Shrike Arghast

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  1. Yes, I understand that for the brief period when our characters aren't wearing gloves, it would show them with some. However, how long does this period normally last in a game? An hour? Tops? Exposed hands are one of the fastest routes to our guy/girl getting frostbite, so it's an issue we have to tackle early. And, once it's solved, it's generally... solved. We don't, like, lose the gloves over time. I can't be the only one who finds it immensely disconcerting to look down at my pistol/rifle/lantern/flare/etc. and see naked, pink flesh... especially when I'm like 100 days into a game and dressed in enough fur skin to make a mountain man drop his gun and flee in shame. Could this possibly be fixed?
  2. It's an incredibly stupid mechanic. Yes, it's easily avoidable, but it is counter to the entire notion of survival trumping psychological well-being. Moreover, it's just outright dumb that I will get cabin fever in a little shack, but not by living for days at a time inside a fishing hut. I mean, c'mon.
  3. Can I just take the opportunity to say that the aurora mechanic is the silliest thing ever? I love the pretty skies, but the idea that the air would be so ionized by solar wind that it could power electrical circuits spontaneously is just... dumb.
  4. I realize that several of these requests are likely impossible within the current framework of the game. However, I think they'd all be an enormous improvement to either TLD, or a future sequel: 1) Cougars. I want to be stalked by an ultra-rare animal, and one that is a far cry more dangerous than the current fauna. I think cougars should be an extremely uncommon encounter, but also represent a predator that has the capability to not only track a player over great distances, but to "wait them out" when they are located within structures. The game needs some "boss music" situations, and mountain lions could be one, in addition to.. 2) Grizzlies. The black bear is scary, but I want something bigger and more savage. Again, like the cougar, the grizzly should be extremely rare, but easily the most dangerous foe in the game (IE, I don't think getting "jumped" by the grizzly should be survivable unless you're wearing the absolute best gear). The game takes place in brown bear country, so the implementation of grizzlies doesn't require any suspension of belief. 3) Spears. Why the bear spear isn't in the regular survival mode yet; why it isn't THE default choice melee (or even overall) weapon is just beyond me. The first implement I would craft in any survival scenario would be a spear - if you have access to a knife (or even some types of stone) you can build a spear (although, granted, a blade with some kind of a tang is going to result in a far more deadly and reliable weapon). All the animals in this game attack via a charge - a well-crafted braced spear can literally kill a full-momentum apex predator (such as a lion or tiger) in a single shot IRL; it should be able to do the same in TLD (this is in direct contrast to a home-made bow - a weapon I personally view as an enormous stretch to craft in a manner effective enough to take down big game. Yes, anyone can string a bow - but a novice creating a weapon powerful enough to take down bears or moose? I doubt it... a lot). 4) A shotgun. Frankly, it should replace the rifle. It would be an infinitely more useful weapon. 5) A sled. Again, this is one of those "first priorities" that pretty much anyone within snow-based long-duration survival scenario (who needed to move a lot) would build the moment they had assured immediate survival needs. A basic sled is a far less complicated than a high-functioning bow, and it dramatically alleviates long-haul load burdens. Basically, it's a no-brainer. 6) More food prep options and believable, persistent storage options. We should be able to cure meat and craft jerky - we're searching houses, and salt should be pretty much everywhere, even in Interloper; it's not something that people would have consumed in desperation, so pretty much every home in the game should have a decent supply of it. Additionally, enough with the outdoor meat dumping - it's absolutely ludicrous that we're just dropping fresh food on the ground in piles to sit there undisturbed when our abodes are often circled by bloodthirsty predators. You can't even bring most chips or candy into Yellowstone National Park IRL because the bears are so voracious that they'll break into cars for a Snickers Bar - do you really think that leaving this enormous pile of food on the ground is a strong or even reasonable representation of food/scavenger interactions? In the least, we should be able to craft bear bags - though I'd argue that building storage bins at our long-term shelters is probably a more easy in-game solution. Either way, the whole "weeks' worth of food on the ground outside my door" thing needs to end. 7) A scaling back of the sprain mechanics. I spend a fair amount of time outdoors, and the only time in my life I have ever suffered a sprained ankle was when I tripped and fell down our garage stairs when I was like 16. The fact of the matter is a) people don't suffer (and recover from) sprains with all that much frequency, and b) getting a sprain should be a fair more dangerous situation when it happens, requiring our character (like with the broken ribs) to be laid up for long periods of time. Currently, the sprain system not only discourages exploration and punishes players for efforts to relocate, but it's a very poor depiction of the real world; it's a lose/lose proposition that doesn't encourage immersion or mobility. ūüėé Running that warms us. I just don't get this at all. I've lived in Maine for the majority of my adult life. If you go out in the snow and start exerting yourself, you don't just warm up, you get DRENCHED in sweat. How jogging in the snow doesn't temporarily increase our warmth bar is just inexplicable. 9) A reevaluation of the entire clothing system (re: dressing in layers). Two pairs of pants, two coats, two long johns, two shirt/sweaters, two hats... our characters wouldn't even be able to MOVE: In the temperatures portrayed in TLD, under most circumstances, a coat + sweater + gloves and face protection should suffice... and if it doesn't, we really shouldn't be out in it. 10) Tameable wolf puppies. Now, before you roll your eyes, consider that - after a month or so - our characters are all so well-established that they're killing a lot of free time just sitting around. Moreover, on all modes other than Interloper (which a lot of us don't play because it's so ridiculously harsh that it's no longer a believable [even by a stretch] representation of conditions that might ever be present on this planet), food is very plentiful - we often have so much of it that it rots in storage. Additionally, many wolves IRL - even adult wolves - display behavior that indicates that taming might be possible under the right circumstances: There's no great mystery to that - the only reason we have dogs at all is because wolves were able to prove their worth as pets to ancient man; often approaching campsites to be fed, then offering eventual protection and companionship. With the excess of food and absence of long-term projects once you are "settled" in TLD, a wolf pet seems like a pretty interesting goal for our characters to have. 11) Co-op play. This is obviously a big request, but I feel like it would add so much. I'm not necessarily talking about turning TLD into some kind of a persistent-world MMORPG, or anything (though that would be awesome)... but the idea of playing with a friend (either competitively in a rush for resources and eventual death hunt, or as allies who work together and tackle tasks as a team) would be amazing. The story-mode makes it clear that, while the world is in dire straits, our characters are hardly the last human beings alive or anything - in fact, it's completely possible that elsewhere on Earth, life may be progressing in a relatively normal fashion (albeit essentially brought back to the 1880s). Introducing a basic cooperative experience would grant long-time players a new reason to boot up the client, and invite their friends to give it a try.
