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About Kauffy

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  1. This might stray into request territory, but is there some reason why the player breath effect seems to have largely gone unchanged since the original version of the game? I think it adds an excellent element of immersion for the experience of the cold, but it can also break immersion when your breath appears right in front of you during a howling gale, or (as I think it still does), be visible in near-darkness, essentially blinding you. I definitely wouldn't want to get rid of it, but it seems like it could be a useful element for the player to immediately determine wind direction when, e.g., circumnavigating a wolf.
  2. Oi, what I wouldn't give to be able to sit in one of those friggin' chairs, or lie down on one of those couches. And, I mean, in-game-- with camera animation for any of those moves to/from furniture.
  3. There is another survival game I picked up a while ago that is the polar opposite of TLD, called Stranded Deep. Instead of snow, it's set following a plane crash on a series of deserted islands. I tried it out, found it "not ready to be enjoyable" and put it away. I picked it up again yesterday and felt it was "good enough" to start playing it a bit. The cooking system is interesting, even if a little awkward. Basically, anything above the flame will cook food. This means that by using right-mouse drags, you can move stuff on top of a fire (though that's not how it's "supposed" to work), and whatever you can fit there will cook. The same is true for the stove you can build. Think of a TLD fire barrel-- you can just place whatever will fit on a grill, and it will all cook. I can see it much more difficult to balance, although that might be resolved by using different sized models for the relatively different sized pieces of food. Personally, I find it kind of frustrating now, TLD, to have the cooking slots, when you could clearly fit additional pots/pans/cans/slabs of meat onto the available area that is, e.g., on top of the stove, especially since this only becomes a "frustration" to the player, in that you could simply go outside, with the same fuel, and start three fires right next to each-other and have six cooking surfaces. Additionally, cooking .1 kg of rabbit takes up just as much space as the giantest piece of bear-- the timing is different, obviously, but it becomes a much bigger chore to cook, say, three rabbits in succession when they would all fit together on a stove or grill. In Stranded Deep, the system is definitely awkward, because the click-dragging placement is physics-based, rather than "plotted" like TLD's, so it's really easy to throw a piece of meat, or knock another piece off the grill placing one, but that's really just a tuning issue. I think it would work a lot better with the plotted placement system. I know it seems weird to want to overhaul that after it "just" got an overhaul, but it was just an observation I made of an actual implementation of something I had previously theorized might be better.
  4. Kauffy


    The trouble with two-dimensional (meaning, two independent dimensions to keep track of in an object) stats in this game is that they don't necessarily read intuitively in the existing interface. For example, 1kg of meat looks the same at-a-glance as does .07kg of the same meat. Likewise, meat in any condition looks the same (though the color-coding of the condition does give you the broad-strokes, even though this information is not intuitive in the radial). You do have sorts, but you're now into multiple steps for what the character would understand instantly-- is this a slab or meat, or is it a tiny morsel? A good example where two dimensions for an item works somewhat intuitively is with wetness (though, sadly, it only appears in the C)lothing screen), where a different indicator shows how wet something is at-a-glance, rather than your having to read-and-interpret the individual stat on each item. Colors, shapes, and sizes "decompose" quickly in the players mind, and are digested very intuitively, whereas letters and numbers are more difficult. This process becomes much more difficult with each added independent measure/stat (not quite exponential, but certainly moreso than it's worth). In truth, there is no good solution to this to model it "accurately" and still have it be fun. The truth is, if you were actually out in the wilderness, you'd likely bundle up all the sticks you're carrying and tie the bundle to your pack (which the sound effects seem to suggest)-- weight, but no volume-- and you'd have to pack your drinking water close to your body (weight, but in a different place, and out of a different volume) to keep it from freezing, also, stuffing an extra parka into your pack (mostly volume, not so much weight) would displace a lot of other items. You'd also, really quickly, decide to rip down some curtains, form a crude Santa Sack out of it, and just drag your shit through the snow. The game isn't a simulation; it's an experience. And it's one we obviously all really love.
  5. 1) Be able to convert deer hides into wolf hides, and vice versa, 2) Convert cured gut into fresh gut, 3) Stitch wolf and deer hides together, and then stuff them with guts! 4) Wait for the Aurora, and then shine the flashlight on the mess to craft a friendly bear to fight by your side! 5) Profit! Oh... wait.. that would be for the Minecraft version of TLD.
  6. Kauffy


