MarrowStone

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Everything posted by MarrowStone

  1. The point was that before the "well fed" buff I would starve myself to be more efficient even though I didn't like it and it made the game less fun. (It made food way more plentiful and irl if you burn more calories than you eat you would still be starving.) The devs used "well fed" as an incentive for players to keep food relevant in-game without removing the starving tactic entirely. It has worked for me and I'm never looking back. The food problem has been fixed already in my eyes. Maybe I shouldn't have said players have terrible willpower, it sounds accusative/generalizing and probably makes readers defensive. I'm saying if developers have a vision on how they want players to play a game, they get better results if they encourage "right" actions instead of punishing "wrong" ones. The well fed buff is a great example. We'd have to personally ask the developers about every quirk in the game since players have no way knowing what is intended or not. Taking arbitrary actions like cutting up your deer in a thousand tiny pieces and power leveling cooking may be possible in the game, but I don't think that is what they intended.
  2. @Moll, that's what I suggest we can do as of now. It removes the randomness but hey, 4 hours is pretty good if youll be sleeping some of it. Your hard drive would be absolutely full from 4 hours of game footage however...
  3. Not exactly, Im sure everyone hates high pitched noises, like nails on a chalkboard. For me, certain sounds just feel amplified and invasive, CRTs, florescent lights, and crowds bother me for example, not all the sounds that bother me are high pitched. There's also other things people can have that make them dislike certain sounds (misophonia might make people hate the eating sounds in this game). Anyways, I love this fireplace idea. In fact, we have the tools to actually make it! The video size would be huge but on pc you can get recording software and record the fire in the house for 4 hours, loop it once, then add whatever sounds you want on top of it. Bonus points if you record a blizzard coming and leaving.
  4. I like this, My issue with the current fire in game is that it's so high pitched! Cooking meat used to make the nicest, bubbliest popping sounds and now it's super high pitched too. To be clear, I have autism (sensitivity to certain sounds an issue for me, particularly high pitched, Old CRT televisions make the worst sound when on but no picture or audio) so maybe it only bugs me but I wouldnt be able to fall asleep to that pitch. I like low rumbly fires that occasionally pop.
  5. Technically insulation works both ways. It prevents the transfer of heat energy, that's how it works. So in reality you'd become much more hot working at a forge naked much more quicker than if you were wearing an expedition parka and snow pants. That said, once you DID get hot in your parka your body has a reduced capacity to evaporate sweat and therefore it gets even hotter than naked. I think this might have more negative effects than good, what purpose does this feature have? Is it to prevent forge marathons? We could link it directly to the forging action then. I do like the idea of sweating through your inner layers. Clothing wetness only becomes an issue in specific cases and certain maps currently (Forlorn Muskeg).
  6. I find it easier to hit rabbits with the stones than the revolver, i wasted 10 shots on one rabbit vs 4 misses with a stone. Doesnt help that the rabbits seem to be semi sunken into the snow now. Anyone else messed up by how long it takes to fire the revolver after the aiming animation is complete? Flare gun too.
  7. I've taken the well fed buff and never looked back, i can climb ropes at over 30 kilos! (which we used to be able to do by default but they removed) the extra mobility works wonders! @ManicManiac, the problem with the "dont do it" stance on exploits is that players have terrible willpower. Players will suck the fun out of their own gameplay if it means being more safe/efficient when playing them. Before the well fed buff rewarded me for playing "right", I would hibernate. I didn't like hibernating being a part of the game but i did it anyways because I wanted to be more efficient and didnt want to die from starvation on a super long sandbox run. Now, people can play their own way and starve for efficiency, while I enjoy the little gift I get for keeping food relevant in the survival experience. Combine that with the malnourished debuff that still allows a couple days of hibernating when food gets low? It's genius! I do like OPs proposed model, its a step above my old standing of making calories go negative again. But the current system has already fixed it for me at least.
  8. @ThePancakeLady, While quicker to see the low condition items, I find I don't drop items too far if I select the "highest condition" thing to drop first. Also i have a weird compulsion to keep 100% things be on top. It's really just my preference even though it makes me scroll down more.
  9. Best sorting mode IMO is condition from highest to lowest. Alphabetical feels way too arbitrary to me but is good to see groups of the same type of object. Weight is only useful for finding what the heck is weighing you down and discovering that you were carrying 10 liters of water lol.
  10. While I would love a falling animation, people can suffer from motion sickness or become disoriented from sudden camera changes that aren't cutscenes. The only other game I know of that had fully simulated falling in it is Miasmata. Some people loved it, others despised it. If we did go the "Simulated falling" route, I'd highly suggest that the camera flipping be optional for those who may not handle it too well medically. Also, I've injured my wrists from falling irl more than my ankles so it really just depends on the person I guess. Cold tendons and heavy packs increase sprain risk even more than normal conditions as well.
  11. Do you have your inventory sorted by weight? That mode is really weird and stuff gets thrown about as things change in weight (stacked items and food particularly.)
  12. It Won't Last Firelight - Shimmer Glow softly - Gloves on numb hands Echos - Lament of wolves Just felt like sharing.
