Eldeon2

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Wolfbait

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  1. I remember those days and actually miss them. I remember sleeping naked and putting my clothes into drawer in Camp office every nigh, so they don't disintegrate in 10 days. I remember min-maxing every bullet to get wolf + deer combo kill, because if you found 10 you would be lucky. I remember when surviving 10 days was an achievement, a badge of mastery. The world back then was small, empty and resources were so scarce, that you had to use them very carefully. Piece of cloth back then was worth more than technical backpack right now. I would think, plan and calculate, if it is worth more to use that last piece of cloth to repair toque or mariner coat. It was like a deadman challenge for every item and resource. Right now I can repair every piece of my clothing every day to 100% and still not run out of cloth in hundreds of days. So what is the point of resource management, if i can't use all available resources even if I waste them as much as I possibly can? This whole aspect of the game becomes meaningless after mid game. Yes, I agree this is not for every playstyle. However, I would really like to have the custom sliders go far more deeper. Currently, even with everything on lowest settings, there is still too much stuff and too much wildlife (food). If you can survive of one spawn indefinitely, what is the point of moving and exploring? Where is the challenge? I think that good game design should increase difficulty with player skill, so that the game doesn't become too easy and boring. Especially survival game, which is in nature very repetitive. What makes this game interesting (for me) is surviving in the face of hardship, not in the face of abundance. Note: On interloper, the progressive world decay is limited to only 50 days. At this level wildlife is still too abundant and afternoons are quite warm. I do like the idea of homesteading and crafting/customizing base, but it will only move the lategame start to a later date. It won't solve the core issue - sustainable long term routine is repetitive and therefore boring. You need to introduce a factor of randomness and difficulty to keep the game interesting. If you don't know, where will your next meal respawn - could be anywhere from Broken Railroad to Desolation Point - the thrill and hardship for survival is back. Probably true, but sad. I would guess that players had spent much more hours in survival sandbox than story mode. And challenging lategame/endgame will add to massive replayability of the game for years to come.
  2. The end game challenge that TLD need is SCARCITY. The game currently follow linear/exponential curve - you spawn, loot and scavenge for better clothing, weapons and tools, then improve your character and skills and this in turn allows you to stay outside longer, do things faster and hunt more. After mid game, you just stockpile 40kg of moose or bear meat left and right. The game is no more about surviving, its about thriving. What we need is massive reduction in respawn rate after mid game (100+ days mark). The world stuck in perpetual winter should be slowly dying. No more shooting a free deer on your porch every 6 days. With respawn rates getting longer as the game continues, lack of food forces the player to migrate to hunt prey. More migration means longer exposition to the elements, which in turn means more wear and tear on your clothing and tools. Late game should be about scouring the map to find that precious source of calories - searching every pond or valley (also complements faithful cartographer and cairns achievement). Combined with worse weather - longer blizzards and days without fish nibble, the game will follow the bell curve and provide challenge in survival once more.
  3. Hi, any update on this? Can be crampons repaired? And do they decay over time or only by use?