Vaius

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  1. Thanks for the replies! Regarding blizzards, if I may elaborate... Right now the dangers of cold are balanced around how fast your Warmth buffer depletes. Unfortunately it's usually far better to simply let your Warmth deplete and let Freezing eat at your condition than go through the trouble of doing a warm-up except on the mildest of days (single "v" warmth chevron). The Warmth buffer is too flimsy, experienced players know that Condition is the real "Warmth" bar. On higher difficulties, blizzards colder than the ones that hit Everest rip straight through your Warmth bar then only very slowly chip away at condition - at this point you could safely take off all extra clothing save that needed to prevent frostbite in order to maximize mobility. There are blizzards I waltz through in this game that I would never dare expose myself to in real life - high speed winds during a night blizzard would be absolutely lethal to people wearing anything less than a parka, but right now I could walk through it in a Hawaiian shirt just as easily. The gap between what I am seeing on screen and the condition my character is losing just doesn't make sense. The fact 90% of the Freezing mechanic is slow static condition loss makes me really not care about exposure. Solutions? Here are some ideas. Freezing slows mobility or prevents sprinting. Hypothermia slows mobility or prevents sprinting. Linking Condition Loss Rate to Feels Like temp or Warmth Chevrons. Blizzards that last for a day and night, or longer. Wildlife retreats during Blizzards. I think this is just a side-effect of a larger problem, being that the game is mainly balanced around Wolves and Bears. I am tripping over predators on higher difficulties and they pop back up like daisies after I kill them. On the other hand, most Blizzards can be dealt with by sprinting home and playing cards indoors for a few hours. I am going to speculate that most high-level playthroughs are ended by predators and not an ill-taken risk with the weather. By the time a player has animalskin clothing it's more of a daily convenience than a life-saver. What bad weather should do is just this: "I am out hunting 30 minutes away from my house." *BLIZZARD HITS* "I am out hunting two hours away from my house." When was the last time you saw someone sprint through a blizzard? It's physically impossible. Rope climbing in high wind is also nearly impossible. Bad weather multiplies the effective distance between two locations. Anyone who has invaded Russia knows this. Large inventory sizes exacerbate the problem. I can always carry at least 7-8 hours of firewood on me no problem, along with accelerant, 3 boxes of matches, a bow and arrow, deer pelts, emergency flares, antibiotics, bandages, antiseptic, painkillers, a hatchet, a hunting knife, gallons of water, full mountaineer garb, a distress pistol, 2 days worth of canned food, a bedroll, and enough crafting materials to build a snow shelter. The reason people die in the outdoors is because they can't bring their house with them. I would LOVE to see a pullable sled, if that's possible to code into the game, but a smaller starting backpack that's upgradable would be great.
  2. The Vigilant Flame update did a lot for immersion just by having us cook in pots. As a big TLD fan I'm glad the devs work on updating the core survival mechanics rather than adding in polar bears and diving suits (so many sandbox game devs these days consistently choose flashy but shallow content updates over gameplay-enhancing core mechanic updates - the list of these offenders is too long to name names here). In that vein, here's my humble suggestion for future updates - I won't have the time to play anymore pretty soon, but having invested a lot of play time and research into writing a full guide to the game, these are the kind of update's I'd love to hear about... #1. MORE CONTAINERS Water is currently stored in magically appearing jugs and bottles. This encourages the "infinite stockpile" mindset - while stockpiling should be a core strategy in TLD, currently gameplay flattens out in later months of a playthrough because people amass enough water to sink the Titanic due to freebie water containers. Having proper containers is a huge part of real survival - just because you find an Oasis in the desert doesn't mean you can take it with you. Limited-capacity bottles, jugs, and animalskin flasks would keep even late-game players on their toes with the need to keep boiling water instead of just creating the Pacific Ocean because they had downtime during a Blizzard. Keeping that knifes-edge feeling going will prevent players from buffering their way out of an entire Need completely and circumventing a core survival mechanic. #2. FINDABLE BACKPACK If for some reason the Devs wanted Loper to be any harder, they could make the Backpack a findable item that the character spawns without - meaning players would be much more reliant on a home base until they could find or craft a backpack and camel their way across the world. Expandable or upgradable backpack size is also a big area to explore to add depth and more player goals. Making containers a bigger part of the game (more accurately, making them smaller and harder to come by) is the best way to enhance the lategame survival aspect, and I've seen many, many survival games let their core gameplay get short-circuited just through just letting players carry too much stuff. WHERE an item is should be another risk-taking dimension rather than just if you found it or not. Choosing what kind of medicine you bring based on the problems you expect to face - that's real TLD stuff right there. Don't let players carry all the solutions to the game's problems on their back. #3. DROPPED MEAT SMELLS Dropped meat outside of containers should smell just like bait does - maybe