now he's feeling pretty lousy. The first bad day of a bad cold kind of lousy. Call your boss and take the day off. 59% and below - My character is wishing there was an emergency room or urgent care center he could go to.
  5. Even above 70% cooked meat can get you. I've gotten it twice in the last 15 days in one of my runs, once at 74% and once at 73%.
  6. There's no way I'm experienced enough with C# and AI programming to make these changes. Wish I was, but that is definitely going to be beyond me. Hopefully somebody else takes that one up. This makes a lot of sense. I don't know how easy it'd be to implement, but I can imagine it'd work like this: Instead of wolves "ramping up" their speed whilst the deer speed stays constant, you swap it so the deer ramps up and the wolf stays constant. After a while, the wolf would lose aggro. Wolves would still be able to get em if they sneak up on them or chase them into a wall or something. I was going to put something abotu torches in there, but I really think that Hinterland is going to do something about the torch thing before full release. IMO the easy fix for the other stuff is to put in some kind of 50/50 "fight or flight" mechanic in when animals are wounded/scared to take away the "when I do X, the animal always does Y" behavior. It works pretty well actually. I run a "only sleep in one hour increments" rule on an outdoor-only challenge on twitch right now. You tend to kind of "slowly die" until you manage to find a bit of gear and start turning things around, but then you get attacked by a wolf and realize you have no way to deal with the infection so it all goes to hell again. Very entertaining. If I can learn enough C# to make an "insulation" property work on interior locations this is do-able. At the start though I'll be happy with just getting the interiors variable temp.
  7. Different kind of wish list here. These are the changes I hope to be able to make in the future by modding the game. When I first started playing TLD it gave this incredible atmosphere and feeling. The magic was real. I felt like I was in a frozen, dead wasteland and just scraping by in surviving. But as I continued to play the magic slowly went away as I became familiar with the game mechanics/maps. I didn't really feel like I was in a frozen wasteland anymore. Everything felt safe as I knew where the wolves would spawn, where to go to find "X" resource whenever I needed it, knew that I could go indoors and be safe and sound no matter what. I wish I could erase my knowledge of all the systems and start over with a blank slate to have that magical feeling once again, but I can't. But I still love the game, I still love the idea of the game. I still stream it on twitch almost every day. I want the magic back. The devs have stated that they want to support mods and steam workshop after release, so I'm gonna go ahead and do this. Now I've never done this before, and I don't know just how difficult this is going to end up being. I'm not planning on adding any actual content, simply re-balancing the tuning with a much more realistic take on the game in mind. Turning the game into the "Frozen Wasteland" that I felt it was when I initially played it. I want to bring back the magic for players who have played for a long time like me and are very familiar with the game systems. There are several key points I hope the mod will address: - The abundance of food means you'll never go hungry - Building interiors are far too forgiving - Too many wolves, too predictable - Crafting re-balancing to slow the game down Note that the mod will NOT be intended for the beginner player, but intended for the veteran player that knows the mechanics and the maps and wants a more challenging experience, that feeling that you could die at any time if things go south. Features: - Indoor temperature will be changed to a variable temperature based on the outdoor temperature A house that sits in temperatures that are -10C to -20C for the majority of the day can't have the interior be -3C all the time. Interior temperatures will instead be variable and slightly warmer than the outside(they'd get warmed up a bit by the sun during the day). This change means that the cold weather environment will still be a factor and follow you when you go inside. This is by far the biggest change and will really serve to drive the point home that you are in a frozen, dead world. - Warmth from fires will linger a lot longer One thing that always bothered me was that the warmth from a fire disappears incredibly quickly when you start a fire indoors in a stove. I really like the idea of the warmth taking more time to dissipate as the walls and insulation ought to hold in the heat a bit, and I think this will be a necessary change with the variable indoor temperatures. The one issue is that I don't know if it'll be possible to differentiate between indoor and outdoor fires, obviously it makes sense that