s7mar7in

Members
  • Posts

    323
  • Joined

  • Last visited

Everything posted by s7mar7in

  1. Agreed, and the value of a completely random loot distribution as an option would add a lot of value to the gameplay. I would prefer "Randomized Loot Table" to be added to Survival Mode and enabled by default, (Disable RLT as Custom Option). It begs the question would a 5th loot table that is a true dice roll be a possible solution.
  2. With each update to TLD one of the things I value most are the changes to loot placement that feel logical. Soup and crackers in the cabinet Can opener on shelf by the stove Spare ammo on a cleaning bench or in a lockbox Knife on the wood cabinet in a fishing hut scrap metal near a damaged security fence Road flare under the seat of a pickup truck Coffee forgotten in the microwave oven Matches near the fireplace Often the effect of finding an item where it makes sense for it to be stored adds so much to the immersion.
  3. Props for this amazing idea and post. This is such a great game and it only gets better with each change and update. There are many ways this clothes size idea could add to the current system; and for me the addition of realistic challenges adds to the satisfaction felt when the challenge is overcome, making the game much more fun to replay. We currently are at the extreme of all clothes items have value and are a perfect fit for our character...we only keep Will's jacket for sentimental reasons, not because it fits well and therefore is a better choice...and the logo is also very cool. The other extreme might be that all clothes items have value for the materials harvested but none are a perfect fit until mended...and yes Mukluks could be the "one-size-fits-all Cinderella footwear". The Hinterland Team could do so much here with so many options for adding value to items and adding balance to mid and late game loot. Well done my friend.
  4. Agreed, and for what it is worth, harvesting curtains will improve interior light levels...a slight increase in visibility. There have been several tweaks to the ambient lighting in the game updates...and the game is constantly improving.
  5. Imagine a new TAB in the Journal labeled something like "Map Notes". We walk through the game world and can stop at any location, open the "Map Notes", and then make an entry that is linked to a new "Note Icon" on the charcoal map. Then when we access a map note we can read the note information and click to view the location on the corresponding map. Surely a game Dev. will have even better ideas to build on this basic concept.
  6. Thank you very much my friend. I see other players who have mastered the UI and I figure some of the tricks out on my own, but your advice is very appreciated my friend. +1
  7. Bears have a mechanism something like this: Head/Nose has highest chance of "Critical Hit". Body/Neck lower chance of critical damage. Hind quarters lower damage to bear...but shot to the "rump" can still be a fatal shot when multiple shots are taken. (Also: "Shoot the bear in the knee" is a joke here on this forum, for your information while reading other posts). More important; Bears have the "Bleed-Out" mechanism. This means if you are not detected by bear, (Not smelly, quiet, and crouched), you may shoot and hit the bear and it will flee vs. charge and attack...then after waiting 2-3 hours later the wound will be fatal for the bear due to blood loss. You may then look for crows circling to find and harvest the bear during the following days. Hope this advice is helpful my friend.
  8. Thank you for the help my friend. I was hoping there might be a trick like double click to remove clothes item. (The acronym IMHO means In My Honest Opinion). Thanks again
  9. I don't want to hijack this topic, but does anyone know how to quickly "take-off" a clothes item using PC version while using mouse/keyboard?
  10. Very true. The crates in the loft of the PV outbuilding barn, (Hammer, Hacksaw). The cardboard boxes inside the MT Orca Gas Station, (food). The wood crates in the BR Maintenance Garage, (whetstone, stim, food)...and now the revolver seems to be well hidden in very clever locations.
  11. We have all shared in your situation, it may be one of the best parts of the game, planning the next move. If your survivor needs to repair clothes then the primary mission may be to find a sewing kit or scrap metal to make fishing hooks...and guts for making line. The early game is a bit more manageable from the safety of Trappers Homestead Cabin...and it is a safe warm trip to loot Milton from Trapper's Cabin. Hint: Wait until there is good weather, early afternoon, and a walk from the Hydro to the Trapper's Cabin; it should be a safe walk if you plan well...and don't forget the broken arrow from the hydro station before you make the long trip across the map. If your survivor does not survive the trip from the Hydro to the Trapper's Cabin, you might like to start a new Stalker run in an adjacent region with Mystery Lake as you destination for early game development. Hint: The cave near Trapper's Cabin is a warm cave and has saved me many times...
  12. I had the same thought.
  13. This is a fair question. To feel better about this I imagine that the tankless type toilets allow draining a small fraction of a gallon from the water supply pipe and then nearly half a gallon from the tank of tank-type toilets. Thus none from the bowl. The other item on this topic, at least to my mind, why the 40 gallon hot water tank with a drain, found in many basements not able to provide water. Stay safe my friends.
  14. Agreed. The concept of gaining experience by successfully completing tasks in game needs a resulting experience "buff". How such a 'feat' is implemented in the game is a worthwhile topic of discussion. IMO the gain might need to be more granular to avoid the tendency to grind for skill prior to enjoying the game. Excellent ideas, @UpUpAway95, @Lexilogo
  15. There is good logic in this post, however the idea that the survivor is struggling to the same degree to start a fire on the 1000th campfire is not logical or realistic. As with all survival type games, playing the "pure vanilla version" is important to most players...I would not feel any pride in accomplishment for completing a "custom mode game" and for that reason do not choose to play custom survivor mode. Seems too bad that feats could not be made such that they are earned and then expire at the end of each playthrough so that the sense of gaining skill proficiency with practice is not lost from TLD game. Maybe each skill level should require some level of practice and success. Stay safe my friends.
