• Content Count

  • Joined

  • Last visited

Community Reputation

51 Prepper

About Celeblith

  • Rank
  • Birthday 05/19/1999

Recent Profile Visitors

415 profile views
  1. "On the way" like today or "on the way" like "we'll keep you posted?"
  2. Pretty sweet, Raph. You and your team are what all game developers should strive to be.
  3. I guess they'd be just for looks. Kinda like how there are clip boards and cups and bowls and stuff you can't move or do anything with in shelters and what not. They serve no purpose but to be looked at. It'd be cool if those things could be moved though.
  4. I think cosmetic additions would be super cool Snowmobiles would definitely make sense, especially in a land that is apparently always winter.
  5. No, those are great questions you raised. I never even thought about alcohol. I think with a lot of stuff in the game, when I'm tempted to ask, "Why isn't this in the game? It probably should be," I also think of the question, "Why can't you found the united nations in the game Risk and then not have to take over all the other nations? They did it in real life so why can't I do it?" and the answer, of course, is "Risk isn't about founding the united nations; it's a game, not a simulation." One thing that really stuck with me from reading @Drifter Man's 1000 Days in the Dam was when he said, "I see The Long Dark like a tabletop game with a set of clearly defined rules. For example, flare is not an approximation of an actual flare - it is a group of game rules: 1) when lit, wildlife won't attack you, 2) once lit, burns for 1 hour and cannot be extinguished, 3) +3 degree temperature bonus. And so on." It's easy to get lost in carefully constructed worlds, one of whose purposes is to convince you that you are not in fact playing a game, but under the surface of a beautiful and captivating game like The Long Dark is a finite system of inputs and outputs, actions and outcomes, set probabilities, and rules. Drifter Man also said, "'Immersion' is the world (sic) often mentioned in these forums. I find this game 'immersive' in that I forget about the rest of the world when I play it. I don't find it 'immersive' in that I would think I'm actually surviving in frozen wilderness." Your assumption that alcohol isn't present in the game for rating reasons sounds correct, though I wouldn't know. Maybe that's a good question for the Milton Mailbag? And as for sleds, I think that's a great idea. It could very well be that the devs didn't think about them a very long time ago and they haven't been written in since because (and I've heard this as a reason a lot of things aren't in the game) it would involve rewriting the base code of the universe. I think some of the immersion is up to us and our imaginations. For example, I favor bases with backpacks because I can put my day-to-day gear in one at the end of the day and pretend it's my day pack How do we carry 60-70 imperial pounds of sticks and moss without some sort of sled or heavy-duty trail pack? I guess that's for the players to decide--for the time being, at least.
  6. One the one hand, I can see why this would be cool, however I think the campfire size thing is an instance of a rule in place for balancing purposes. Kind of like how a crafting table would easily fit inside one of the houses in the fishing camp in coastal highway, but it's outside because each potential base has to have something wrong with it, be it a small stove (or no stove), an outside crafting table (or none), no beds, bad lighting, being difficult to get to or too close to predator patrol zones, etc. Campfires are convenient in that they can be constructed (unlike stoves which have to be found), but they're inconvenient in that they have to be built outdoors/not on wood and they only have two slots for cooking. tl;dr some of the game's rules are not true to life because the game is a game and not a simulation. All that said, maybe they could make campfires adjustable in size at the cost of, say, having big fires taking longer to make than little fires, each piece of firewood buying less time with big fires than with little ones. needing so many rocks in your inventory to build a bigger fire, and/or something else.
  7. In case any devs are watching, I'd just like to throw out that personally I love the cooking system (I'm on ps4 so I think the radial situation is more forgiving to us). Just so you know that OP doesn't speak for all of us.
  8. Well they added HRV so whether it's this or something totally different, I'm sure they've got another region coming down the pipes, yea though it be long down the road.
  9. Sharing a cup of rose hip tea with my friend here. I didn't have enough rose hips for him to have some too so he gets snow in a cup--he's clearly not too pleased with this.
  10. Sounds like you guys share my sentiments about burning books in the game! I try not to do it even when I'm not playing this challenge. Cartography and collectible-hunting definitely lose a few priority points when you're losing condition rapidly to the cold as you try to barefoot sneak around the bear that just ate your boots to get to the car that you think maybe you left a pair of socks in. Still, I've found that once I've got all my ducks in a row and don't have to worry too much about minor encounters, cartography becomes viable again. It's kind of like sex in that the first time you do it, you don't want to have to worry about distractions, but after that the possibility of getting caught makes it more exciting.
  11. Hmm . . . good point. Now, I'm not suggesting zip lines, but what if there were something similar to zip lines in that you can use them, but they only go one way?
  12. Celeblith


    Still, I never even thought to count calories, or to do any sort of inventory management at all, really. I accidentally spoiled the ending for myself, though been reading it straight through, if for no other reason than inspiration.