StrayCat

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Posts posted by StrayCat

  1. Hello all,

    I'm trying to find IRL items that inspired or look very close to items and clothing in the game. Click on the links for pictures. Please help me in this quest to gather TLD items in real life !!

         RANDOM ITEMS

    FIRESTRIKER
    TLD
    IRL : Aurora 440C

    CUP OF COFFEE
    TLD
    IRL : this one's not hard : official mug

         CLOTHES

    INSULATED BOOTS
    TLD
    IRL : Sorel Caribou (women version has the closest color, men version is a bit darker)

    EXPEDITION PARKA
    TLD
    IRL : It looks a bit like the Mountain Hardware- Absolute zero, but they're not exactly the same (the red part and the fur are missing).

    The coton toque is easy to find, but I have a hard time finding the wool toque. If it even exists...

    Help me continue this list !

    • Upvote 2
  2. I agree that it's not realistic in freezing temperatures. But Raphael stated many times that he does not care about realism, only about mecanisms that allow interesting lines of play.

  3. Hello all,

    I was tidying up my camping gear, when I stumbled upon some lightsticks. Then I thought : "hey, this could be cool in TLD" !! For those who don't know what I'm talking about, it's something like this picture, you light it by twisting it, it creates a weak light for hours due to a chemical reaction.

    In TLD, this could be used to get a weak light for ~12 hours, useful for navigating / living in caves, or crafting / reading at night. In return, wolves would not fear it at all (and may even be attracted by it, out of curiosity ?). Weight would be something like 0.10 kg. Obviously, this is a 1-use item, like flares. It can not be used to light fires (as it is a cold light), and do not give the small heat bonus that torches give.

    I can't see it as OP, but I can see it opening new small lines of play (crafting at night to lower stamina before sleeping), or throwing it to find one's way back in a blizzard / at night.

    • Like 1
  4. Seems weird... Custom mode, put all resources on lowest, most agressive/dangerous wolves & bears, no rabbit, no deer (or maybe few to have a first access to guts), no fishes, worst weather conditions, NO HEALING at all... Then tell us again the game is "too easy".

  5. On 10/17/2019 at 7:06 PM, Lohaan said:

    In terms of items to find...why don't you start speed running the challenges....like for example, NOMAD or Hopeless Rescue.... You will have to find certain items and do it fast as you can.

    I guess you didn't get my point. I tend to think that most pilgrim players are contemplative, conservative, slow-paced with few risks taken. Speed-runnning a game could be the exact opposite of what they are looking for. And I never said that any challenge needs to be tweaked : I told that there is no challenge intended to pilgrim players.

     

    On 10/21/2019 at 9:18 AM, MarrowStone said:

    Pilgrim mode wildlife with extra bad weather and loot is really nice too. It reminds me of the movie Stalker where the location itself is like a character. 

    I sometimes turn wildlife passive, with extreme weather conditions and scarcest resources. It's a good way to relax when you've already been fighting through your day at work. I guess cabin life simulator is indeed a good description.

    • Upvote 1
    • Like 1
  6. @ManicManiac Even though I agree with you, let's not forget that many players play pilgrim mode (or something similar in custom mode), to have some kind of cabin life simulator. Hinterland can't just ignore them. Beyond the obvious oxymoron, creating a "challenge" in custom mode can result in an interesting brainstorm session, finding difficulties that are not wildlife-related threats. I too wish that Hinterland consider adding more diverse environnement-based threats, not always more wolves thrown at our faces (lookin' at ya, timberwolf...). :wolf::wolf::wolf::wolf::wolf::wolf::wolf:   ;)

    • Upvote 3
  7. I guess his point was just that there is no dedicated "challenge" intended for pilgrim players. Although I fail to see what it could look like, maybe someone can make it work. Perhaps a a variation of hopeless rescue, but with a random placement of the object to fetch ? Something that would take time and consume resources. No idea.

  8. Morever, Raphael said they will consider adding special options in custom mode for revolver. Concerning birch bark tea, IMO the only OP thing is the condition regereration rate during sleeping. If you cut off every condition regeneration in custom mode (sleep + normal), birch bark tea becomes a precious resource, and not just a self regenerating food.

