strigon

Members
  • Content Count

    45
  • Joined

  • Last visited

Community Reputation

33 Prepper

About strigon

  • Rank
    Prepper

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. That's not accurate at all, though. TLD doesn't have you constantly on the thin line between life and death, and any unexpected event cannot shift you from one to the other. A blizzard won't kill you unless you're terminally low on supplies already, a wolf or even bear won't kill you unless you're already dying. It's about surviving a hostile environment, sure, but it's also about smart planning and resource management. Analyzing risk vs reward. There are plenty of times when the player's current equipment leaves them not having to worry about specific threats right now. You're stocked up on food, then you don't have to worry about hunger. Lots of firewood means you don't have to worry about water or blizzards. Guns are just another extension of that; you've got, say, 5 rounds, so you don't have to worry about wolves for a while. That doesn't make you unstoppable, that means that, at this current moment, one specific threat can be handled if you don't botch the job. That's no different from having lots of food, wood, medical supplies, or anything else. The hunting rifle can already reliably kill anything in the game. Having another gun wouldn't be unbalancing unless it was designed extremely poorly, with too much ammunition or somesuch. Otherwise, it's just a different tool with different strengths and weaknesses. Having a lighter rifle with less stopping power, for example, would allow you to pick up more gear and move faster, at the cost of being less equipped to handle an attack. The alternative is that there's only the current rifle, and they're perfectly prepared for attack because it's an instant kill. And, quite frankly, saying that having - for example - three guns instead of one would turn TLD into a random shooter is simply ludicrous. Having guns doesn't make it a shooter any more than the Trust system makes it a dating sim.
  2. I don't know about that; rabbits aren't exactly rare. If you're at the point where you've snapped the necks of all available rabbits, you probably don't need more practice. I'm pretty sure it's just an immersion thing; it isn't so easy to snap the neck of something you're holding in your hands like that. Heck, every time I nail one and go up to it, I feel bad and promise to let the next one go. Then, of course, the next time rolls around and I need food, or guts, or new mittens...
  3. I went to sleep in the Milton Bank, and when I woke up, I was through the ceiling, completely immobilized. Whenever I quit, or die, I spawn in the same location, still stuck. This is on the most recent PC version, Windows 10. Can anyone get me out of this situation? Otherwise, it's quite a few hours wasted.
  4. Not in its current state, maybe, but once they're added, it opens the door for new possibilities. Consider a wolf's intelligence. They're cunning animals, and if one really wanted you dead - as they seem to in the game - it would not be a difficult task for one to accomplish, much less a full pack. With a spear, however, the game changes; they can't just lunge directly at you, or else risk being impaled. They'd have to flank you, distract you, or strike while you're weak. These are behaviours that - I would argue - would make the game more compelling. But, as it stands, they would make the wolves more or less 100% lethal. If you had a spear, it would no longer be a case of brandishing whatever fire source you have while running away; you'd have a real confrontation to work through, with real decisions to be made. Whether, for example, to use your spear or torch. A torch would be more intimidating to the wolves, but it provides no real defense. A spear, however, would. Now, of course, these changes wouldn't be to everyone's taste, and I'm not even necessarily saying they should be in the game. I am, however, saying that they could most certainly bring something challenging or interesting to the game.
  5. A katana, that can be used to kill bears or wolves that attack you. Wendigos. Tauntauns. And, while we're on tauntauns, wampas. (Seriously, though, while I think it would be terrible to have in-game, I'll be heartbroken if that isn't a mod)
  6. Of course, in a situation where wolves and bears attack on sight, you're constantly at risk of freezing, and don't have a sled or snowmobile to load your haul onto, dragging the kill becomes a lot more viable. Especially if we consider kills made on ice, where you can't keep warm with a fire.
  7. That's what the arrows are for, showing how fast you're losing heat in a general sense. You don't go outside and say "feels like -23 out here"; you say "gosh, I've only been out for five minutes and I'm already freezing!". Same could be said of calories, I suppose - you can tell when you're hungry, and you can certainly tell when you're dying of malnutrition, but you can't say "crap; I've only got 500 calories left of fat stored up!".
  8. These characters are already doing things that most people don't know how to do. Most people can't skin a bear, use a forge, craft most of the items used, or do just about anything else the game lets us do. Also, isn't one of the characters literally a doctor?
  9. No, but tourists like that authentic feel; the idea of "this is what it was like". Not having basic necessities, like food and a place to lay your head, breaks the feeling of authenticity.
  10. Maybe not quite as rare as a flare gun. Perhaps have some heavier, cheaper ones that are easier to find, and then a really nice set with adjustable zoom and everything that's both light and super rare? As for whether I'd carry it around, it depends. If I had spare weight, yes. If I was exploring an area, where I already had a sort of base, yes. If I was setting up to leave an area and find a new place to live, probably not. I need to move fast, and carry food.
  11. strigon

