Prestermatt

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Everything posted by Prestermatt

  1. I presume because TLD is a darker, subtlly shaded game, and proper backlighting helps get the most out of it? I don't have backlighting for my PC monitor, but I added it to my TV and wow is it nice when watching movies.
  2. Yes, please. I'm usually in favor of more skills, and this seems like one that could benefit from skill progression and maybe a new orienteering book.
  3. As long as they make a cool and satisfying snapping animation to go with it.
  4. That's a great idea. The hide shelter could add (a little) more warmth and have (a little) more durability, at the cost of the fact that you have to have hides cured in order to make one.
  5. Except aren't the hats reversed? Given the confusion and uncertainty, some better explanations on the clothing screen might be in order, especially since it REALLY MATTERS which slot things are in, but you'd never know that just playing the game.
  6. I'd be for this. As an option.
  7. Prestermatt

    Candles

    Ooh... I hadn't thought of that. That's not really a common thing these days, though.
  8. Prestermatt

    Candles

    I will add that lighting a torch and then dropping on the floor of a cabin for light never sits well with me. I know it has no effect in the game, but... Hence my support for candles.
  9. Prestermatt

    Candles

    Sounds good to me.
  10. Prestermatt

    Candles

    Agreed. Light only, tiny heat, burn fast.
  11. Prestermatt

    Candles

    It has been suggested before, but it's definitely worth suggesting again. Candles would be great.
  12. I like adding a barometer into the game. Even if it's just old ones on the walls of places like the Camp Office. I also like the new skill idea, though I'm not quite sure how you would "advance" it other than some new books, maybe.
  13. I think a system for unlocking knowledge would be great. Books and the skill system function well already, but could be deeper. Like the Botanist skill idea: maybe you can find more/different plants the higher your skill, or you only get a few calories at lower levels to balance it out. But must it always be about making the game harder/easier? Can't it just be about making it more interesting and fun to explore? So many neat ideas come across here get shot down because it would make the game "too easy", but not everyone cares about that.
  14. I don't so much mind the idea of customizable characters — I think it could add a lot to the game and I'd like to see it happen — but I balk when the suggested backgrounds are highly-specific ones that are very uncommon in real life. Doctor? Carpenter? Sure. But, Sword-smith? Fletcher? I can see why these skills would be useful in TLD, but how many of these people are out there? To me, this takes away from the immersion of the game, which implies someone with little or no skill learning to survive in a harsh and unforgiving world. Lawyer. Programmer. Policeman. Librarian. Teacher. Bus Driver. Fast Food Worker. Retail Cashier. What about people like these? I often compare TLD to This War of Mine. They are very similar games in a lot of ways. One thing I like about the characters is that they are varied and realistic. And yes, some of them are better than others at surviving, and that makes persevering with the ill-suited ones that much more rewarding. I'd rather see something like Tropico's way of creating "El Presidente", with a wide range of backgrounds, attributes, and flaws, each of which affects the game in small but noticeable ways. That creates a lot of potential for immersion and story-making, without devolving into D&D-like character "classes" that don't reflect the realism the game strives for. My two cents.
  15. On second thought, maybe the game is just fine as it is!
  16. I like the edible/toxic berries and botanist skill ideas too. The fact that TLD is set in winter has been mentioned before when people have suggested things like berries, but it would be nice if they could figure out a way to plausibly enhance that part of the game.
  17. Actually, I think player-made maps would be better, at least if there's the ability to create and customize locations. Knowing how many people on these forms think, I have a feeling there would be a lot of interesting and evocative places to explore. Procedurally-generated might be good too, but I'm afraid they would end up being repetitive — lots of the random trailers and cookie-cutter houses with predictable loot locations, fewer Trapper's Homesteads and Katie's Quiet Corners.
  18. Prestermatt

    Permadeath

    Unless you're setting your own goals and making your own story. Let's remember that Survival was originally called "Sandbox". I think that was a better name for it.
  19. Prestermatt

    Permadeath

    Let's put it another way: why isn't there permadeath in Story Mode? Presumably so people don't have to keep starting over and doing the same fetch quests over and over again just to get to the end. Can you imagine how frustrating that would be for someone who just wants to finish the game? Basically, I'm making my own story. Give me the option to keep progressing so I can see it to the end. When I go back to wanting the thrill of survival, I promise to turn permadeath back on.
  20. Prestermatt

    Permadeath

    Right, and I've been reading @mystifeid's recent reports. They sound filled with boredom. Once you're that experienced, the game isn't really a challenge anyway. I don't see removing permadeath — as an option, remember, for people who choose to — is really going to change that. Getting to 500 days already is a pointless exercise that exists only to satisfy personal ambitions, much like people's personal goals to map the world or collect every single stone on the island. If I were trying to do a 500 day run, and got killed by a wolf with a few hours to go because I clicked on the wrong icon in the wonky weapon selection screen, I would not say, "Oh well, that's TLD!" I'd be pissed, and I'd probably never try it again, because I don't have the time to do it. Not everyone has 2000 hours to spare to put towards the game. Why force me to put countless hours into what becomes a chore just to satisfy some arbitrary notion about challenge? That is the point where the game ceases to be fun for me: when I can't play the way I want to play, but have to keep doing the same things over and over again just because the game forces me to. I'm not always interested in the thrill that death (and starting over, and having to do everything again) could come any moment; sometimes I just want to explore the beautiful world Hinterland has made.
  21. Prestermatt

    Permadeath

    Not really. I haven't played Interloper, but aren't the key defining factors the scarcity of resources and the super harsh environment? Removing permadeath doesn't create a "god mode" at all. You're still stuck with the same harsh environment and minimal gear. Yes, it is easier than regular Interloper. You can reload after freezing to death in a blizzard or getting caught by a wolf. You can try to make different choices out of your limited options, but you're probably just going to die again because restarting from a save isn't going to magically improve your situation. There will be another blizzard, another wolf, and still too few matches. To call it "god mode" is taking it a little too far. Compare this to Pilgrim, where you can walk all day in three-down-arrows cold and never even get hypothermia risk, and you never have to hunt because you can survive on nothing but granola bars that you find everywhere.
  22. Can there be a moose nearby, too? There's no squirrels in the game, but maybe a rabbit would do in a pinch...