  13. This, sprain chance is not an issue, but some main paths the game wants you to make are unavoidable sprain spots. If you want to live at the mystery lake firewatch hut, you are required every day to risk a sprain when leaving it.
  14. @jeffpeng, yeah, I totally agree. When you take one person out of the picture due to complications, it means everybody is up for debate if something were to happen to them. It degrades hope.
  15. The burden is incorporated into the weight in this game. Some items weigh more than they would than in real life to simulate how bulky they are. Others weigh different for balance reasons. Some things weigh less. A pound of bricks is not the same as a pound of feathers in TLD. I like it this way, If we had Unturned style Tetris inventories it would make it even harder for console players to adopt, I'm not a console player but If i was introduced to this game via a controller I would probably not want to play with that style of inventory management. Just incorporating the bulkiness into the weight is actually very intuitive. The only downside is that some values seem arbitrary or subjective. This sometimes feels like an actual thing. I'm too lazy to do the testing but in reality it is probably just a the fact that moving slower in general puts you more at risk at not getting through a gap in a wolve's patrol. So it already has its own hidden risk due to lower mobility. @ajb1978, Is loot a variable in detection range that you know of? Most likely candidates: firewood, water, and storm lanterns.
  16. Waterfalls hiding stuff behind them is a cliche/trope that's used in all sorts of media. I however, don't mind tropes and cliches if done well since they must exist for a reason.
  17. I really wish i had stuff to try to cook on it at the time.
  18. @Ice Hole, @ProsPex, Was it just me, or did the guy in the car look way less far gone than Astrid?
  19. This confused me considerably. I just wrote it off as Astrid passing through two tunnels.
  20. @Ice Hole,Yup, I somehow just noticed it on the first night of 4don. I am super grateful they implemented it! You can see while walking at night now!
  21. @ManicManiac, @kristaok, Here's the funny thing; Sierra mist and mountain dew have the same names. Sierra means mountain in spanish, and mist and dew are similar things too. Summit soda also translates to "Mountain liquid" For fun, Ill come up with some of my own sodas with the same name technically: Peak Pop, Alpine Fizz, Zenith Nectar, Ridge Draught, Bluff Brew. You've also got root beer and ginger ale technically having the same name: Root Alcohol Spud Spirits, Tuber hooch, tap-root tipple/tincture So you are both correct. The reason I side with mtn dew is so that it is functionally different than the other two sodas which dont commonly contain caffeine.
  22. I want summit soda in particular to be a really weak coffee.
  23. @jeffpeng, I see where you're getting at. They could've went the route where you carry the burden of only one plane survivor (Gwen) and just made that first trip very hard and much longer. It would have felt like less of a drawn out chore to me if they would've lengthened out your time with Gwen and forgot the others. Maybe even allowed you to socialize with gwen with a dialogue tree if she's at 100 percent condition and a fire nearby. OR fleshed out the other three so that it was much more worthwhile. Adding the 3 others felt like an afterthought, kind of like, "We needed to extend gameplay so here's 3 others with no interesting afflictions, oh, and they're all in traumatic shock and hypothermic shock so they'll literally contribute zero to the story other than the occasional delirious mumble about a family member." This may make me sound like a bad person, but do you know what you get rewarded with once you return Gwen? The emotional burden of telling 10 other survivors about their dead partners and relatives... And then the task of rescuing 3 more. You get a flare gun to spawn in the community hall but Father Thomas doesn't physically give it to you or mention it so it doesn't feel like an award, I didn't know that and left without the flare gun not knowing I needed it. And after that? You get told you need to go out and fetch food and supplies for all of them to last the storm. I understand it's supposed to develop Astrid as a tough character that will do the impossible to save a bunch of strangers, and I felt proud of what I had done once I was finished, but it didn't feel right WHILE doing it. To be clear I say this with the best intentions towards the studio, and the quotation I did is not meant to be take as a slight to the developers.
  24. Do you have a 34 bit system? Some old processors have stopped being supported, check the most recent dev diary for more specific information if you are being affected by it.
  25. The best part about TLD's story sidequests is that they'd work perfectly in survival mode as well. They'd encourage new survivors to learn new locations off the beaten path. The reading itself would have to give hints as to where to look however, which brings me to: While I don't think the map should be removed, I agree with @MueckE in the fact that the game misses an opportunity here, maybe a survivor says they split up from the main group somewhere around *insert landmark here* etc. Then it'd perfectly be acceptable to have that area be put on the map for reference since its knowledge your character has. I believe quest markers and good maps are necessary for a modern and accessible game; however, there are other ways developers have lead players through quests: Take Oblivion and Morrow-wind for example: The journals and characters gave you all the information you needed, environments hold clues and are designed to guide player's with lights, colors etc, these techniques allow people to stay in the game world and not the game UI. Then Skyrim comes: Everything is just a floating quest marker you chase, your journal says next to nothing important, and the town guards don't even give you directions anymore. When you check your journal you feel like you're completing your medieval grocery list instead of reading clues and critically thinking where you need to go. I'm not against the map, it's story mode after all, I get frustrated and just want to be told what to do as well. But quests feel much more organic and less "gamey" when you can get actually usable information other than "Here, I'll mark it on your map."