not as much (so the bait mechanic still has a function) but again, the infinite stockpile strategy relies on players creating meat skyscrapers outside of their cabins with no fear of consequences. Even the casual camper has to secure their food in a bear container lest they start attracting some nasty customers. Tying in with the idea of "more containers," there should be natural and elastic penalties for players that want to survive through sheer supplies instead of on-your-feet thinking, planning, and migrating. #4. TIME TO FREEZE & BLIZZARD DURATION This is a huge one. Due to the fact that your character always loses condition at the same rate when freezing (whether just 1 degree under Freezing or 1000 degrees under) Blizzards currently are not nearly as dangerous as wildlife, even on the hardest difficulties. The rapid weather changes on Interloper, while making Blizzards more frequent, actually shorten them, and the game's biggest dynamic challenge gets stunted in the process. A bad blizzard should kill you faster than a mild snowstorm. This is the real danger of the weather - some of these Loper Blizzards reach Windchill and Ambient lows that should make you feel like you're on the surface of Mars, but you will always be able to amble back to safety within a reasonable timeframe due to the predictable static condition loss. The game provides plenty of tools to survive the cold - accelerant, snow shelters, big bonfires, bearskin rolls, animalskin clothing, etc. As the player amasses these items, Blizzards need to bite harder and for longer. Long Blizzards are exactly what stockpiling is for, and being snowed in for a week should be a real threat on higher difficulties. Force lategame players to cut into their stockpiles, prevent stockpile abuse! Players should truly fear a change in the weather - and TLD gameplay is at it's most fun when striking a balance between hunkering down in a home base and being forced to undertake risky migrations for more supplies. In short, you shouldn't freeze as fast during light snowfalls, but you should definitely turn into an ice sculpture if you're caught out in a blizzard at night. Making the condition loss from Freezing into a dynamic number, either tied to Feels Like or with a more fleshed out Hypothermia mechanic, would go a long way in making the weather something you feel like you need to pray to. TL;DR Biggest Problems: The Infinite Stockpile Strategy and One-Dimensional Blizzards Solutions: More Containers, Smelly Ground Meat, and Dynamic Freeze Rates Game should be balanced around Weather, not hostile Wildlife. ...again, fantastic work with this last update. Loving TLD right now.
  3. Guide updated for the Vigilant Flame update - Cooking now has its own chapter, moved from the Fire chapter and expanded to cover the new cooking system and how to place items using the Radial Menu. Getting close to 100 reviews on Steam now and the guide is consistently well-rated. I hope it can continue to help new survivors avoid spoilers while learning the core game mechanics. PS: Thank you Hinterlands for adding the pot. XD The new cooking system is a huge step forward in immersion and the future of TLD looks bright.
  4. Fixed the Fish Meat, Rabbit Snare, and Food Poisoning issues. Although the sentence "Most items with a Condition stat will Decay over time, whether they are used or not. " is more brief than "All items with a Condition stat will Decay over time, whether they are used or not, with exceptions. " it's also a little muddier. The vast majority of items with Condition do decay, save for Tools as mentioned later in the guide. In this case it's better to say that all items Decay and then state exceptions than to use the word "most" and keep things in the gray. As for the Outer Layers concern, I think you may have to clarify it for me a little bit. The overviews for the Inner Layers do state that they only contribute Warmth and Weight. Added "Only Contributes Warmth AND WEIGHT" to all Inner Layers descriptions to avoid confusion, at the sake of brevity, and other small fixes to that section. Should make it clear to all readers that Inner Layers do not contribute anything but Warmth, Weight, and Mobility Penalty.
  5. Looks great! Thanks for the responses everyone!
  6. Thanks, fixed it in the guide Edit - Added you to contributors.
  7. The Only TLD Guide You'll Ever Need - Steam Guide to The Long Dark I created this reference guide for TLD players that wanted a self-contained pocket manual to the game, that teaches all the basics and important mechanics, but omits spoilers, item locations, walkthroughs, and all the other stuff on the Wiki and Reddit that I basically consider TMI for new players and a major detriment to doing-it-yourself (the point of The Long Dark). I wrote it to be the only TLD guide you'll ever need. Upvote it on Steam if you like it and comment on it, I spent a lot of time researching and making it, and the likes help me out a lot. With the influx of new players, a lot of them just hit the Wiki a few days into playing (like I did), trying to find out how game mechanic X or Y works, and get many more spoilers than they were asking for in the bargain. I sure did. I agree with Hinterlands that this game is best played blind, but for people that need to know the game mechanics (realistically, we have to look things up at some point) I hope this manual can be a buffer for new players, as it's written to explain all the mechanics and keep the actual content from being spoiled - the Wiki is always an option for Lopervets that want to know the item lists & locations, regional screenshots, strategies, game code, etc. The Wiki is also daunting in scope and takes hours to sift through, and this manual takes all that info and boils it down to 10 pages of basics. Hope you like it, and thanks to Hinterlands for some of my best gaming experiences in recent memory.