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About AmericanSteel

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  1. Two big thumbs up to to the devs for listening. Some of my play through were starting to look liking walking over coal beds
  2. I think any large "stuck" vehicle would be a boon: cargo ship, super tanker, fish processing vessel, destroyer, etc. I would also think smaller vehicles would be a nice touch: fishing boats (like the current one), planes of various sizes, buses, passenger trains, semi trucks and trailers, etc. Even if you just sprinkled a few mini vans and a 4 wheeler into the mix it would be a nice change of pace. +1 for more diversity of wrecks and explorable add ons.
  3. We aren't those same humans anymore that is the entire point. What a lone person suddenly dropped into this harsh, unforgiving environment can do should not be the same as what a small society that has been adapting to that same environment over generations can do. if you want to play Ice Age Simulator go develop it... Frankly I don't really care anymore, you're too determined to get your Disney happy ending to listen to anything that has been said and you aren't about to change my mind that your typical survivor is guaranteed to survive forever in one of the harshest environments on the planet. I don't intend to waste anymore of my time on this. ..... Yes, we totally are the "same humans" as the people in the above picture. Humanity has remained unchanged for the last 200,00 years. The people you would find living during an Ice Age? You wouldn't be able to tell the difference between them and a person roaming around in a city today. Literally the "same" people. Hell, we even have the same metabolic requirements as Ice-Age hunter-gatherers, which is one reason why there is such a huge obesity problem in 1st World countries. Oh, and modern people totally survive indefinitely (at least, for as long as people survive normally) in northern wildernesses. Look up Bob Swerer. It isn't about "Disney Happy endings", it is a about "realism". What ever happened to "what will you do to survive"? Not "What will you do when you die because we said so?" The only issue with the comparison is the people above were born, raised, bred and died in this environment. Hunting, trapping, fishing, knapping, skinning, fire building... I dare say most "modern" people have no clue of what to do if they were caught in a tragic situation. Rescuers are constantly astonished when 5 to 10% of a population group walk away from a tragic event, where the other 90 odd percent are dead. Exposure and dehydration are the big killers with lack of food and trauma running up close behind. Take a random group of 100 city folks, drop them out in the wilds and I dare say 50 of them would be dead in two weeks, with another 40 dead before the month was out. Most just don't have the experience, training or drive to continue. I recalled from SERE school it was preached 25% of survivors will die simply because they will refuse to eat available foodstuffs because their have a disdain for them. The instructors then brought out a trash can that had been sitting in the sun for a week dumped out the contents. The pointed out all of the food rubbish was inedible... but you could eat the maggots! The lesson was meant to open your eyes and it sure did for me. Bugs, worms, snakes, frogs, lizards... people will starve to death because they simply don't see them as an edible food source. Another 10% will die because they will eat food that is poisonous/harmful. "I swear these are chanterelle mushrooms, I saw them on Food Network once"!!! We have not even gotten into dysentery which has killed more people than small pox and the plague combined. AND is the number one killer in third world counties today. People not familiar with "Wild Water" assume that if comes from a mountain stream it most be ok to drink. What is brackish water? Do you know what is upstream? Standing water must be ok? The list of ignorance goes on and on and on. Before I joined the Army, I dare say I was one of those uneducated people. I am not saying there is going to be a happily ever after. Something is going to kill the player, eventually. Just like something has my number and will get me... eventually. That does not mean there could not be months, years perhaps even decades before death comes a calling.
  4. To be the devils advocate, you actually stop shivering when hypothermia gets to far along. You actually start to feel warm. Then.... you die. Some more audible cues from the avatar would be nice: chattering of teeth, bemoaning the cold, shivering, etc.
  5. I don't feel the church looks to bad. If this was a whaling community, it would have roots from the what 1700s to the 1900s. Something of this style in a small hamlet would not be out of place, especially for the period. I am not sure why the back corner of the building has not collapsed considering the car sized hole at the supporting corner... but I am not an engineer. BTW, I liked your story about the perfume. I could do without the cheerleaders. Singing whalers/pirates may be a better choice. Sort of a Moby Dick meets One Piece.
  6. Not sure where forging came from. Seems like knapping would be a much more "realistic" choice. Maybe that will come along after they introduce the ammo loading bench. (Ok, wee bit of sarcasm there).
