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Everything posted by AmericanSteel

  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.
  13. One thing is certain, salvage your hatchet before it breaks. A "good" hatchet nets you two scrap and a fir. A broken hatchet nets you a scrap. A 100% repair skill gives what, 35% back (don't recall). This will allow you to put one of your backup hatchets back into it prime and you don't even need to find another fir right away (with that other scrap to spare). If you have multiple hatchets, scrap them when the condition falls into the red. Hording hatches profits nothing. The knife is not so generous, you just get the scrap. Look at your rifles too. I found one rifle at like 24% in my last run (sitting inside the train car in ML). I then found another rifle at 92% under the bed in the homestead in PV. I then found an 85% rifle at Radio Station. I ended up leaving one rifle and a few boxes of ammo in PV. I then took the other rifle back to ML and parted out that 24% weapon. I could have wasted 3 pieces of scrap on the 24% weapon to get in back into working condition, only to find two more rifles a few weeks later. I am just saying you need to explore various avenues and gather what resources you can before you commit. If it is not a matter of life and death, then it can wait. It is easy to live 100 days. Getting beyond is going to take a vision of living for the next few months instead of surviving the next few days. Good resource management is what is going to get your game to the next level.
  14. I still think the Camp Outpost by the Lake in ML is my current favorite. There is a wolf spawn nearby but there is a deer spawn point close too. Just across the tracks is a rabbit spawn point. There are also multiple spawn points out on the lake (mostly wolves) plus fishing if you are so inclined. There are a lot of sticks nearby, plus branches and limbs if you want to waste your energy on larger resources. While the base is colder, it does have a workbench and a pair of stoves. This location is also centrally located in zone with a short "highway" trip to Carter Dam or a jaunt over to Trappers if you need to land a bear. While I maintain a central base, I really use Carter and Trappers too. No one said we have to put all our eggs in one basket. If I kill a bear, I end up layin in a Trappers for a few weeks. I usually end up having to bag a few wolves or happen upon a wolf feasting on some other critter, and I just can't pass up the extra resources. So then I am laying in meat/pelts at Carter. In so far to the OPs original question, search the other zones. Whenever I start to run thin on what I consider a necessary resource I head back out into the wilds. That said, I had more than enough scrap to sail past any problems in my recent Stalker run. However, I got bored at 80 days and just left my game hanging (I actually started a new game of Fallout 3 New Vegas of all things). If you are running thin of materials at 100 days then it seems you are expending resources carelessly. Either that or you happened on a thin run where the game is just not giving you many supplies. I have more supplies than I could shake a stick at: over 80 lbs of meat, maybe a hundred pelts of various animals, two rifles in top form, 50+ rounds of ammo, enough materials to craft half a dozen bows and at least three score of arrows, multiple axes and knives in top condition, maybe 20 scrap, 6 tool kits, 4 sewing kits, 75 fur, 150 cedar, 800+ sticks, 50+ gallons of water and scads of various other supplies. I was so jungle rich that the game became boring. I have not even touched my two preppers caches.... just saving them for when things got tight again.
  15. Scyzara and Octavian (among others) make excellent points. I honestly don't feel the amount of salvageable resources is all that bad. It feels about spot on for what might be left behind after everyone has fled/died. I think the real kicker is prey animals (and consequently hibernation). You can have all the bullets/arrows you want but if you can't find food they matter very little. In the "Rule of Threes" food is really the last item on the list BUT it is the one item that really sinks the current game. Take away the abundant food and the abundant player made clothing dwindles. We are then struggling to manage the finite resources against the need to go out and hunt/fish/trap. Wolves alone give players enough food and resources (gut/hide) to make the warmest clothing item in the game. They are simply food that can fight back. However, man being the alpha predator has them beat in just about every situation... except when they are in pack and we are weak. I fear though the solution would either make the wolf an uber predator (basically killing the player in melee combat) or their numbers so thin they cease to become the predator the devs wanted. I say put them in packs and have them roam about the landscape. This would be a real change in dynamic and AI. Lots to code. If it was done though, player caught unaware would simply be torn apart. A wary player could still kill one or two, causing the pack to lose morale and break to the four winds. However, this would make the early game substantially harder as the new player would not have the gear to defend themselves. Tough call.
  16. Caves with bones at the entrances are probably bear caves. Enter at your own risk.
  17. Same thing goes for a stove. It should be able to hold and radiate heat more effectively than a burn barrel. Right now, they feel the same in the game.
  18. +1 I would also like to see a 100% chance of starting a fire indoors be a lot faster (if not downright instant). At least cut the fire starting duration in half.
  19. While I do think a basic map function in the game would be cool, I don't think it is required. I do think a basic journal entry would help a lot. Have a section in the back of the diary where I could write down what I have / have seen / hope to find. Whenever we are in that area (say Carter Dam) and open the journal, your entry automatically pops up. The player could then add some more notes and then carry on.
  20. I am definitely in favor of this idea. I like the idea of a long term wellness that takes continuous effort to maintain. I also think it could help with a few other areas too, especially getting a full night's sleep. I find that I often end up sleeping for an hour at a time in order to perform other tasks in between but if you were rewarded with a better overall "wellness" by getting a regular full sleep that would compel me more to manage my sleeping habits better. A full nights sleep is a monstrosity that came to being with the advent of electricity. Most people had a "sleep 1" and a "sleep 2" cycle up until the 20th century. You would go to bed, sleep and then get up for a few hours. People would then head down to the pub or work on projects at home (like weaving and sewing) from candle/fire light. They would then go back to sleep and get up before first light. While getting 7 to 9 hours may be dandy for some, I bet more and more people would revert to this kind of sleep cycle.