    I would definitely say that the weights in-game are meant to be somewhat reflective of encumbrance and "displacement". Even though a clothing item on a scale may not weigh as much as in real-life, it is somewhat plausible to reflect how much space it takes up in your pack, etc. then, the only real break is that this weight is considered absolutely for the purposes of your movement. Matches, being somewhat fragile, probably shouldn't be packed in with everything else, using exactly every bit of available space. As it is, I think the weight is a decent analogue to weight + displacement + preciousness-- if they added some kind of volume dimension to every item, this may start to become too much to manage, and then we'd want a Tetris mini-game for most-efficiently packing our pack, or a Deus Ex - style inventory system. I do believe there's room for improvement in the inventory system, but I don't know that the game would gain very much by being this uber-micro about it.
  7. The Ambient Lights mod by Xpazeman goes a long way to fixing this in many of the places I frequent. It also seems to make windows more visible in the dark, by making the frost/snow accumulation slightly more visible than pitch black, which compensates for not being able to feel around.
  8. I've done this (dumping in fuel) in two situations. 1) Where I have to sleep somewhat rough for an extended period of time-- like, if I actually can not stay awake long enough to keep feeding it every nine minutes, and 2) when I've got 3 fires going because I'm doing a ton of cooking at once; it saves me having to keep track of the fuel as well as the meat. 12 hours' fuel was an exaggeration, but it makes the point that much more. Even if it's one log, it doesn't make sense.
  9. I feel like a broken limb, of any kind, would essentially be a death sentence. EDIT to add: ... though, it might be enjoyable (or the exact reverse) to get to experience why.
  10. "What do you call your approach to organization and location?" "Ummm... 'Ritual Serial Killer'."
  11. This would actually be a good game-mechanic to counter rabbit-farming. The less time between rabbit catches, the smaller the rabbits get (like they're not getting enough time to fatten up).
  12. I'm sure other people have had this experience, but this also seems like a mechanic that could be honed into something on its own. This happened to me today. I was out hunting with a bow, and I spotted a deer near Trapper's. I spooked the deer and it ran over the hill to the (map) North. I reached the peak of the hill, and spotted the deer again, back to grazing. I was creeping up on it and nearly had a shot when I spotted a wolf, who started moving in my direction and then (seemingly) spotted the deer (I'm not sure what actually happened under the hood). The deer didn't make it two paces before the wolf brought it down, and then I just plinked off an arrow and brought down the wolf. I quartered both animals, and of course, couldn't move, but I was fortunate that I could actually harvest them completely and head back without any issue. Now... if I could get a bear to spot a moose that's spotting a wolf that's spotted a deer..... Also, landmines.
  13. While this isn't technically broken, it does feel (game-) mechanically broken and almost play-breaking. 1) When doing a repair with a hide, if the repair fails, you lose the hide completely. Depending upon your circumstances, this could be devastating. 2) This one is more pervasive and odd: if you build a fire and, say, throw 12 hours' fuel into it, and then at minute 6, the wind picks up. The fire's lifespan then drops to ~9 minutes, and it winds down until the fire is dead. However, all that fuel that is necessarily unburnt is now gone. This, also, could be unjustifiably devastating.
  14. I do wind up bumping around in the dark a lot when I'm inside a building I should know the layout of and, even though it's plausible that it would be pitch black, it does seem like you would "see" by feeling the things you run into. But then I started to picture something like sonar vision, and then I Noped the hell out of my own mind.
  15. I had this problem yesterday for the first time-- what I figured out is to aim down toward the body of the barrel, where you can still see the cooking slots, and then your items will snap-to.