Mroz4k

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  • Birthday 01/14/1994

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  1. Im inclined to disagree. It depends on what your playstyle is. For a general interloper player, this might be it. Same for probably most Stalker players. I personally would not like it. I do play with a progressive world, as in wildlife becomes more scarce and game becomes colder over time, but I dont think that dwindling everything would be the way to do it. I personally would really love to homestead it up. Play off my Dick Proenneke dream, just quietly living off the land in the long dark. Im sure some players would appreciate it - but I think the endgame in the game is at the point where it is right now mostly because the game was designed around just not surviving long enough to actually get to the "endgame". AKA it is by design, I think. The earliest versions of the game had a very limited amount of time that was even survivable in the beggining. This was when the Mystery lake was the only region, and by the day 50, you either died because your clothes broke and there was no more cloth to be had to repair them and you froze, or you simply ran out of ammo as bows were not a thing then, and each game had a very limited amount of ammo to begin with. Or matches ran out and there was no mag glass that spawned in your game. I do even remember flare-hunting strategies for when one ran out of ammo. You almost always had to use wolves to hunt a deer and then shoot it for the double kill to maxx out your meat haul from a single bullet. To point, the game became about strict meta-gaming which was the only way to make it as far, and the game was very swingy in a way it matter what kind of a world spawn you got. Wouldnt be that clear today but it would still happen. I dont think anyone here really wants to see that come back. There are different survival theories, but I think what the game has in it is mostly a part of "immidiate survival", but eventually, you have your basics covered, and that is where one would usually switch over towards more of either mid-term survival (basics covered, looking for something to improve one´s quality of life), or even towards homesteading, which is basically switching from survival to a sustainable, long-term routine. The game has next to nothing to add for the homesteading. But I think the TLD is aimed to be short-term survival focused therefore I dont think much grand long-term functions are going to have high priority.
  2. I think it would add to it. While I dislike the idea of taming, because it is so overused and just flat-out unrealistical, a sure-way to murder the immersion in so many games, I think that if by a random encounter the player could befriend a dog, the game and the sense of loneliness would not be disrupted, it just would get different feel to it. Having a canine companion could just make one wish for a human companion more. And when I say "chance encounter" it is not a figure of speech. If there simply was the option to help a dog one comes across, there is also a chance not to do it. Which means player can choose not to "befriend" the dog and continue on playing the game as they did up to this point. Same as it is with the ammo crafting - I personally used to be heavily against it, but I gotta admit it has made the game better, and it simply is there as an option. I dislike the idea of taming. One cannot "tame" wild animal, that process happened over a course of hundred years. While technically "tamed" a wild animal will always remain wild. But, there was a community on the island, which suffered with the event coming up. It is not unrealistic to think that once domesticated dogs would go wild, and such animal that has a memory of previous human owner and loyalty can be befriended again. I dislike the idea of using said dog companions for hunting. I also believe hunting is not really difficult as is. But I do need to point out that caring for dogs would actually means feeding them too, which means the food consumption and need for more meat would be presented into the game, which is a good thing as it taps into that aspect of survival that people often find too easy because of wast meat reserves. More need for meat means more hunting. If anything, dogs might be used in a similar fashion as timberwolf packs, but there should be a big risk to them in this manner. Finally, here is the reason why I do like the idea of befriended dogs - transportation. Long ago, on TLD roadmaps, there was an idea of a horse as a mount. That one just wont work because of no way to feed it and care for it... but dogs, and subsequently drawn dog carriage or combination of skis and dog to drag the player could present a new way to move about the map at higher speed, or load & transport more equipment easily. Unlike a horse, dogs would also be able to accompany you to most locations, unless its a flat-out climbing spot.
  3. Always a big fan of your ideas, regentRelic, though I find myself disagreeing with this one. Simply because I believe there is a better way to do it. Its quite simple, really. I think that at level 3 of fishing, one should be able to create fishing snares/traps. So, while the option to fish would still be there, one could also just break the ice to set up a fishing trap to leave it there for a long time, with a hope of catching from 0 to 5 fish. As these fishing traps are usually a cental line with a lot of lines and hooks to increase a potential of getting a catch, even multiple catches. It does provide a way to get the fish without having to spend the time fishing, the demerit there is that you will have to break the ice again to get the catch out. And you might just not catch anything. I do agree with the sentiment of others that fishing is quite easy in the game.