  16. This post is a great topic and made me think fondly of the limited experience I had with this wolf. The good: She can be a surprise-scare upon one's arrival to an apparently safe location. She is a unique wolf encounter in that the shop is rather dark between aurora surges. She does move well in an interior location with lots of cover from ranged weapons. Less fun: She loses the element of surprise after first encounter. Thoughts on changes: She could be more evasive and stealthy and/or less eager to attack. She could be less vulnerable to head-shot damage due to large strong skull. She should not be too over-powered, but could just be less likely to suffer a one shot kill. Conclusion: I think the Hinterland developers did a great thing by implementing Fluffy into the shop. It is a game element with so much potential and I am eager to see new updates to this part of the game world. Stay safe my friends.
  17. That is a good point...how about a "used book of cardboard matches" to keep it realistic in terms of the everyday carry items found in pockets. Stay safe my friends.
  18. I understand that the OP has a suggestion for one fire and/or one avoided wolf struggle...an interesting idea for sure. In keeping with this suggestion, the topic of starting-gear for Interloper should be "bare bones" IMHO...it should be a realistic sample of a person's EDC items from their pants-pockets and jacket-pockets. How would it be if an item with a very limited "shelf-life" such as a "new zippo lighter" with a small fuel supply that will evaporate until empty whether or not it is utilized by the player. This would avoid the tendency to carry the flare around and saving it because it is a much too valuable item to use. Stay safe my friends.
  19. This is something that comes to mind often while playing this game. It's a great suggestion @DillonG. The fire starting percent chance is a great part of the cold weather aspect of TLD survival roleplay at all levels. The following could add the cold difficulty nerf to fire starting separately from fire starting skill level. For the fire starting idea from the OP: Cardboard Matches, (Could be useless when survivor has frostbite risk/when matches are damp). Wood Matches, (Could have low chance of success when survivor has frostbite risk/when matches are damp). Waterproof Storm Wood Matches, (Could add "Waterproof and Windproof wood matches"). Lit Torch, (Requires campfire and/or use of matches/Firestriker). Flare, (Perhaps useful in event of frostbite risk/sprained wrist that makes fine motor skills impossible). Marine Flare, (Waterproof version of road flare). Firestriker, (Could be useless when survivor has sprained wrist). Mag-Lens, (Requires sunlight but has chance of success when survivor has frostbite risk/sprained wrist). My hope is that the game will continue to evolve to include additional tool quality levels, (IE: stone-edge, improvised knife, hunting knife, quality hunting knife, etc). Stay safe my friends.
  20. 2 cents: Perhaps the storm blows-out the campfire...but the survivor can recover a percentage of the fuel by "harvesting" the campfire...this could be implemented in a balanced way for gameplay as the fuel resource is salvaged, (perhaps as charcoal fuel), without expending additional hatchet condition, (whetstone percentage saved), while harvesting campfire would consume time outdoors and calories, (a small fraction of time/calories needed to harvest new firewood). Perhaps "new charcoal" could be: Lighter weight, (dry fuel). Less energy dense, (decreased burn time). Increased chance of successful fire starting, (dry fuel). Stay safe my friends.
  21. This is an interesting concept to discuss and consider @keylight. clothes layering is a very good real-life mechanic that would add much to the game. excess heat causing inner layers to get wet is extremely interesting and motivation to carry dry clothes. pace of travel to maintain body heat is adding value to calories, (calories as a resource/not just for sleeping to restore condition). It would be good to start with a perk, providing a benefit first; for properly managing clothes layering, activity pace, calories and stamina. Then adding the freezing of perspiration on inner clothing as a new risk would be better received by players. Great concepts my friends.
  22. Good idea @UTC-10, perhaps there is a change in ocean currents, wind, and ice flows. The ship does rest rather high when viewed from a distance, Or so it seemed until I found this image depicting whaling ships; wreckage found near Northern Alaska in 2016, Ice pack damage to the Riken hull offers us many possibilities for a back-story to the wreck. Stay safe my friends. Nearly 150 years after they were trapped and sheared in half by packs of Arctic ice, the ships from a long-lost whaling fleet have finally returned to human view...in the same place and at the same time of year as when the whalers were waylaid by ice, government archaeologists have been able to access the site freely, thanks, they said, to global warming...
  23. Great post @dbmurph22, often discussed topics like this are indicative of a valuable idea. What seems an important part of the food storage mechanic is the need to preserve and protect a cache of food from wildlife, we all expect this to be a part of the game and there are numerous posts questioning if it is possible that food was "stolen" by wildlife. To my mind what is needed is a way to signal the player that food has been lost in the event this occurs in the game, (perhaps animal tracks and meat scraps or ripped and empty quartering sacks in the snow). If this is too much work for development team, perhaps a Journal entry similar to the statistic for "decoys". I'm feeling the same way @Fuarian, but it could also be the sacks of meat simply decayed and disappeared from the game. The ripped empty quartering sacks would add a lot to the game and also reduce the confusion of why the stored meat is lost. I agree this could be improved @UpUpAway95, seems that 0% should be reserved for "ruined quality" and not be useful because of cooking skill. This is only an issue because of the logic that zero means zero...but it would be very nice to see a new rating used, (perhaps something indicating rancid last resort calories).