Mroz4k

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Everything posted by Mroz4k

  1. For the non-believers and doubters - I of course took screenshots. Here they are:
  2. So I spent about 5 hours today to try and go through the whole bit of getting the Crampons and opening the Bleak inlet workshop entirely for the purpose of testing out two things. One of them being the ability to repair crampons. I can as of right now safely say that it is not possible to repair crampons at the milling station. Either it was possible before and was changed in last update, or the claim about it, being possible to fix Crampons on a milling station, was a lie. I am now going to purposedly try to ruin them, to see if it is perhaps possible only if they are ruined. Time for me to go fall through ice many times The other thing I wanted to test out was if repairing guns on milling station increased the gunsmithing skill as I saw some people claim, and I can confirm this to be true. I should add that this is on Pilgrim difficulty with the crampons being at 96% condition right now. EDIT: Nevermind that, falling through ice does not damage the crampons. I guess I would have to be wearing them non-stop for them to be ruined, or have them get damaged in animal attack. I might try to go take a bunch of fall damage with clothing tear proccs. EDIT 2: They do not take the damage of "torn clothing" affliction either! This means you literally HAVE to wear them long enough for them to become ruined. Took several purposeful tumbles down the stairs, only wearing boots and crampons. The boots took damage every single time, the crampons did not take a single 1% durability hit in every jump. I am not willing to go jump from higher up, as it is very difficult to gauge a jump that would not kill me instantly in TLD.
  3. It is a valid strategy. It is not always a good idea - especialy when carrying a lot of gear. Also this really is only possible in a place where you have a lot of space to work with. Personally I prefer to distract wolves with stones, as this strategy also works with bears. You cant just "walk away" from a bear, at least I would not reccomend it. Sometimes they stalk you too, but if they decide to charge, things go badly. Another way to handle the wolves is with a fire, and lit torch thrown on the ground. But yes, simply minding your own business and walking away is a valid strategy.
  4. I one-hundred percent agree. It is really in the end up to Hinterland, what they decide the line is. And quite frankly, I am in the same boat. I choose as a player to do my absolute best not to go below the hunger, so I end up playing with well fed buff all the time. The benefits are great - but I would do it regardless, as is my own choice to my playstyle. I would not starve myself on purpose to stretch out the one resource that is super plentiful in my survival games. This is actually why I often make suggestions to be depicted as an "affliction" - because in the end, certain afflictions can be turned off for custom mode, and this way it is possible to play the game the way one wants. But for the fixed game, they could be used to ever-so-slightly bring the game towards the goal Hinterland set it out. Well fed bonus was way to "solve" the hibernation in the past because back then, it was literally 2-3 new topics on it every week. But the fact that it still keeps popping out points to fact that some players are not still satisfied with it. That may point to it still not being a fully done-deal. I like the forums for this exact point as well - I like to debate, suggest and speculate things. The more we do, the more Hinterland has a window into seeing how their players view and understand the game. The forums are an integral part of the Hinterland´s overwhelming success with how the game is shaping out to be. Not to take all their accomplishments away, of course... the team is incredibly talented and experienced. But we all play our small part in its success, too
  5. Wont work with the meat, sadly. Meat is a type of an item with condition that deteorates. Although bullets have condition now as well, they are pre-fixed with things such as "revolver cartridge: perfect" that points to their set amounts of condition. It is the same way with matches. They only stack into each other if they have the same condition. This makes it easy with the bullets because bullets dont deteorate, they have fixed condition depending on their quality. The meat deteorates. Another problem with meat is that it can have different weight. So, for this to work, the meat would have to have the same amount of weight and condition in order to stack together. Its really easy with items like "Cloth", "Stick", "rose hip" - basically the craftables. They all share same condition, or dont have condition at all, and have set weight values. Luckily, most of the items that are "pain to pick up from the ground" are similar to sticks and cloth in this way. They are usually all of set condition and weight values or they dont have condition at all, and thus they are perfect for this type of stacking. Even meds like painkillers stack this same way, and even though they degrade in condition, they also have pre-set weight so stacking the same-condition one on top each other is possible. The reason wolves dont eat meat stored outside is because they dont actually have a way of "sensing items". They only zone in on items of smell value that are dropped after they spot the player - hence how decoys work. For a decoy to work, you need to be actively stalked by an animal. Storing food outside is not really an issue in terms of realistic survival. It is very much the way meat is often stored in such locations. There is little point to having a larder - so meat would often be hanged high from a tall but young tree to make it out of reach of predators, and usually some distance away from your home, so that the smell of it doesnt bring the predators right to your door.
