Fuarian

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Posts posted by Fuarian

  1. 12 hours ago, Starcraftz01 said:

    So I was playing my first run and as I entered BI from the Ravine to go to the radio tower I made a quick stop at the ranger tower and I found a couple easy to miss spawns.

    1. In between the bars of the left railing of the first flight of steps there is a can of stump remover.

    2. If you loop past the door at the ranger tower there is a hook with a climbing rope hanging from it.

    If you guys find any other easy to miss spawns leave them down bellow!

    There's a ROPE up there?! Maybe it's a random spawn

    • Upvote 1
  2. I've been requesting this for AGES. It's realistic, especially for Great Bear which is already in decay. Imagine if the Dam collapses, or a mine, or a tree bridge or some way of passing through somewhere. You'll have to find another way around.

    • Upvote 2
  3. 11 hours ago, Salty Crackers said:

    This is honestly completely broken. The milling machine should be restricted to only repairing items up to 50% to make whetstones and cleaning kits actually worth something.

    Or instead they should make whetstones and cleaning kits rarer and make this new mechanic more important

  4. With the introduction of the Milling Machine, repairing tools and weapons has another option. But whetstones are still too common for this to be remotely useful before anyone runs out of whetstones, at which point anyone would be bored out of their mind. Adding Beavers for their tail as a replacement for whetstones would be a reason to limit proper whetstone spawn, but they won't be very durable. 

    Hinterland take notes, this is known as game balance. 

  5. 1 minute ago, ManicManiac said:

    @Fuarian
    Oh definitively!  The method that works for me is that I only keep the ammo in my rifle/revolver, the rest I just stash under a bed (and I never take excess ammo between regions)… the cumulative effect for me is that I always treat it like the only ammo I have is what's loaded in the weapon, and that keeps me from shooting unless I really really have to. :D 

    :coffee::fire::coffee:

    I think what I'll do is if the ammo is found in a location where it has been for a long time or an undesirable location (like in the snow) then I'll consider it damaged or low quality and won't use it. Or I'll just unload more of it into an animal I've already shot.

  6. 8 hours ago, Lohaan said:

    Bleak Inlet is meant for long term players who want something to do end-game. If you've never ran out of ammo it's because you haven't survived long enough. But once you do, the option of crafting ammo once you're really low becomes very attractive, even if just to defeat boredom. There are millions of different play styles. Not every player is able to craft and some don't care for crafting weapons at all. Some players literally stick to one region. 

    I did mention that it's almost impossible to reach that point because there's so much ammo and you'll never get the chance to shoot all of it. 

  7. 18 hours ago, Salty Crackers said:

    A good way to address this problem would be to rebalance the entire weapons system. One of the reasons there is a massive oversupply of ammunition is the fact that in most cases, a shot to any part of the body with anything except the Revolver will kill the animal, given enough time. To reduce our ammunition stockpiles, it needs to take multiple rounds to kill animals. The bleeding system has to be completely reworked to accomplish this.

    My proposal is that a shot would deal both instant condition loss to the animal and a bleed effect, if applicable. Blood loss would slowly sap condition for a time dependent on what weapon was used, what animal it is, the location of the shot, and the relevant skill. Animals would eventually stop bleeding of they manage to survive long enough.

    The flare gun would no longer be the ultimate bear-killing weapon that it is now. A shot from the flare gun, besides scaring wildlife, would cause no bleed damage at all, restricting its use to wildlife deterrent and only being used as a weapon when the damage would be able to kill the target outright, such as a headshot to a charging wolf.

    At the same time, reducing the amount of ammo boxes and replacing more rounds with empty casings would both reduce the ammo glut and encourage players to visit BI to craft more ammunition.

     

    I like this a lot. Also ammo boxes found out in the snow or a not very promising location will be of lower quality. And while we're at it, make the weapons easier to degrade. 