  4. Individual projects were suggested before, I do like the concept. The radio idea is not bad, but it's not about building it as much as it's about fixing it up. Also remember Aurora is a thing so in the end you will fail but at least you tried. Honestly, could be a good badge in game. The probably most commonly suggested late game goal is building of one's very own cottage. Which, assuming it's done realistically, would be a pretty amazing goal. Hard no to events suggested in original post. Any sort of scripted event of that sort would murder the immersion. That said, the general idea of events has merit. If there were small localized but randomised events that took place around the place but would dissapear if not interacted with, it might help with the late game. If this was a way to potentially get hands on rare limited gear like gun ammo, I'm sure most players would travel around the map to look for such events.
  5. That actually is probably my fault I believe it is fixed in because I quoted the reply, its all good tho!
  6. I didnt say that, plx fix the quote so there is no confusion just to clarify, that bit with the reaction was posted by Lord of the Long dark. Quote selection didnt take in consideration quoted messages, sadly. I am not going to continue this discussion past this point cause I dont really want to devolve this into a fight. Its not a good attitude to consider people who play "easier" difficulties just being worse. Advanced levels arent in any way harder, its all just a matter of rinse and repeat, and with enough attempts even an average player will learn to survive in Interloper. Some people simply prefer easier difficulties because it fits their playstyle better. Also when someone says "voyageur-like" difficulty then its not really a Voyageur. Just close to it. I reccon my type of games would be pretty challenging for average Stalker/Interloper player if they take any risks which is where my type of game can be very punishing. Its easy to take damage, but if you can at most recover 5% of condition per day without having a single stat drop, all mistakes just multiply and add up to a pretty challenging game. Just a different kind of challenge one might expect. Single, relatively small mistake may result in may days of recovering, with no prospect of recovering faster. Think I pointed out my stance on the suggestions, those stand. Someone else might disagree, thats fine. For cat-tails specifically, I believe they were designed to be "annoying" on purpose to simulate that it is in fact a low calorie food that in realistic conditions should be the last option. Game could add a lot of quality-of-life improvements but Im glad they dont add everything, because some things should just be tedious for the immersion of it.
  7. I struggled with responding to that without picking a fight. It really comes down to how you play. I dont do vegetarian runs, that said I do a lot of very early exploration, I meta the crap out of a game, usually. By the day 50, I would have over 90% of the world visited. Simply so that I can run by, collect things like skill books, and make the most use of them. I dont hunt or scavenge animals that much in the first 50 - 75 days of the game because I often live on the bits and pieces I find while exploring. I do occasionally harvest the meat of the pre-determined carcasses to boost my intake on the go. Really not a good idea to presume everyone plays the game exactly the same, especially here on the forums. Many people here have been perfecting their unique art of survival in this game for years, and forums are a perfect place to perfect one´s craft, so many talented and creative people round here. What I think most people dont realize is that it is often not a good idea to harvest everything in a carcass. Sure, the idea in survival would be "waste nothing" but especially once you settle in, you have sooo much food for consumption. At your base. The point was that by leaving the cattails around the world and not collecting them makes them a perfect resource-to-grab when you are out of options. Inventory space is limited. If you are out of your base on a travel to a distant region, you might have a plan on how much calories it will take - but I reccon most people dont take all the food they will need for their whole trip. Even still, there are variables that change. You can be delayed by a long blizzard, and suddenly your calorie reserves start dwindling. Choosing an alternate path that has cattails in a way to get that little bit of boost just might be what you need. I believe the way cattails consumption works is on purpose to make them annoying to eat. The calorie intake is low, if you could eat more of them with a single click, it would make them more convinient food to eat. The fact that the calorie intake was on the low side would then be kind of irrelevant. I very rarely "throw food away" in the game. I quite often just go hunting whenever my reserves become dwindling. Common mistake people do that contributes to the early onset of "game becoming repetitive" is because they hunt when they dont have to. It leads to having an overabundance of pelts, guts and meat from hunting when in fact you could have been doing other things - setting up outposts, supply caches, or just going for a hike for the sake of it. When you hunt only if neccesary, you are likely going to enjoy the game longer because there becomes time when you absolutely have to go hunting again.
  8. Stream was a bit low energy on my side, and the early tech issues with audio didnt help, but I had a great time! The game is a struggle, had me on edge the whole time! At some points dropped down to as low as 20%, and with my current settings, I can recover 5% condition per day! Still, I have plans to move from the succesful trip to TWM summit after spawning randomly at Mountaineers hut in just the WORST clothing, but somehow struggle through all the way to the top! The low condition and very serious threat of death will not stop me! I have serious intentions to move over to the Ash Canyon the next stream!
  9. Mroz4k

