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About Nyarlathotep

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  1. I think you miss my point, a corpse under 30 feet of soil, in comparison to a potential meal laying outside someones door unburied...
  2. A cadaver dog can smell a corpse that is buried 30 feet underground. To say they have a 'keen sense of smell' is the understatement of the century.
  3. Yeah, I also often think the system is a little 'gamed' when meat outside is left totally ignored by carnivores. I often wish that it would attract an unusual amount of interest in the area, whilst also having the chance for it (or some of it at least) to go missing
  4. Not wanting to completely derail the thread that proposes a tent, I decided to create a new thread with my own idea to tackle this issue instead, so: Personally, I think a 'tent' would be too overpowered, especially with the proposed features. For all intents and purposes, I think that the snow shelter just needs a little more thought put into it. I understand that the snow shelter is a pretty powerful addition to the game, especially when used under the right circumstances, and therefore sacrifices must be made to accommodate this, but the fact that you effectively lose at least 3 cloth each time you make it is pretty punishing and short sighted. Maybe instead of introducing a new OP tent item that far exceeds what an 'endgame' item should, Hinterland could somehow make the snow shelter more accessible for players throughout all stages of play. Perhaps the idea of having the option to craft one without using cloth and instead consuming more sticks, but on the flipside this gives it a higher possibility to collapse on the player during crafting/blizzard/heavy snowfall etc... Something like this would present some really interesting choices for all players at many different stages of the game, especially if it was paired with a feat or skill that allowed successful crafting of more stable structures with increased practice. This skill could also affect a 'critical failure' feature in the form of a collapse (similar to firestarting/repair etc). If it collapses during a blizzard whilst the player is inside, the game could force a similar mechanic to the 'wolf fight' to allow players to attempt to break free of their snowy grave, increasing their chance for survival if they were not asleep and/or have a low overall condition at the time it collapsed, this struggle could consume a portion or the players health/condition in line with the intensity of the struggle. (I believe that Canada has a beaver that is pretty good at making homes that don't collapse, and therefore propose that the feat/skill be called 'The Beaver')
  5. I think his idea has merit. As far as balancing goes, the game probably only really needs to have the lifespan of the arrow increase in order to accommodate this feature without it becoming an annoyance. As it stands, the lifespan of arrows is pretty woeful at best, especially considering that the parts that are actually consumed in its destruction are possibly some of the least likely parts to receive this type of irreparable damage throughout its short lifespan. Hitting different surfaces could increase/decrease the amount of wear the arrowhead receives, and a damaged arrowhead could affect flightpath and penetration, especially on larger animals. The only problem I see with this is that it becomes an extra 'wear and tear' percentage that the game needs to keep track of and also consider during encounter calculations.
  6. Also, just to outline how much I had to stretch my imagination to wrestle with the concept of a sprain I received, I can scale down into this valley in the picture below (starting from this point exactly)... But I get a sprained ankle when traversing this valley below...
  7. Yep +1 to this idea. I actually find there is a lack of continuity throughout the menu's as far as shortcut keys work. Whilst a key/mousewheel may work intuitively in one menu, trying the same thing in another menu sometimes has no effect whatsoever.
  8. Yep, I have often wondered about this myself, would make for a perfect mechanic now that we can 'warm' food next to the fire. Not into the chipped tooth idea though.
  9. So, I'm attempting a 24 hour summit climb on interloper and I suffer the obligatory 'sprained wrist' affliction just from walking across a very mildly sloped snow drift... Whilst I strained my mind, forcing myself to believe I must have somehow lost my balance slightly, and put my hand out on the soft snow at a weird angle landing on it funny, I thought "terrific, this isn't part of my plan", but enjoying the addition to the challenge, I quickly adjust my schedule in my head, shifting things around to accommodate this. So with a quick check of the temperature and a glance in the sky, I decide to hunker down in a sheltered spot I notice in a small alcove nearby. Jammed snugly between a pair of large rocks, it's here I decide to make a fire to replenish my dwindling water supply. After drinking my fill and making a little for later, I check how my affliction is going... still 2 hours to go on it, "hrmm... that's strange", I didn't give it much thought aside from perhaps the activity of making/drinking water aggravated the sprain, so instead I throw some more wood on and passed time for 2 hours, and much to my surprise when I checked my affliction, it was still there requiring 2 hours 'rest'. Sitting at the bottom of the rope, I know all too well this injured wrist is the death of me now, and whilst I thoroughly enjoy the often brutally punishing nature of this game, I cant help but think that I have somehow been robbed of an experience due to a crappy game mechanic. tldr; rosehip/painkillers aside, why wont the sprained affliction heal when just passing time, but instead require a bed/sleeping roll/snow shelter. Given how invaluable time is, even just the act of forcing a player to pass time is a cruel punishment in its self, I don't see how its alternative of forcing only 'sleep' as a remedy is the best option. (which has the potential to restore more than passing time anyway)