  6. Sadly, although this topic does come up from time to time, it is not all that common. Which is a shame. There is so little to do in the endgame of the game. It would make sense to try to make your place liveable if you spend a lot of time there, right? It used to be that interior was a lot less messy in the past. The previous states of the game had very little in terms of broken picture frames, trashed and ripped papers everywhere and just overal garbage all around. Not saying that more "things to do" or added interior decor is a bad thing. I happen to have a picture of what Camp office interior used to look like, and I just made one exact replica of what it looks like now. Not the best example as this particular case looks "somewhat clean" but there is something to be said about all the turned over cans, bits of wires and ropes and broken glass that can be found all over the Great bear interiors. As I suggested once before, it would be nice if there was an option to "clean interiors" which would simply spend some ingame time to put the indoors into a setting of "cleaned" indoors. It could simply work for only the "set locations" in the worlds - aka not for the houses that may or may not be ruined... just the always accesible locations. Might be a bit of a challenge for designer team, but wouldnt be terribly hard I suppose. And Im sure it would be appreciated. For those interested, here is treat - compared screenshots of interior Camp office how it was back in 2016, and how it is now.
  7. You got me there I am a sucker for player´s choice. In essence, I agree with you 100%. However, there is a line to what ought to be a player´s choice and what should be forced by the game. Im not saying this is neccesarily the line, but there is a line. Othervise, you would end up with a game that essentially "never changes" because everything new just becomes optional. That is not going to move the game further, it would stop evolving. It comes down to if we consider that people who are skimming the line are playing the way the game was intended to be played. And there is a "way the game was intended to be played" - Hinterland has some idea towards that, a goal they are following. If they meant for players to always try to keep their needs up - then some affliction that encourages that is a good idea. If they dont mind it, then that idea is moot and unnecesary. I think it is a great thing that "Custom" mode actually allows you to modify afflictions. In a way, it would be just as easy to create a custom mode where you would simply turn Malnutrition off entirely, and it would solve that. If Hinterland intended to force players to keep their hunger up, this is a good way to do it. If not, its a moot point and wont be added. There is one fundamental problem with "player choice". And that is a fact that player choice requires a high level of self-control. Do I just die on my 200 day run because I slipped off the ravine and fell down? Or do i just turn the game off before hitting the ground and just replay with a loss of maybe 15 mins of the game. Do I stop and reload because the bear didnt die in first strike? Usually, player´s choice is something that mostly long-term players understand. It is not something one could expect often from players who have less experience with the game. And if they get bored of the game before realizing the beauty of player´s choice, then they stop playing it, perhaps forever, and they never reach their full potential with the game.
  8. Well, first of all immersion. Going out of your way to starve only to recover it by cheesing the line between starvation and eating just enough to recover the damage should have lasting effects. In fact, the well fed bonus was added there to motivate people to try to keep their hunger up. With hunger comes other activities, like hunting, fishing. Right now, its very easy to build up a stockpile to a point you dont really have to hunt. Many players tend to stop doing certain tasks if it feels like they dont have to. As soon as you have no incensive to hunt, you lose things to do in the game, and soon enough you are doing only the three tasks left that you cant prep ahead of time over, and over again. The more tasks that you can "complete for a long time", the less tasks you get to do, the sooner you reach a point at which the game becomes repetitive. On the other hand - the game has very little in terms of "long-term affllictions". Parasites are only ever a problem if you have them turned on and actually eat the predator meat. Broken ribs are very serious, but even then its just ten days and you are well again. Cabin fever is at this point irrelevant, I think. Havent heard anyone complain about it for a long time. Frostbite is not much of a long-term affliction as just a punishment forever. This actually adds an incensive for long-term gameplay. And punishes cheesing the mechanics for an extended period of time. I have done a lot of suggestions on some sort of ever-moving balancing system. I think the game could really benefit from something like that. To reward the player for keeping their survival needs up, and punish them for keeping them down. The sole idea here being something that shows