    Emergency stim

    Then it should come with a calorie cost, and maybe even a hydration cost if it makes you sweat.
  12. After spending a week up in a cabin, I noticed two rather large things missing from TLD that I haven't seen people discuss (though that isn't to say they've never been discussed in the past); as you might have guessed, those two are fire pits and optics - binoculars, spotting scopes and the like. A fire pit could be simple; similar to building a snow shelter, but it would take longer and cost no materials (technically it would need stones, but the time spent searching for stones can simply be abstracted into the construction time). I'm thinking ~2 hours to build, but then any fires you light at that location from then on would last slightly longer, and be resistant to wind. The time when it's just "embers" could also be drastically increased - a good fire can still have some embers after being left overnight, though not enough to be terribly useful. This would be very good for when you're using a base, either just for a few days or for months on end, and would reduce the ridiculous number of burnt out fires littering the landscape. Secondly, optics. Admittedly, somewhat less useful as it's rare that you have to see something small from far enough away to make them worth it, but carrying a pair of binoculars seems like something I'd do in this situation. Spotting shelter, corpses, and wolves from further away can only be a good thing, right? What say you, community?
  13. It's just for simplicity's sake. Having it centred around 0 allows you to understand at a glance exactly how fast you'll lose or gain heat. Sure, if it feels like 1 degree Celsius, that's still cold enough to kill you easily in real life, but in truth the numbers don't actually matter. The only thing that matters is what the numbers mean for you - and the numbers are designed in such a way that their meaning is easily understood.
  14. You hold down a button. While you're holding down this button, moving your mouse/thumbstick will only rotate your head; your body will have the same orientation as before. It's far from uncommon, and this game would benefit greatly from having it. No longer would you have to crab walk around wolves/bears; you could simply turn your head and watch them while sprinting forward, as you would in real life.
  15. I don't know about the rest of you, but I'm constantly near or above the carrying capacity in this game. I'm not saying this is necessarily a problem, but it does make that mechanic one that's quite close to my heart - but it's also one that seems quite simple, for the moment, and it could certainly be improved. So, I set up a quick poll to see how everyone feels about the current mechanic, and offered a few opinions for tweaks. Me, myself, I'd like to see the capacity either slightly increased or unaffected entirely, but I'd also like to see harsher penalties for carrying too much. Maybe a chance of stumbling or tripping, for example? From what (little) I know of survivalism, I also understand that properly distributed weight is much easier to carry. Should we, then, have ways to increase this load? Things like better backpacks, vests with pockets, and the like? I think of this because having a high-quality backpack is extremely important. As it stands, you can sleep a bearskin rug into oblivion, tear dozens of coats to tatters and wear leather-soled boots down to nothing dozens of times, and still carry that same backpack with you. Having some variety in backpacks - some sturdier than others, some easier to carry, and the like - and the same variety in clothes would, in my opinion, be a great addition. Currently, clothing is very linear - the moment you find an expedition parka, you're throwing it on, and you only remove it when it's in shreds or you have a wolfskin coat. Having some clothing add to your carrying capacity would allow for more clothing to be useful, and not immediately torn into cloth to repair your outfit. So, thoughts?