Celeblith

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Posts posted by Celeblith


  1. On 11/19/2018 at 10:46 AM, SneakySquid said:

    This is a message to all the TLD community : I challenge you to play the Vegan/vegetarian mode

    Rules:

    Level 1:Vegetarian mode

    No: Dog food,Porc and beans,any type animal meat ,Beef jerky,any type of fish,sardines. 

    Level 2: Vegan mode

    Same as vegetarian mode+MRE,Condensed Milk,Any type of clothing made of animal skin(Bear skin sleeping bag,dear skin pants ...),Leather shoes(trail boots,work boots ,leather shoes,combat shoes,dear skin boots).

    Ps:No offense to be taken from vegans and vegetarians.

    Ps:This topic has already been brought up some where on these forums.

    Vegans rise up

    • Upvote 1

  2. 3 hours ago, Cr41g said:

    snowmobiles would be about as effective as all the vehicles currently in the game... that require a battery

    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.

    • Like 1

  3. 7 hours ago, Soul Sojourner said:

    My questions of "why isn't blank in game" could all be solved cosmetically with 0 added gameplay function. 

    I think cosmetic additions would be super cool :) Snowmobiles would definitely make sense, especially in a land that is apparently always winter.

    • Like 1

  4. 7 hours ago, Soul Sojourner said:

    I love this idea! I was thinking the same thing just the other day! I also love the motel idea mentioned!

    This leads me to question why there are no sleds anywhere, no toboggans, and no skis, and no snowmobiles. It seems.... wrong. A sled could and should actually be an in-game mechanic. I guess we can just pretend that we pull one around all over the place and that's why we carry so much. Hahaha.

    I also question how can any civilization NOT contain bars and liquor. Ha, especially when the liquor could be used as a disinfectant. Though I am fairly certain leaving that out of the game affects "rating." Having any alcohol in a game impacts it, I think.

    Apologies for my tangents. Haha

    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. :rabbit:

    • Like 1

  5. 2 hours ago, Sunwolf said:

    I'd like to see an option to alter the size of one's campfire and thus the cooking spots around it

    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. 


  6. 7 hours ago, peteloud said:

    All those new features would mean the Hinterland have to double their staff and costs.

    I'd rather them just steadily work away at fixing the minor issues that arise and continue their planned development.

     

    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.


  7. 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.

    11 hours ago, Swales said:

    I'm still pretty new to the game, so I want to explore the world fully on the wolves-won't-eat-my-face difficulty before I make any serious attempts at higher difficulty sandboxes or challenges . . . On higher difficulties, I probably won't have the luxury of hanging out near dead computers for days, waiting for an Aurora, and it will definitely be harder to map locations when predators are in the mix.

    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.


  8. 2 hours ago, Fuarian said:

    But the question is what happens if you get stuck on there? Maybe jumping isn't such a bad idea after all? :D

     

    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? 


  9. 1 hour ago, Drifter Man said:

    It's very old by now, so I expect about 50% of the information in it doesn't apply anymore.

    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.


  10. 46 minutes ago, Senauer said:

    As much as I like role-playing in TLD, I honestly believe that some of the objectives suggested might take the overall fun of the challenge itself.

    The ‚ÄėFaithful Cartographer‚Äô¬†is IMHO¬†the most difficult achievement/trophy in the game. Besides, and also from my humble point of view, I think it is no fun at all, mainly because¬†the level of frustration¬†it¬†generates on the player¬†is just off the charts.¬†You only need to check¬†the sticky topic here¬†to see¬†what I am trying to bring¬†forward. I personally would see no incentive in remapping the game world again, even from a role-play perspective.¬†

    I am also not a big fan of in-game collectibles. Being a rather proficient PS4 trophy hunter, my personal experience is that I tend to dislike games that force me to search every nook and cranny just for the sake of picking up random stuff and popping up the related achievement. Yes, it can happen that sometimes these collectibles can shed some light about the game lore (just like it happens with TLD, which is by the way brilliantly done), or perhaps show some bonus content and even easter eggs, but all in all, it is while questing for this kind of collectibles that a game’s fun and immersion may be often replaced by senseless grinding and tediousness.

    Notwithstanding the above, please don’t get me wrong. I love the backstory of your challenge! I think it is beautifully thought out and presented, and it truly has an outstanding potential from a role-play approach. :)

    You can find some good discussions on¬†challenges and end game ideas in the ‚ÄėGeneral Discussion‚Äô forum and¬†‚ÄėSurvival Stories‚Äô subforum, although perhaps you‚Äôll have to dig¬†deep¬†and do a bit of necromancy with some topics. Good thing is that it makes for a great¬†reading if you have some time to spare!

    Thanks for your input! I guess my deep affection for maps has imposed itself rather thickly on the composition of this challenge. Since I map everywhere I go in just about every playthrough anyway, I didn't stop to consider that other players might do it a little differently.

    As for "The Keeper" and "The Librarian," I was thinking those would be more of a "If you find them, do the thing, but don't bother hunting for them as that would be tedious" kind of thing. I don't even know how many skill books are in the game, but it's probably a lot.

    I probably should have mentioned that the idea of this challenge is that one would otherwise play normally except where these constraints apply (picking up a skill book when finding one, opting to snap a twig into tinder instead of burning that newsprint roll, and mapping when it's convenient). I'll think about what you've said and change the challenge around a little bit, or add a little variety, like "Hard: map the whole game world; medium: map every named location; easy: map each base location," or something like that.

    Thanks again for sharing your perspective :) Glad somebody finally replied on this thread!


  11. Hey, Raph,

    Is there a real life location that has been the primary inspiration for the island of Great Bear? If so, where is it? Where in the Canada of the universe of The Long Dark is Great Bear located? Are there any details you can share about Great Bear's location, geography, climate, etc. in terms of lore and story background (e.g., how far off the coast is it, how large is the island compared to the playable regions introduced thus far, is there any Native American history associated with Great Bear)?

    • Upvote 2

  12. 5 hours ago, Drifter Man said:

    For example, hacksaw loses 1% per hour when used for carcass harvesting, 5% per use on things like cutting metal, wood, opening cargo containers. You can only repair it if you have a toolbox (simple or quality both work) and a piece of scrap metal, by 25%. You can't repair it otherwise.

    Similar mechanics apply to the heavy hammer, where you need tools + a piece of fir firewood for repair.

    Tools lose about 2.5% condition per use and can be repaired by other tools and scrap metal. This allows practically infinite number of repairs once you have at least two toolboxes and enough scrap.

    Apart from these three examples, I can't remember any other use of the tools.

    I think that quality tools, apart from being lighter, enable shorter repair times but don't know by how much.

    Add 'last time I checked' to everything I've written because the game evolves and I don't keep track of everything... anyone who is more up to date, please correct me :)

    Thanks, man. Btw, been reading 1000 Days in the Dam. Super cool and informative. You're like my Long Dark hero right now.

    • Like 1

  13. @Doc Feral & @Skelegutplays

    If I'm understanding correctly, what you're saying is that having a box of tools in your inventory when you do repairs makes the repairs more efficient? Less time to repair and more condition gained per repair? 

    How much more condition? How much less time?