an outdoor fire's heat would dissipate very quickly. - Blizzards will potentially last for much longer time periods. The frequency of blizzards will be reduced Blizzards that last longer than several hours will cause some interesting cold weather predicaments. Imagine multiple days of -25C indoor temperature that could force you to break down furniture to keep a fire going and really strain your food supplies, etc. No more going outside, seeing a blizzard, and heading off to bed for a few hours to wait it out as you'll instead be thinking "Shit. Can I survive if this lasts for more than a day? What if it goes two days". To balance this out the frequency of blizzards will go down. - Clothing degradation in blizzards will be greatly reduced, clothing degradation overall will be reduced This is one thing that gets easier due to reality. I've worn the same winter hat for 5 years and it's as warm as the day I bought it. In TLD right now, that hat would worthless after 20-30 days, or after several hours in a blizzard. With variable interior temperatures taking away an element of safety, reducing the wear and tear on clothing makes sense. - Wolf detection radius will be increased You have to get pretty close to a wolf right now before it sees you. Increasing the detection radius also allows us to reduce the overall number of wolves without losing that feeling of danger when you see a wolf. - The number of wolf spawns will be decreased This will balance the increased detection radius. And the sheer number of wolves on the maps is pretty ludicrous anyway. - Increasing the size of the area that wolves patrol Right now wolves stick to small, pre-defined areas. Look out at Mystery Lake from the Camp Office. See that wolf between you and the closest Ice Shanty? He'll be there every single day in pretty much the same spot. Increasing the size of the patrol radius means that wolves will be more often found in spots that you don't expect them, which could lead to some very intense moments. - Wolves will be slightly stronger than before With the decrease in numbers, it makes sense to make the wolves a little more threatening. Increase the chance of them tearing clothing/causing injury, maybe make it so you can't bring them down with one shot to the butt if they are munching on a deer. - Sneaking mechanic will be toned way down Way too powerful right now. You can sneak down the road through Coastal Townsite on Stalker right now in broad daylight and have a 80% chance of just going right through with no problems whatsoever. - Animal respawn rate will be greatly lowered This solves a huge problem in TLD. Food availability. With the animal respawn rate reduced you could easily run into food scarcity issues on a map and be forced to migrate to a new area simply because all the game is gone. "Oh look I just shot that wolf a couple days ago and there he is again" will no longer be a thing. When you see a wolf take down a deer in a situation where you'd normally ignore it... you might not be able to ignore it if that deer isn't coming back for weeks, if not months. A big issue with this + the increased wolf detection means that deer might not survive long at all on the maps. Would have to figure something out for that. - Amount of time for snares to trigger in rabbit spawn areas will be increased Snares will reliably trigger every 24 hours or so every day right now. Longer wait times on this will also make food scarcity an issue. - Amount of meat on wildlife other than rabbits will be increased Realism adjustment, there should be more than 9kg of venison on that deer. Doubling up(which is still low) the amount of meat that wolves, deer and bears give will be a realistic change and also a necessary change due to the reduced spawn rates/availability of game. - Guaranteed tool spawns will be removed You are currently guaranteed to find one of each tool(knife, hatchet, rifle) on each map. Removing this guaranteed drop increases variance from run to run which IMO makes for more interesting runs. - Certain "guaranteed" item spawns on some maps will be removed The survival bows spawning in Hunting Blinds/Desolation Point will be removed for sure. Probably a few other things here and there will also go, particularly the high quality gear found in the Signal Hill building. - Loot drops and the quality of drops found indoors(dressers, cabinets, etc.) will be lowered across the board on all difficulties. Amount of gear found on dead bodies will be increased I like the idea that the areas and houses you are searching have already been looted by others in their own desperate attempt to survive. You're left with the stark remains of what they chose to leave behind... a questionable looking tin of sardines, an expired can of Pork'n'beans, the old ratty Christmas Sweater grandma knitted, etc. However, all this stuff has to go somewhere. Instead if being empty most of the time a dead body will be a premium loot