symptoms mostly in the end-game but is negligible at the start. Hmm, that reminds me my old idea for a morale system. Doubt it would be feasible at this stage, but Im gonna dig for it anyway to read it again. Think that was a suggestion I made back in 2018 or so. Basically, I believe anything that has cumulative positive effect for suceeding well at surviving and diminishing effect for failing at that is a good idea for end-game in my opinion. EDIT: Found it! Interesting read, to think this is how we looked at hibernation before Well fed bonus was a thing. Used to be one of the biggest topics on the forums. Though I think that my idea would probably not impact the game in the way I would like right now (as it would actually probably make the game harder in the early stages, rather then in the later ones), it is still something I consider memorable after all these years. and as a system, I dont think it would be all that bad to have a "spiral into death" kind of mechanic in place, that punishes people for not keeping all their other needs up for most of the time. Very interesting read to read thru the whole topic - I reccomend. Some of the people posting there were the giants of their time here on forums
  9. The reverse of a well fed buff, in a way. That is something I had in mind in the past, too. Thing is, how to keep track of it? It cant be three consequtive days without food, noone goes hungry for that long, that would almost kill the player. They would eat somewhere in the way, too. That said - I think it is a really good idea, to punish people who go hungry too often for extended periods of time. It could be something of a "malnutrition" de-buff that makes the player weaker in carry capacity, more succeptible to cold like you pointed out, loosing fatique faster and maybe even take worse hits in animal struggles. Actually, I just got an idea how it could work. It could be a combination of how intestinal parasites work, and how hypothermia risk works. By dropping to "starving", the player could get start getting malnutrition risk. This risk would continuously build up for as long as the player is actually starving. Now, unlike parasites, the player would not randomly "get malnutrition", the risk bar would have to get up to a 100%. But, the "malnutrition" risk would start going down the same way hypothermia risk goes down. In case hypothermia risk, its by being warm enough not to be freezing. Lets say after being above "starving" for 3 full days (by getting well fed bonus) at this point, the risk would start going down. That way, not eating is in a way more punishing then the benefit of eating, and people who dont want to get malnourished should at least once in a while eat well for an extended period of time to drive their risk down. It still makes starving viable as a strategy to conserve food, but only for a short periods of time, followed by long periods of eating well. This avoids any sort of "new systems", just makes use of the current way how afflictions work in the game. The only way to get the well fed buff, the player would have to meet 2 criteria: They cant have ANY malnutrition risk at all, and they have to go extra 3 days of not dropping to "starving", which is how it works right now. So, you could not have at one point both well fed and malnutrition risk afflictions.
  10. Same. Ever since the decoy trick stopped working, I dont really use arrows needlessly anymore. Since killing wolves now poses a higher risk, I usually use stones to distract wolves and predators in general to sneak past them. I mostly only use arrows for the actual hunting, and for self-defense against the wolves that I cannot pass or that have noticed me. I have very few bow shots by the time Im already at lvl 3 just from reading books and crafting arrows. Hunting animals is (ironically) not the best way to go about leveling the skill. And, if its gonna be used that way, its best to use it on proper hunting. In a way, I would suggest hunting moose with the arrows for skill. If you are smart about it and have campfire close to run to since moose are scared of it, using a bow is a good way to hunt a moose since they dont bleed out. Therefore you are quaranteed to get several shots in before it flops over dead - and its much bigger target, and much better reward for taking it down then using the arrows on bunnies. That said, to each their own. I know some people hunt the rabbits to get their skill up, I dont particularly see a problem with that. It is just pretty difficult to hit them with an arrow from afar, and going too close makes them run away. I suppose there is also a pretty good way to level up bow hunting on deer. And you can use stones here to aid you as well. I hunt deer by using stones and bow in the following fashion: Step one is to throw a rock somewhere behind the deer, and instantly switch to a bow using the radial menu. Then I instantly start drawing the bow if the stone happens to work the way I intended, and the deer is scared by the rock sound to run towards me. By the time bow is drawn, the deer should be somewhere right before me. Bow is best used at very short distances. That is the way people usually hunt with a bow in real life, too.