  5. Please don't start another "Wolves don't behave that way in real live" with "wolves" substituted with "bears". TLD is a game, not real life. It also gives a reason for why the animals behave differently from what you would expect in real life: the geo-magnetic dissaster. It's even in the disclaimer. Doesn't mean I cannot dislike the whole "animal hostility" mechanic in general, or explain why I do not like it. I believe it is an issue with the "modern gamers" mindset, if you will: needing an enemy to fight and kill. I've read on this forum that there were originally more "realistic" day-lengths (read: 6-8 hours of daylight), but they were changed to the current 15-or-so hours when testers complained about things being "too hard". Meanwhile, Stalker mode is characterized by an entirely-unreasonable number of hyper-aggressive wolves. The main danger in this game is the wolves (and, to a lesser extent, the bears). Of all my deaths, only one has been due to actual environmental danger: I died of hypothermia when sleeping in a cave (which, in and of itself was annoying. More on that in another thread). ALL of the rest were due to wolf attacks. To me, this sucks all of the verisimilitude out of the game. No "Man vs nature" themes, no "difficult choices" ("do I try to reach the next shelter, even though night might fall before I get there?", "do I shelter-in-place for a few days, or do I press onwards with this sprained ankle, because there is no food here?" etc) Instead, we have animals where their sole purpose (aside from aimlessly wandering (AKA not a purpose) and killing deer for the player to scavenge from) is to antagonize the player They don't have a life of their own, they don't interact with each other, or with the environment (none of the animals do, AFAIK, they just constantly wander, even in a blizzard). No sheltering from the weather, no banding together to take down other animals, just sheer, mindless antagonism. All because the environment isn't a good enough threat. Instead of blizzards that last for a week or more, temperatures in the -60s, 6 hours of daylight, realistic and in-depth temperature mechanics (AKA sweating) actual difficult choices to make, you know, actual survival, with immersion and charisma, instead, we get a never- abating, respawning, constantly patrolling (with routes that can be memorized!), mindless stream of needlessly-antagonistic animals that exist solely to kill and be killed by the player. Disappointing, in my opinion. This doesn't mean I don't like TLD, or don't think it is one of the best survival games that have played. I just do not like, agree with, or understand the need for this level of mindless antagonism from the animals in-game. Again, in my opinion, the game would be much more improved if it was more realistic, in almost every way. Lower temperatures, threatening weather, no senseless item-degradation mechanic (why items degrade after you touch them, I will never understand), and realistically-behaving animals (wolf packs, sheltering from the weather, shadowing players in their territory, only attacking if the player in injured or close to the den, etc) I actually created an account here just so I could voice my total agreement with this post (also, random props for the name -- I'm a New Englander myself). As I have stated myself on the Steam forums: what is the primary threat facing an individual in a fresh survival situation? It's the environment itself -- specifically, lack of shelter. Starvation or dehydration aren't what racks up the majority of casualties in real-world survival situations -- IT'S EXPOSURE. This is why shelter is the first priority of all those participants on silly discovery channel shows (even when they're almost inevitably dumped into the desert, or onto a tropical beach) -- because getting out of the wind; getting some place where the bitter, unrelenting fist of the cold won't annihilate you, needs to come first. And what comes second? Fire. Only after these two essential needs are met can you address hunger and thirst. But you will die of the cold faster than you will perish from any other factor. The primary, broad-spectrum problem with TLD is that it takes both of these massive, INCALCULABLY DIFFICULT hurdles and just scooches right on by without thinking twice. Shelter? It's everywhere. Fire? There's a veritable endless supply of matches to take care of you. And the result is, in order to ramp up the difficulty level, we get berserker wolves; we get ludicrous calorie demands; we get horrendous item wear. All of these factors are present in the game to cover up the most glaring flaw: that the primary tools of survival are practically dumped, almost nonchalantly, into the waiting hands of our characters. We want not for neither fire nor a roof over our heads. I love TLD, but the more I play it, the more I feel like it is as deeply flawed as it is excellent -- that this enormous, glaring problem can never, ever go away. And it's because Hinterland got the environment wrong. We should be facing 6 or 8 hour days (it's called The LONG Dark for cripe's sake); we shouldn't just be able to stroll into an endless string of cozy cottages (a lot of the game's preview art made it seem like we would be living out of open semi-trailers and overturned boxcars... or even just tents). But because we can, other threats must be manufactured. And they aren't even believable threats... they're (literally) lone wolves strolling around aimlessly to gobble us up. It's almost as demeaning as it is baffling... and doubly so since the rest of the game is such a magnificent achievement.