Arcadia Nights

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About Arcadia Nights

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  1. A lot of people have been talking about the "wellness" method of implementing the Stamina and Carry Capacity stat increase. I think that the wellness system pitched is far more complicated than it needs to be. It could simply be based off of some sort of equation of time survived + distance traveled (with a clause that they have not been running in a circle or against a wall) gives (X) bonus to stat. They already have your carry capacity and sprint tied to your Fatigue so your stats will still decrease if you need rest. I believe that if this function is added in the game, it will create a lo
  2. As I pointed out in another thread, there is no such thing as "this is optional, so it doesn't affect you at all". Time and energy on the part of the development team is a limited resource. Every feature added to the game, takes time away from either adding other new features, or from improving and polishing features that already exist. This is why, to avoid the development process being crushed beneath "feature creep", every feature to be added to the game needs to be judged on how important it is to be there -- so while yes, people could just "opt out" of a feature they don't want, you're s
  3. Isn't that a bit like saying, have an option for God mode, disabled by default? You can opt out, some will use it, you don't have to if you don't want to. How do you draw the line? Just because other games have maps but not God mode, and it doesn't sound right? Well, maybe that's their vision, maybe a map is God mode to them. No, that's a faulty comparison. Comparing God Mode, and what that can do to a game, to a fill in as you explore map is... way off base. I don't believe that the Devs would view a simple map as threatening as a God Mode option. Thanks for chiming in CCbreaker to show supp
  4. I'm not saying to force a Map on anyone. It would be a feature that someone would discover. It would have a weight and take time to update. It would add depth to the game and provide another play style for people and/or something more to do. If you feel like you know the terrain well enough, then you could easily opt out of crafting the map. I realize that he's a Pilot and not a Cartographer, but Pilots need to know how to read a map, therefore it isn't out of the ordinary that they could draw landmarks on a piece of paper with an understandable distance between landmarks. Obviously it wouldn
  5. It's not a good thing that you should draw a map in real life. That literally is telling the Devs that an in-game Map is warranted. There is clearly a demand for it to be in the game. No game should (essentially) force players to pull out a piece of paper and draw a map to keep with them while they play. I disagree. This game steps back from the current trend in gaming of spoon-feeding every little thing to the player. Having no map means that you actually need to think about what you're doing, and learn the map. That's part of the skill set of TLD. Is it harder that way? Yes. But
  6. I gave a scenario earlier on why it would be good to fill out the map, but I'm assuming that you're more talking about why someone would want to fill out the map when they could go online and see the map. What I hear your argument is, is that because you can see the full map online, there's no reason to explore the area if you had a map in game. I feel like this is a really bad argument. I'll take a game like GTA and use your logic to say that because you can see the full map online with the locations of everything, that you wouldn't explore at all. I completely disagree. I think that people w
  7. It's not a good thing that you should draw a map in real life. That literally is telling the Devs that an in-game Map is warranted. There is clearly a demand for it to be in the game. No game should (essentially) force players to pull out a piece of paper and draw a map to keep with them while they play. People will play how they want to play. If they want to fill out the entire map, then great. That's really good information for them and they did the information gathering that will point them to a safer place to go in the future should they need certain supplies. If players want to just go f
  8. I really don't think it would be too easy. You are generally moving from area to area as it is, and having a Map would encourage you to explore the entire area before going to the other area. The only thing that would make it easier is that you wouldn't go around in circles as much. Part of the problem is that there are a lot of things that mess with the players perspective of the area. Everything looks very similar and it's hard sometimes to not back track. Fog and Snow Storms are other things that force players to stay inside, not taking risks. Also getting caught in a Fog while exploring ca
  9. I think that the Character should get a slow increase of Stamina the longer they survive. This would make sense because the more exercise they would do, the more they could sprint. I also think that the Carry Capacity should increase the longer you survive. I feel like this is fairly important. We can quickly become over encumbered and it's hard to tell what you should leave behind. Bringing enough wood for a good fire while holding a Rifle, Water, Food, Hatchet, and the clothes on your back makes it so you essentially can't go out in the dark and won't likely have enough heat to survive the
  10. What I mean by Quality of Life, is the stuff that can be done to make the gameplay and menu navigation more intuitive where it makes sense. I would like to see the option to immediately eat the food that you just cooked. It's a pain to cook a cup of coffee or a can of soup and then have to back out and open up the main menu, then navigate to that item of food and consume it before it gets cold. This is small, but it would make it feel more realistic. Increase the speed of opening a can with the can opener. As it currently is, it takes longer to open the can, than it does to eat the food. The
  11. I would like to see a "Fill in as you go" map. This feels like a necessity. I also think there should be unique markers that you can write on the map that gives you the information that you would want to know. These markers would often represent the stuff you have left. So if you went to a house and found a bunch of food, but didn't have enough carry weight to bring it with you, you can leave a mark on the map that would remind you that there was food there. I would suggest several markers: 1. Food 2. Crafting Area/Tools 3. Medicine 4. An X to signify the lack of items, or to show a blocked r