spot. - Condition recovery from sleeping capped at 1% per hour You can no longer recover from a bear attack by sleeping for a day. If you are dropped low it is going to take time to recover from your injuries. Get used to not always being 100% condition with this one. You might need to take a day or two to simply rest and recover... but can you take a day off in this environment? - Starvation will apply additional effects If the Hinterland devs don't add some kind of additional penalty to starvation I'm going to add my own. When your body runs out of calories to burn in this kind of cold weather environment it should be a real problem for you. Dunno how easy it will be to implement this kind of thing though. - Crafting times and material requirements will be adjusted All clothing items will take 2-3x the amount of time to build and require extra materials. This change is due to my belief that the player character is not an experienced seamstress or bowyer and will probably screw up the crafting process once or twice and have to redo things and he/she will probably ruin some materials. Heck, I know that if you gave me sewing equipment, a couple of deer hides and some intestines and told me to make boots I'd probably fuck it up on the first try. I'm also going to tweak the warmth values a bit. The big intention here is to slow the game down. For veterans of the game it's not unusual to have all of the crafted clothing built in the first 10-15 days of game time, and after that what do you do with yourself? The biggest change will be the Survival Bow. It's very difficult to build a bow capable of bringing an animal down. It's going to take a long time to build as I feel it's kind of the ultimate late game item, something you want to finish when the bullets start running low. - Hide curing will be changed if possible I don't really like the non-interactive "drop hide on floor and it magically cures" mechanic. The easiest way to change it and make it more interactive IMO is to move it to the Fire UI and make the player "Cook" the hide for the several hours until cured. Now... the player won't actually be cooking the hide as they'd be fleshing it and softening it and so on, but the final steps for hide preparation is usually drying it and smoking it, and you'd need the fire for that. This will also serve to slow the game down, and is a much more realistic(albeit imperfect) take on curing hides. Oh, and I'll definitely be cutting the time it takes to harvest a branch. Well if you'd read this far, congrats. These are all just plans, and how easy or difficult this will be to do is kind of up to Hinterland. I'm hoping I'll be able to come through on all of it once the game is released and Hinterland releases some kind of modding API or something. If you additional suggestions, post em. If you want to hang out and talk with me about it in real time I stream pretty regularly in the evening at http://www.twitch.tv/kraelman
  8. I actually simulated something like this in one my runs on twitch before they implemented the current curing mechanic. I built a "tanning rack" out of 4 snares. I'd "Forage Wood" for 2 hours(this was before they changed the wood gathering mechanic) to flesh it and de-hair it and then throw away the wood. Then I had a "soaking" station represented with water and a piece of meat to soften it up for 2 hours. Then I'd dry it for 2 hours then put it next to the fire to smoke it for 2 hours. It slowed the game way down and was a labor intensive thing, which IMO is a good thing. I have a feeling that the devs are eventually going to change the current non-interactive mechanic to something else. If not, you'll have to wait for Kraelman's Realism Mod(some time after full release when Hinterland supports this kind of thing). My plan is to change it to make Fresh Hides and Gut as a cook-able item and have it take several hours to cook on a fire and then it will change to "cured". Imperfect solution, but its something.
  9. I know that modding will not be supported until some time after release. What I'm wondering is what kind of knowledge will be required to do said modding? I have a passing knowledge in C(took a couple classes years ago) but I've never done anything in Unity or modded a game before. If my intention is to only modify the tuning(interior temperatures, degradation rates, etc.) what kind of knowledge would you say I'll need? Will you guys be releasing some kind of modding API? Is there anything that I could start reading/learning right now that might help me out when modding/steam workshop becomes supported by Hinterland?
  10. Adding a win condition and playing with self imposed challenges is how I keep it fresh. Try doing a run where you don't ever enter a building, always outside and exposed. The runs I play like that I do a 50 day win condition, where I have to go to the top of signal hill and light a flare at noon to flag down a passing helicopter for rescue.