  11. While I am a dark individual who is more on the practical side, and I use dead corpses as a means of storing gear indoors and sometimes supplies outdoors, I can see why this would be a good addition into the game. It would provide a thing to do when all your neccesities are taken care of, and it would give people something to do to "regain that humanity" feeling back. I imagine it would be very rewarding to a soul and immersion if the survivor took care of the "less fortunate". And, for the idea sake - the "loss of a container" situation could easily be replaced, with the corpse being replaced by a backpack instead. That way, the container is left in. I can honestly say that I would put it on my list of things "to do", even if it meant losing a container. No worries, that will never happen. For starters, Hinterland said so, and it was a part of the goals as an item they will never add. Also, it would tank the game´s rating to adult for sure. For that reason alone, it would be bad idea. The Hinterland would prefer to have the game accessible to younger audience if possible, at least in the past that seemed to be their strategy. Cannibalism is quite certainly not gonna be a thing in TLD.
  12. Quite frankly, I have barely ever played Stalker. It just was not fun for me. I prefer to play the game in a more realistical setting, so I usually end up with a voyageurish kind of difficulty. Stalker was just all about avoiding the ever-present wolves for a piece of canned peaches and some cotton torque. Currently I am playing two games - one is a custom one which is voyageurish, but with amount of loot, and the animal attacks and weather is a bit more serious but they are rarer - and then I play standard voyageur for feats. Once I have my feats, I think I will start a game of custom which will remove "resting condition" and add a normal gradual condition to very low, so in case of taking damage, one needs to stay in safety for a few days to recover again - as would a real world. And I will plaster that on my usual "voyaugerish difficulty" with rich loot. I think one of the reasons I dont like Stalker is because how much it tore into me back when the difficulty modes were added for the first time. I got killed in Stalker so much that it created a sort of PTSD. Im sure the game is much "easier" then it used to be, still the PTSD is there I think the best way to play the game is to try it all out, and find out what playstyle fits our style the best
  13. I have always liked the idea. Frankly, there is a very simple fix with sticks that could be done. The sticks could be treated the same way bullets are in the game. Or matches. This means dropping one stick creates a single stick. But dropping more then one would make a stick x amount, this way you actually place them into one item you can then pick up at once. This could also be treated by the game in a way that more then one stick would use a different texture, perhaps a pile of sticks. Afteral, dropping single bullet makes a bullet, dropping more then one creates a box of ammunition (unless you picked a first bullet as a bullet, then all the bullets in your inventory are converted to a single bullet, the only way to fix that is to put away all the ammo into one box, then picking one that is a "box" and then taking the single ones which converts them back to a box of bullets.) This would take care of the problem without the neccesity to use special containers or add the craftable you mentioned ,although that might still be a good idea, as you could just throw the bundle into a fire to add a set amount of fire time instead of throwing individual sticks into it.
  14. Dont think it will make much of a difference. It might help, a little. It provides more protection from animal attacks then other pieces of clothing. It is also renewable in a sense that you can just harvest your cloak and re-stich a new one, without a neccesity to go hunting for more moose. So, if it gets damaged, you are not wasting anything besides a knife durability, which can be repaired with milling machine in turn at cost of some iron, and some hooks/cured guts. Now they dont provide the weather protection of a bearskin cloak, but at the same time they dont limit you down so much on mobility. So yea, might be a good idea. Depends on your playstyle, really.
  15. Technically, arrows are "renewable". So is the bow. You can rarely find the saplings as a part of beachcombing spawn. So is metal, i believe. And since fire can be built outside with the mag glass, hammer can be repaired with tools and iron, tools themselves can be repaired with iron, and iron spawns in beachcoming too (I think, I dont do a lot of beachcoming) they are technically infinite. Course one needs to constantly run the run to grab the stuff from the water to keep it up. Not sure if rifle rounds can still be found in beachcombing... used to be but very rarely... -------- Back on topic - yea, hunting rabbits with arrows is a waste of arrows. Even for the skill. If you wanna skill up bow, crafting arrows is one way to go about it, if one doesnt have the neccesary amount of books to read to get up to level 5. If you wanna practise with it - I would say Story mode is probably the best way to go about it, as you can reload into a previous save. Either way, shooting at rabbits is a waste. Since they are so small, chances are you will miss them even as a skilled bowman. Throwing a stone is better for two reasons. First of all, stones are everywhere and are readily available. Second of all, when stone hits the ground, it bounces off and keeps going. This makes sound and scares the rabbits, but the stone carries so fast that is rarely the issue. Even a bounced off stone can still hit the rabbit and stun it. So even if you miss and hit the ground with a stone right before the rabbit, it will still stun it after the bounce. This is not the case with arrows, you need to be right-on-point.