    optics

    Game balance, mostly. To make the player really think about whether to carry the binocs for their use or not. If the design was the really old-timey massive mostly-metal binoculars, those would fit both the theme of island and would fit well into the game when it comes to itemization!
  10. Interesting. Might go and see. It would make sense. What I am fairly certain on is that one cant get up from the river at the bend on the map how the maps shows it. But if one can get up just a bit backwards, I woudlnt hold it against the map, it doesnt need to be THAT precise. Thanks for letting me know! I learned something new today.
  11. Title basically says it all. Started streaming recently, for now focusing on variety of games. You can expect me to make dumb jokes and troll in games. But I love this game a lot, and I havent given it the time it deserves in past two years. I do wanna play this game pretty seriously, with my personal spin on it, of course. So, Im thinking about killing two birds with one stone - but having the community feedback means a lot to me! I am going to start streaming in about 50 minutes from now, and Im thinking The Long dark might be a good idea for a game. Im also thinking about streaming it tommorow on Saturday. Not sure when though - as I will be streaming Town of Us, a modded game of Among us, on Saturday with my friends, at 18:00 GMT+2 (12:00 Chicago time) for several hours after. The setting would be a new Sandbox custom game with Voyageur/Pilgrim difficulty and long term recovery (AKA timed recovery set to lowest, no rest recovery). I tend to play the game actively, traveling around the place, looting shiz up, making outposts, gearing up. I basically tend to meta the crap out of the game - trying to read as many skill books as I can from round the world before reaching the skill 5 in it. Those kind of challenges. It wont be boring "imma hunt and sleep and make 1000l of water and so on - well, not most of the time anyway. Other games!
  12. Oh, interesting topic. Ive thought about the 2nd and 3rd option before. 2nd one could be great if done properly, 3rd one I understand why its not an issue. But, it could be combined with an idea I have for the 2nd option. 1. I dont think this is neccesary, or even wanted. Having to click that button a few extra times for some actions just brings player involvement. Take that away, many actions in the game woudl become about stacking the action and making it automatic. In a bit, you would barely even play the game. Sometimes, inconvinient and annoying = good for the game. 2. This one I agree with but its difficult. For starters, wheel has actions that everyone can do - such as building a snow shelther. However, it also inputs items into the wheel based on what is in your inventory. Therefore, you cant really "preset" it in a meanigful way. I guess it could work if there were player customization options where you would tell the game to preferably put a specific item into a specific slot. That would be awesome quality of life change. 3. Yea, I get this point. Problem comes when your bow is really low on condition and SHTF. If you have to pull a bow out quickly and then land two, three arrow shots, it would be really unfortunate if your bow broke after the first arrow was shot. And it can happen. But, if that would be an okay thing for you, I believe the game would greatly benefit from player individual customizations, aka you decide if you want the quick button to pull out highest quality bow, lowest quality bow, or for example lastly equipped bow. But Im not sure thats a viable thing for the game code. Not a developer, I dont understand it at all. 4. Again, not a fan. Cattails eaten by each piece on its own is annoying, but I find that to be purposedful. Cattails are seen by the community as the greatest foodsource outside animals - despite the game indicating that they are meant to be "last case scenario before starving". They are light, but their calorie value to weight is actually pretty incredible. Thus their main disadvantage is that eating them is annoying. I love that about the game. Personally, I treat Cattails the way they were designed to be treated. I dont even collect them, I walk round the place, and if I do run into a situation where Im going through that area again, and would lose my well fed bonus by starving before I reach the next outpost, I would grab a cattail or two to chomp down on to keep the starvation at bay. Course, I get it, Interloper = cattails important. I play customs that are more between Voyageur and Pilgrim, but with a realistic settings. Aka recovery of health lasts several days.
  13. Style points? I am not that familiar with Ash canyon, havent really played TLD all that much since it was added. Although Im probably gonna start playing it more again soon. The issue with community made maps is a common one. There are times where you find a route that on the map shows as an untraversable , whereas some of the paths they show dont actually exist, or they would end up being a very risky goat path. The brown arrow shows a dead body spawning there - maybe thats why? To suggest an angle of approach to loot the body? To point to one issue when the Whiteberry toarta style maps are and have been misleading I can point to Coastal highway map. The route from Rabbit grove to the Ravine entrance shows a path that doesnt really with with the elevation. If one wants to traverse it, they have to start walking from directly behind the rabbits grove hut and hug a bit the left side of a mountain. If one strays too close towards the river, they wont be able to walk back up high enough to reach the railtrack above, and have to back track. But the maps show that its fairly easy to climb from the river to that path. Ive tried it many times and never figured out a point of entry to be able to scale it that high. Always had to go from the hut.
  14. Mroz4k

    optics

    Yep, Scopes were done many times before. Your idea is better then most, but I still would not like to see scopes for firearms. Especially not for the revolver - each weapon in the game has its uses and unique benefits - revolver is a defensive weapon for instance. While nothing is stopping you from hunting with it, its really not what it was designed for (albeit being called Hunting revolver). I am a big fan of binoculars, for the same reason Glflegolas pointed out. Also, I can see their use in specific tasks as hunting, if it increased a rendering distance for entities in the game, thus allow the player to spot animals from futher away. Hunters use binoculars on elevated points to "glass" for their prey. This can be both hunting action, or a travel action, as it would give the player information ahead of time about the placements of animals in potential way. They would have to be pretty heavy, though. Definite no to anything "makeshift" scope wise. Although your idea being the use of a broken binocs is probably the only one for "makeshift" scope I saw that would make sense. Still, optics in a scope has to be calibrated properly for the scope to function as intended and I dont think that is something a random survivor is capable to do without proper equipment and training. I also agree the range of firearms blow. I think they would probably be fine as they were, if the firearm skill would increase the distance by a 100% of the base distance. Aka at lvl 1, you get say 50 m with rifle. Lvl 2 its 100, lvl 3 150 and so on. There is no bullet drop, and I dont think they have to add some elaborate bullet physics to fix the issue, but I think many players would love if the distance was increased with the skill, as it just make sense. If this ends up being too much, could be nerfed to half base distance increase. Ive made a suggestion that if scopes on weapons are to be a thing, it should be a specific, unique, 1-in-game kind of rifle that would be found in a far-away region, similar in terms to technical pack as an item reward you get for a long adventure.