  8. And that issue is:

    There's too much ammo. Plain and simple. In order to make use of the ammo crafting system, we would first need to actually be low on ammo. Only problem is that you'll never actually run out of ammo. There is so much in the game already! Rifle boxes come in 5 rounds. Revolver boxes come in 10. I've found at least 3 boxes of each in every region playing on stalker based difficulty. That's insane! I'm never going to actually shoot all of it. And even if I could, there's no way I'd be able to do it all before getting bored and quitting. I think ammo should be much rarer, making us cherish every shot we take. After all, the game isn't meant to be about shooting, so to limit that option just limit the amount of ammunition you can find and enforce the idea of crafting it instead. Otherwise switch to archery. 

    Or Timberwolves could be added to nearly every region making the player use more ammunition. 

    • Upvote 1
  9. 8 hours ago, diosmio123 said:

    That's what i am asking myself too. I guess if a supernova close to our solar system would hit the earth directly it might have consequences on our biosphere and maybe even the magnetic field of our earth resulting in a situation the orcas might not be able to navigate anymore and therefore tend to strand on coastal shores not being able to get back into the life saving deeper waters again.

     

    In the cut scene we can see Astrid is coming out of the mine entrance and she is walking directly to the coast. The entrance is at the coast. It can't be the well known mine entrance at CH. I guess it is some region supposed to be on the left side of CH - somewhere left of the rocks making the highway not passable. A region similar to the transition zone of Crumbling Highway.

     

    Or we will see the mine entrance in CH getting moved to the shore line at some point. Otherwise it would not make much sense. Because right now you need to walk much longer to get to the shore line - that's not represented in the short part of the end sequence.

    It's right there beside the log sort in CH in survival mode. And it's a solar flare, not a supernova. If it was a supernova Earth would've been completely destroyed. And the sun would be gone too.

  10. 16 hours ago, PlayerPawn said:

    Hey Fuarian, you're a mod over on /r/TheLongDark! 

    Anyway, yeah, Seraphim is the highest order of angels which I remember from the movie Dogma.  I also looked it up again to make sure that was indeed correct.  I actually mentioned the religous undertones going on in a Milton Mailbag a while back.  Here is a copy/paste of what I wrote:

     

    You're going a little off the deep end with the sci-fi. This game tends to be more realistic. I think his name isn't really Methuselah but he calls himself that because he's a) religious and b) witnessed some shit. He says "I'm an old man, I've seen many things, some would say too many." This implies that he's been in some tough situations and been through some crisis before. Maybe he was a soldier back in the day and worked in foreign countires? Maybe he worked humanitarian aid? Either way he's seen civilizations come and go. He's seen what nature can do. He didn't know the solar flare was coming, but he knew SOMETHING was coming. I think he associates himself with the Methuselah identity because he's been around for a while and has a keen intuit on what's going on. Nothing supernatural. But it's definitely also there as a double meaning plot device. Raph and the writing team definitely had this conversation (among fans) in mind when they made his character.

  11. On 10/29/2019 at 2:30 AM, PlayerPawn said:

    I took a screenshot during one of the cinematic flashbacks which shows Astrid's ID badge.  It says "Seraphim: Sleep Research Centre".  She is clearly a researcher but the fact that it's sleep research makes me wonder what the hell is going on in Great Bear.

    20191025021604_1.jpg

    Probably some rare sleep disease condition. Like sleep apnea but more severe. Also interestingly the word Seraphim is biblical. Yet another bible reference here.

  12. On 10/27/2019 at 6:03 PM, tulkawen said:

    They have the weather screw up research facility next door? :ph34r:

    She could have overheard something wasn't meant for her ears, which is a lot more of an exciting theory then dull old we have screwed up the nature moralizing. It sounds to me more like some kind of big bad accident happened that contributed rather than it just happened just because it slowly did; an experiment going haywire.

    I mean... yeah just look at the game's kickstarter. It's a natural event.

  13. 23 hours ago, kristaok said:

    Not really fond of this idea for some reason, besides pop cans last longer inside in TLD and that's where I always store mine. :P 

    I may be for this if the wood would only get wet outside while it's not under a shed or something, because a lot of times I place my wood inside of those open sheds to store it for later. So if there is a way they could implement that without it affecting wood inside those open shed thingy's then I would be okay with it.

    I agree, I would also like to see a tad more light inside in general during the day time... it seems like lately it's been getting darker inside for me at least anyway.

    I could live with this, this seems pretty realistic.