  11. You're not crazy. I have observed the exact same thing. Try a little test. Kill a deer, harvest the entire thing in .5kg quantities. Eat the raw meat up to 2500 calories. Theoretically you should have the same chance of food poisoning for every piece you eat... but see if that is the case. Repeat the test a couple of times. Another thing to try is cancelling halfway through eating each piece. I've noticed that cancelling also seems massively boost your chances of getting food poisoning, and that may be the root of the problem as you automatically cancel eating when you hit 2500 calls.
  12. Survival is theoretically unlimited. Rabbits give gut now, therefore food is infinite as you'll never run out of snares and can harvest by hand. Fire and therefore water is infinite with the magnifying glass. Sticks are infinite wood. But there are practical limitations now more than ever. The new wood foraging system has slowed the game down significantly. It takes more time now to get from 1 to 1000 days. And once you get beyond 50-100 days or so all you do is drink and sleep, drink and sleep and then sometimes eat or melt/boil water. You will get bored and likely stop playing, or take long breaks from the game. Boredom can also cause you to make mistakes or be careless. New patches will come out and potentially fuck with your save file. Ennui is the great killer of the ultra long run, nothing else compares.
  13. First off, loving the patch, huge jump in how immersive the game world feels with the new wood foraging mechanic, I didn't even realize how much of a "disconnect" the old way was until I experienced the new system. That said a few things don't feel right. - The time it takes to harvest Branches(10min) into two sticks is a bit silly. I have a tree in my backyard that regularly drops branches the size of the ones found in game and it doesn't take me ten minutes to break them in twain. The payoff also just isn't there for the time you have to put into it. I find myself completely ignoring branches and just going for the "free" sticks and limbs unless I'm either A)really desperate or B)have nothing else to do. - Can't harvest fallen trees! All the branches and limbs are right there on ground level! Would kind of solve the whole "I'm in a forest but I can't find any wood" feeling. Fallen trees could be a big resource you could go to and hack off what you need until its all gone, but then its gone forever. - Maybe its just me, maybe its intended, but the new snowflakes look gigantic.
  14. So this is my current wish-list of changes since the last update. Greater Differentiation Between Difficulties Stalker mode is currently just Voyager with slightly more wolves and slightly less stuff. I really wish there was more differentiation between the difficulties. Such as: - Altering how fast your condition recovers when sleeping(more on that below). Healing slower on Stalker, faster on Pilgrim, etc. - Indoor temperatures could take a hit when moving from Voyager to Stalker, like a -5C decrease across the board. - Add penalties for things like Starvation in Stalker. Such as increasing the amount of time it takes to forage wood or harvesting carcasses when starving, or even slowing your movement speed. Condition Recovery The rate of healing while sleeping is crazy fast. It enables hibernation(sleeping while starving) and the ability to walk about naked in blizzards without a care in the world because as long as you can get to a bed and sleep for 11 or 12 hours you're gonna be fine. My wish: - Change condition recovery to a flat rate. Such as healing 2% condition per hour on Stalker, 4% on Voyager etc. while sleeping. - Introduce the ability to also heal when not sleeping, but at a reduced rate(gives incentive to eat food during the day instead of just before you sleep at night). Freezing and Blizzards Currently it is far easier to recover your condition score than repair your clothing. This makes running about naked in blizzards far better than keeping your clothes on to keep yourself from freezing for a few extra minutes since the damage you take from Freezing is the same either way. The mechanics of the situation are a bit off... you should want to put more clothing on when the game is at its coldest, not take them all off. Balancing the Risk vs Reward for Blizzards and Freezing: - Reduce the rate at which your clothing takes damage in Blizzards. - Have Freezing condition damage scale up depending on how cold it is. Your "Feels Like" temperature should govern this. At -1C the rate of condition damage should be low, at -60C your condition should tank very fast. Overall I feel like the game is in a really good state right now, really happy with it. Small changes and additions are really changing the game. Deerskin Pants for example have led me to stop crafting the Wolfskin Coat(there's a point at which adding more warmth for your character is pointless). The bow is a handy addition(bit too easy to build IMO) for the very, very long run where you eventually run out of bullets for the rifle.