  7. My load out depends on my mission but I always well rested, max out my calories and hydrate. I always carry essentials, which mirror a hunting "daypack" pretty well. Enough to get me by for a short period of time if things go south. My "pack" includes an additional few pounds of food, half a gallon of water, the modern bedroll, some matches, some tinder, my knife and my first aid kit. Boy I would love to toss a tarp in here If I am going hunting, then I tend to wear modern clothing (to keep down the weight), my bow, a few arrows, material to build a fire and a set of traps. If I am going on a looting run, then I wear a mix of furs and modern gear, add in the prybar with a flare or two thrown in. If I am going exploring then I wear my full fur set + carry my underclothing, my bearskin bedroll, two days worth of food, at least a gallon of water, bow and arrows, the axe, the prybar and a few rabbit traps. I don't even pack the rifle anymore. It weights just to darn much. My first bow lasted me until day 75 or so and arrows give you a few successful shots each. I have enough wood right now to make 7 bows and 60 odd arrows, and PV has not been fully explored yet and CH has barely been touched. I should not have to fire a rifle until I am well into my second year (600 days or so) even if I just decided to stay in ML from here on in. All the extra materials I leave back at base camp or cache in other locations. Carrying around extra material to repair tools & clothing is just dead weight. All the hides and guts need to be curing at home, so carrying them around is pointless. Once they are cured, again, leave them at home. Crafting if for the house, not for the field. If I get so screwed over that my gear is shot, it is time to swallow my pride and head back home. Few people make discoveries on their first trip. This is an endurance event not a sprint.
  8. Welcome to the TLD forums. To quote a notable cartoon character, lets get down to the tacks of brass. This has been asked for a number of times. Not sure if the devs are going to take up them up but they have been "added to the list". This one has been asked for as well. Some even proposed the plane crash scene be sort of an intro to the game with a tutorial. Maybe akin to The Forrest. Maybe in Story mode??? A lot of other animals have been asked for, foxes among them. Raptors (owls, eagles, etc), cougars, wolverines, mink, beaver, the list goes on and on. There are also the domesticated/feral/wild animals such as dogs and cats that could have survived, to eek out an existence in the ruins. Every new critter is more to it than just building a wire frame, skinning it and tossing in a movement routine. From a programming point every new animal also changes the entire predator/prey dynamic. So one new critter = lots of extra work. Then lots more to debug. Foxes are predators against rabbits but could be prey for wolves. Foxes can't harm deer, though a deer could kill a fox. Bears could never catch a fox, so I am not sure if they would be ignored or not. The matter of extra harvestable materials also has to be added into the mix and what recipes need to be altered/added to take advantage of the materials. Maybe more will be added in the coming industrial update around the corner. More of a wait and see. Again, welcome to the forums.
  9. I don't know what the "fire" dynamics are in the game beyond the heat they provide at the moment. For instance the pot bellied stove in the Camp Outpost can heat almost the entire upstairs. Stoke both stoves and you could turn that building into a sauna. Others have advocated the obvious point that stoves retain heat better and, as such, release heat long past the death of the fire. Also, stoves and fireplaces hold embers much longer than a barrel or the cold earth. Being able to bring a once dead fire back to life from a few coals would be would be a nice place to start. You can bring a sputter fire back to life, but those are just the last throws of the dying fire not the coals. To play the devils advocate though, coals would require a wee bit of additional programming. After all, you are not going to get meaningful coals from a fire made of a few sticks, unless you heap a lot of them. Maybe coals duration should be based on some formula of total fire duration. Which bleeds into how long a object radiated heat. Once a fire is out on the ground, the heat output is pretty darn low (unless you touch the coals). Burn barrel don't hold much heat either. I can't tell you how many times I have stood at a fire warming my hands at a check point while my butt was freezing, so you have to turn yourself on a proverbial spit to keep warm. As soon as the fire dies down you might as well be standing around a frigid flag pole. A stove kicked up hot enough to boil water will radiate heat for hours and not require you to spin in place to keep warm, the radiate heat goes a good distance (indoors anyway). This out course would require more programming. The only way I would think these changes would become really necessary was if buildings temp ever synced with the out outside temp, where insulation made a difference. Leave a house long enough and they only thing it will provide you is protection from the wind. It will still be an ice box if you don't get some form of heat going. Players will have to get a fire going and make sure they had enough fuel/radiant heat to get them through the night. Otherwise freezing out, freezing inside... your just as dead.
  10. I could see that on something more story driven but given the grim nature of the Long Dark's sandbox I think that would be a pretty weak way to finish a run. My character is doing very well for himself right now, and given that winter must eventually give way to spring (in the real world, i know the game wont actually allow that, even if you survive for a year), I honestly think he could do the survival thing forever at this point. And maybe, just maybe, that's what he chooses. I see the Sandbox game as more of a winter apocalypse. There is no joy as long as there is no thaw. The only hope we have is to eek out another day.
  11. I am all for more ways to make fire. I think being able to make friction fire and/or flint & steel are the natural progression. Just like the player starts with man made clothing and moves to crafted clothing as supplies run thin. Cut down on the amount of matches that spawn by at least 75%. However, they should not decay near as fast as they do now. I also think if a player wanted to split a cardboard match, so a smaller flame so a lower chance to start a fire, then it should be doable. Survival is about choice, even if you don't feel like you have any good ones. Give us some choices and let the players decide.
  12. The lumes would definitely have an impact walking around a night. +1.