    Agreed.

    Yes, agreed.

    Yes, agreed. 

    EDIT: I would also like to see them implement "Rabbit Starvation aka Protein Poisoning" which is a VERY real ailment that comes from eating too much rabbit meat, and not eating enough of anything else.

    Another thing I could live with. Good idea!

    I don't think I like this idea too much... I will explain why... where I am living currently IRL there is deer here that we feed, they will run when they see us but they still come back. So just because an animal is scared off does not mean they will not come back to that area.

    Hmm... I would probably rather see something like a sled that could be pulled to tote more items with if I had to choose.

    I miss the old way of dropping decoys, I heard it was removed to prevent people from baiting the wolves just to shoot them. Either way I find the old way more realistic. 

    I like the way it is currently. 

    There already is levels perse... but I get what you mean. I actually thought about this before, but the aurora's honestly don't last long enough for it to make much of a difference anyway.

    If you listen you can hear that it does make a static sound when first starting up, I must say though... I like the way it is now. 

    I could be for this, but I admit I don't really play in that region. 

    I could live with this, and it would make sense.

    Do you mean in Survival Mode? I admit Survival Mode does feel lonesome, but I have gotten quite used to the way it is now... so I could do with or without this option.

    You disagree with a lot of these points because it would make your current situation difficult. But that's the point! :D

    The Long Dark isn't meant to be easy. I mean just look at it.

  14. 1 hour ago, ManicManiac said:

    @Fuarian,
    I think a few of these things could be a nice touch...
    A couple of them are actually already in the game, you just haven't seemed to recognized them.
    Some, I feel are kind of overpowered or just player conveniences (of which I'm generally never in favor of) 
    The rest I think would just wreck the feel of the game.
    A few also feel kind of pedantic...

    So for me, this is really a mixed bag.
     

    :coffee::fire:

    Which ones are already in the game?

  15. Just some small stuff that isn't terribly important but would make the game much more immersive.

    -Soda cans left in the cold explode/rupture.

    -Wood, tinder and burnables left in cold will get wet/unusable, wet wood is less effective.

    -Fires can last longer than 12 hours. Imagine lighting a fire in the morning and then coming home to it still blazing. Aaaah.

    -Colour of light coming through windows should reflect the exact colour of the light outside. 

    -Certain clothing items should get wet quicker than others, including by simply walking in snow. i.e. socks getting immediately soaked when walking outside with running shoes on.

    -Better smoke from chimneys. Smoke in the distance for navigating back home. 

    -Wildlife attacks and injuries give the PAIN affliction and/or HEADACHE affliction and the CONCUSSION affliction from Ep. 3.

    -Going completely thirsty/hungry results in the DEHYDRATION risk and affliction & the STARVATION risk and affliction. (seen in Ep. 3 with the survivors).

    -Tools found out in the snow should be lower quality (i.e. rusted)

    -Scaring away deer once should cause the deer/deer herd to relocate. Wolves shouldn't stay local to one spot. Wildlife shouldn't be as satic as it is, forcing you to move vast distances to hunt OR you don't stay in one place. 

    -Cargo pants & combat pants should increase your carry weight by 0.5kg (lots of pockets). 

    -Leaving meat outside has the risk of being eaten by/attracting predators to your location. The more you do this, the more likely predators will make a habit of patrolling your area. 

    -Throwable decoys

    -Left clicking to brandish flares and torches

    -Levels of aurora intensity, highest intensity turns of heaters and appliances, lowest level is only the aurora and small lightbulbs. 

    -Radios should play static or staticy music, not clear classical tracks. 

    -Add a lookout tower/building to Broken Railroad, open up one side of the map (across the tracks) for some extra playability in the smallest region in the game. 

    -Ice on Mystery Lake and Crystal Lake has a risk to weaken. Same with areas on the CH bay and DP. 

    -Hints of other survivors out there (don't actually have to add NPC's). Stuff like; smoke in the distance, find burning/burnt out campfires, footprints, dropped items, blood trails, looted buildings (very small chance), dead animals, new frozen (human) corpses that weren't there before, flare gun shots going off (also rare). 

    • Upvote 3