  16. What an old topic! So many names I remember and dont see anymore. But yea, some parts of the game are intentionally very scary, with combination of this game, being a permadeath. Sad to hear your long run ended so abruptly. I have walked the steps many a times before, this trip over the trestle. And yet, even though I can easily walk over it without slowing down, I still crouch and take my time. A bit more time for the extra safety. Now that does not work on the new rope bridges... but I find those to also be an issue of practise as well. Normally, I personally would just die if it was due to my own stupid mistake (permadeath is a death and it is the teacher most cruel) but in cases like that, I just hit the escape button to go into the game menu and pause it. If it was a glitch, I close the game, "losing the unsaved progress" and reloading from last saved point. Sometimes that means losing a lot of time, but its a small price to pay for all the other effort that would be lost to a glitch. If it werent a glitch and you want to consider it, unpausing can still lead to the death again. Does not work well with animal attacks as those save you to a spot. Works fairly well with falling from high places. This way, you dont have to backup your save files.
  17. I hope so! But I dont think it will be added in the next episode of the story anymore. It does not seem to make much sense direction-wise with where the bus was heading. Unless the "port" area of the island was somewhere back from where the bus came, and the prisoners were delivered to the island this way, and were heading for the penitentiary. I think its likely that after the Episode 4 is done, and Hinterland starts working on next survival sandbox update, this will be the region we will get, hopefully. There is also a small chance they wont add it just to make us wonder about the mystery, but I know a couple of people suggested in the past that they want to see the prison in a region, so its possible that is coming in eventually. I dont think it will be a part of the next episode of Story mode. It is likely that the episode 4 of the story mode will deal with either the zones we already have in the game, or with the new area next to the Desolation point. If lore has anything to say about it, I would say this is very likely. Astrid suggests the area she needs to get to is very remote, but that could be said about the island as a whole. The things that Grey mother and Jeremiah, the locals, have to say about it, suggests that it is one of the more rural points of the area. Also, lets keep in mind the pictures from original trailer of the story mode... it is likely we will see a bridge of some sort, filled with a lot of run down cars. It makes sense for that to be Perseverance Mills. When things were going bad, many people would jump into a car and drive towards the most significant area of the island. Perhaps a place with a port, and an airstrip. Which indicates Perseverance Mills, at least for the airstrip part.
  18. Hello! Frankly, sounds like a bug. This might be a leftover issue of when the Story mode was widely different to now. Used to be that there were no books to be found, instead, the recipe and information about the plant was learned through a storymode mission Jeremiah gave Will at the early part of Episode 2. I think you should definitely report it as a bug. Worst case - it is a small, rare bug that just happened for you and they will still be grateful for you to take notice of it and notifying them. Best case - this really is an oversight and your report will help to contribute to fix the game´s oversight due to its redux of the Episode 1 & 2.
  19. I think the idea here is that it makes these locations more convinient. Storage capacity is something people often consider when choosing a base. Afterall, plenty of items in the game that are a pain to pick up if you drop them on the ground. Things like stones, sticks, arrows... etc. So, having the box there with significant inventory space is convinient, to store said sticks and use them to save up on more valuable firewood or coal. You can make stone caches now outdoors so we can use that. Frankly I use these to store the firewood outside. But I agree I would feel better if there were coal bins or a firewood bin there, looks better then a pile of rocks. I would not mind them in the game. But, I think they could be done more interestingly - what if they were found there, but were ruined? And the players could use the heavy hammer and reclaimed wood to repair them, make them usuable again? I think that would be a reasonable balancing issue - with the box, being an option only if some effort is spent to make it viable again. Not asking to "craft a whole new box" - just fixing some of these boxes that would already exist within the game.