  9. One good way to make hunting more complex AND gain a bit of realism / immersion, would be to simply increase the "detection area" of animals. If they can detect you from further, then you will have to be more cautious while approaching a deer, because it would now flee before you can take a good close-up shot. Then you would have to choose between trying a further / more random shoot, or try to get closer... It is kind of awkward when you can easily approach at only 3-5m from a deer in a plain...

  10. A good solution would be to "enter" a bed or a bedroll just like we enter a snow shelter, just looking upside. Then we could benefit from the temp bonus, while choosing actions we do. We can also choose to sleep or pass time using the radial menu, just like when we sleep in a car. It would be quite roleplay-ish.

    • Upvote 3
  11. 12 hours ago, ManicManiac said:

    But that just calls back to the point that if we can do something in the game... and we don't like it, we can always just choose not to that.  I suppose I get what they're driving at... but being it's a single player game.  I feel like each player should be able to live within the framework of the world Hinterland gave us any way we want to.

    Ultimately, I think that if Hinterland felt it was an issue they would have addressed it... and changed it.  Until that happens, I would just consider it creative gameplay. :)

    Well, it's not me you'll have to persuade. ;) Imo, this has already been adressed with the well fed buff. By adding this buff, Hinterland has given something useful to players who don't want to exploit the starvation strategy, while allowing starvers to continue. That's an elegant way of solving things.

    • Upvote 1
    • Like 1
  12. 1 hour ago, ManicManiac said:

    So I'm not sure what you are taking issue with.

    I guess what he means is the whole starvation strategy : the fact that the health lost during a day of starving is fully replenished by a good night of sleep. There's no real drawback to this, except you don't get the "well fed" buff.

  13. Furthermore, you can set self-created restrictions. For example, I forbid myself to hunt rabbits with stones, as I consider it to be almost impossible in real life. This will make starting way more difficult, resctricting your access to food and guts. Other thing : choose to never starve. If possible, always aim for the well fed buff : if you were really in this kind of situation IRL, that's what you would do. Combine with no healing except birch tea, you get a quite challenging set-up. I see no point in adding a 5th difficulty mode.

  14. The issue of alcohol has already been mentionned by Raphael (milton mailbag #10) :

    On 9/7/2018 at 8:28 PM, Raphael van Lierop said:

    Regarding in-game alcohol affecting our rating, in some territories we've included alcohol and tobacco in the ratings just to "future proof" for if/when we add those items to the game. Since almost everything in the game has some kind of gameplay impact or value, we wouldn't add alcohol unless it offered some cost/benefit to a specific action. So, the real reason there's no usable alcohol in the game is that it hasn't felt like the most important item to build gameplay around, even though -- as you point out -- there are definitely many potential uses. 

    I guess this might be included in the game, but it would need to be justified by a real gameplay opportunity.

    • Upvote 1
  15. Hello Raphael,

    I was wondering : is there some kind of hidden mecanism, that dynamically adjust difficulty depending on the player's condition ? It may be luck, but I noticed that difficulties hardly pile up. For example, if I get badly mauled by a wolf/bear, usually weather becomes clement during the recovery, even in pleasant valley (no blizzard there, really ?). I could see the interest of doing so : player's death becomes the consequence of his own mistakes, instead of bad luck piling up, lowering rage quits and frustration. But after all, it may only be my imagination, for I have no data to support this theory...

    So, does the game secures us in one way or another, or do we really face the wrath of the nature that we ignored, unleashed ? Have a nice day !

  16. On 8/8/2019 at 6:28 AM, FrozenCorpse said:

    I'm not sure if I need to bump the BRA up to high to get some tier 1 items in the mix

    You get tier 1 items already at "medium" (got ski pants and expedition parka).

    • Upvote 1
  17. Hello all,

    I was quietly looting some house in Milton, waiting for a moose hide to cure, when something caught my eye :

    190727123256962470.png

     

    Is that really blood ? I see no other explanation. I've passed in front of it many times, without noticing. What the... happened there, so there's blood in a young child's bed ? The house is near Grey mother's, survival mode.

  18. I just hope they work exactly the same as red flares, only with a different color for diversity. Or else, that they have a small bonus, like a longer duration, or a slighlty better chance to repel wolves (all wolves), or a wider wolf repellant area. Please, please, nothing arbitrary or without rational explanation, like "blue flares scare timberwolves, but red flares don't".