  10. Yeah, its also bit strange that once coal has burnt out you are able to maintain the fire temperature with any fuel whatsoever that you have on hand. Fire is a pretty major aspect of this game, so they shouldn't be afraid to spend some time on bringing it up to par. Each log should have a burn time (according to size/type), when a player throws a log on a fire, it should begin to burn respecting this 'burn time' from the very moment it is placed in there. If another log is placed on the fire, it should also begin its timer, ticking in parallel with all the other fuel which is currently burning. Placing more fuel in a fire should not put so much emphasis on increasing the length of time the fire burns (as it currently does), but instead emphasis on increasing its heat output with a smaller emphasis on the burn time. The 'fire skill' should be the factor that increases the length of time with which a fire burns. Given the right fuel, anyone that is skilled in building fires should have no problem whatsoever building a fire that burns all night using specific wood stacking methods. Comparison of early vs late game player responsibilities would therefore reflect in the amount of wood needed to maintain a fire, most notably over a long period of time. If a fire is scattered or kicked out (which would really be quite easy, given the amount of snow laying about) then each of the logs should have their 'burn timer' locked as a percentage (similar to what we see on every other item in the game) a 50% burnt cedar log would only burn for about 30 minutes or so etc... Having these round down into 25% increments could stop it becoming too granular or being exploited, whilst still giving the player some great opportunities to salvage/scatter a fire they have just started for any number of reasons. Kicking a fire out should of course have some sort of penalty incurred offering the player some choices in carving out their own story, nothing too crazy though. Something such as 5 minutes of time and a smidgen of calories lost in respect to this 5 minutes should suffice. The players body temperature should not plummet in a ridiculous fashion during this time. If this was to come into effect, things such as fire being a 'fail safe wolf repellent' would probably need to be looked at as it would likely make an already pretty OP mechanic even more ridiculously OP (outside of this discussion, this is something that should probably be balanced out anyway) And as far as a player starting a fire to stop themselves from freezing to kick out when they are done, isn't that what its there for anyway ?
  11. My mind is awash with surging tides of emotion and madness became an old friend many blizzards ago. My frozen fingers can barely grasp the charcoal with which I scrawl these words, and my apology in its advanced state is for all these reasons and many more that I dare not speak of, when considering the state in which this letter may find you... if it ever may... I have decided that I will spend the final minutes of my life writing this message, corking it in a bottle and throwing it from the lighthouse at desolation point in the hope that Hinterland will find it... I have been sitting in my snow shelter next to a fire fighting off cabin fever. Once again the weather has turned foul, the blizzard outside has picked up and it howls incessantly, like a thousand devils, slowly tearing the spirit from my body as it insidiously strips away the thinning wall of snow, cloth and sticks that seperate us. My fire went from a 2 hour fire to 9 minutes, and as crazy as it sounds, this is all bearable. Whilst its not a totally unique incident, its scenarios like this that helped me to carve out my own unique story. This is what I play TLD for, but sadly it pretty much stops there. I try throwing a piece of coal on the fire and it goes back up to 1h15m, but quicker than I can blink, it drops back to 9 minutes. I unload another piece of coal onto it, same thing... I'm a bit upset, so 'for science' I dumped over 50 sticks and 40 odd pieces of coal onto it over the next few minutes only to have every piece do the exact same thing. Its not something new, but its something that has really annoyed me for quite some time. I can totally accept that some weather is just too horrible to sustain a fire, but where the hell did all my fuel just disappear to? Hinterland, can you please fix this? The mechanic to pull coal out of the fire is already in place, how about unburnt fuel as well? It'd be nice to be able to stomp out a fire (or salvage one that has blown out due to bad weather) and have it allow you to pull out the charred logs/coal for use in the next one. It's not an impossible idea to imagine in a real world scenario. **jams cork in and throws bottle** Due to my weakened state, the bottle slips from my frozen grasp and falls short of the sea. As my lifeless body collapses onto the snow, the bottle slams into the rocks beneath my feet. The sound of the smashing glass is lost in that same wind that lifts and carries the message away... with me...
  12. I hark from a different era (thankfully)
  13. In my current interloper game, I landed an arrow into a deer in a terrible spot and it took off. The weather turned foul and I decided to head back for my nearby shelter as my condition was already pretty low. After a brief rest I checked my stats and it showed that the deer has in fact died. But... this shitty weather will not let up. So I am stuck here drooling, and torturing myself with images of being surrounded by large chunks of cooked deer, stuffing my mouth with anything left over, whilst also entertaining the thought of being able to recover my precious arrow (provided it did not fall out somewhere along the deer's erratic route). My question is: How long will a deer corpse lay outside, and do nearby wolves have an effect on the amount of meat I can potentially harvest from it?
  14. Tinder is somewhat useful for dropping as markers to find your way to POI's in heavy fog.