  20. Nice story. Im sure most of us have one or two similar stories to boot, from us who played the game for a while. Some are more memorable then others, for sure. I too have quite a few over the years, I will share two of them. I will put them under spoilers as I tend to go into detail. There are lessons to be learned there - some items you really should not put away. Like bandages. Even on difficulties like Voyageur, I have learned not to wear less then 4 bandages on me at all times. Used to be 2 before the sprains got reworked. It is also a good thing to have a cloth on you in case you do run out and need to make more before heading out for safety. For similar reasons, I tend to make small caches of items over the map, and I usually include a bandage there too, just in case... I often leave these medical supplies right behind the door, a lesson I learned like you, only back when you survived with 2%, I literally died a few feet away from a box with bandages in the past. One experience that comes to mind was with wolves instead. Such stories are the best learners. Later on when I shared this story, others asked me why didnt I rip my gloves into a piece of cloth and crafted bandages in the train cart. I should have - but it honestly didnt cross my mind at the time. Now, I carry 4 to 5 on me at one time. Since now you need them to treat sprains too, and sprains in a bad situation can easily cause death, too. Now, a story of a Bear.
  21. I admit it makes little sense realism wise - and its really not the only "odd" thing in the game. Think about how little caloric value a 1kg of meat, any meat, has. And how a person can just easily eat 2, 3kg of meat on an empty stomach. And, furthermore on that issue - a deer only have 9 kg of meat on it at most? Deer have about 45 to 60 or so Kg in weight, there should be a lot more meat on them. Surely wolves dont have 6kg of meat on them, and rabbits 1,5 kg, either. Compared to their weight overall. The answer to all those questions is "game banance". Some items have very weird weight and caloric ratios compared to what you would expect. Even compared to their material weight, like you pointed out. It is there to make the game more difficult. The player eats three times the amount people normally would eat, the meat on animals wont last you for months to make you actually get out of the house and out hunting more. And even then, making stockpiles of food is not terribly difficult. I think they should definitely increase the weight of hides of moose and bear. They are big animals, much bigger then the deer, so if deer hide is 0,5kg, bear should easily be 2,5kg. It still wont make much sense, but there is a point to bulkier and warmer clothes being more robust, restrictive and even heavier. Perhaps they could balance it out a bit, making the cured version of the hides be a little bit lighter, as they get dehydrated, and water is often one of the heaviest substances in living organisms. Oh boy does the bearskin cloak get heavy when it gets wet eventually... part of the reason I never really wear them unless its for a purpose, like ice water fishing sessions that are days long, to save up on firewood...
  22. Hi. Is there a specific part of the game you consider difficult? If so, Im sure there are plenty of other posts on the subject - forums were around for a while. And, if you cant find any, do tell us a bit more about what you need help with. If you simply aim to troll the community, save your strenght. Dont think much people respond to similar topics. Im taking a chance here that you actually are looking for help how to play.
  23. Both points are valid. That is why I am happy they can be repaired at a milling station and not just everywhere. Since there is a long trip involved in repairing them, you have a choice as a player. Those, who want to keep using them only till conditition runs out, can do so and it wont tempt anyone to repair them out of convenience.
  24. To be honest, I dont agree. From my point of view, it would be better if the recycled can just goes straight into your inventory. But I can see how that would be a matter of perspective. I dont usually eat a lot of canned food, I keep it around for traveling... A solution would be if the cans worked similarly to reloading weapons, with casings. The recycled can could just be dropped to the ground after the canned food is eaten. Then it can be picked up, but does not have to be. Provides some immersion to the game as well - some people would litter, others would pick up the cans after them and carry them away.
  25. You are welcome. Glad you like it. I make challenges like that for myself all the time. Even a less grandioze ones - just think of living in a nature like that, and what you would be doing. Sometimes, it is a mission to go hunting for sticks in the forest. Sometimes it is to go hunt deer to replenish stock. Sometimes it is about a trip to a close coal mine to replenish coal reserves for fishing sessions. Every once in a while, I just set off for a distant region and spend a couple of days there, hunting for screenshots, or a big game. Or I end up mapping the areas, setting up small outposts. But in the end, there is no rule against wasting a couple of your stockpiled resources just to go out for a climb and aim to get a nice screenshot in a certain area. If it feels like you have enough of everything, it is time to take it easy and go do something just for the sake of doing it. Maybe I should re-iterate: I usually write down some long term goals for myself, using the Notes in-game. I aim the overal gameplay towards that. Then I set up some mid-term goals, such as these longer, week-long trips. Then it is setting up some short-term goals, like what I want to achieve in the next day or two. There is an added benefit to writing down your long-term goals, is if you have to take a break from the game for a longer period of time, you will get back to it and you will remember, what you were about to do.