Willy Pete

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About Willy Pete

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  1. Can you fire the rifle from the hip now? Haven't played in a bit but last I checked you have to be aiming tos hoot the rifle.
  2. It could be argued that with great cooking power comes the ability to better determine what's safe and not safe to eat. For the longest time I trashed ruined food items until someone on here pointed out that they're still edible at level 5 cooking. Thanks for getting that for me. Thought nerf was a proper word. Frozen food can technically still go bad. Freezer burn and whatnot can slowly make edible things inedible.
  3. Adapt, improvise, overcome or die. I mean, you can literally just aim at them and they'll run off. It's not that big a deal...
  4. It would be cool if that could be a feat or something. Sleep outdoors for X number of hours and you unlock the Sleep Anywhere feat that lets you sleep anywhere at the cost of no warmth bonus.
  5. I personally think that the Revolver is a bit OP and in some ways puts the bow and rifle out of commission (it's for this reason I choose not to use it unless I've got no other options) when it comes to hunting. I do think that there's an easy fix for it, though: bleeding chance. The revolver should always one shot kill rabbits, kill with headshots to deer, and kill wolves with headshots or well-placed body shots, but there should be a bleeding chance instead of a guaranteed bleed for non-instant kill shots. This should start at 25% for level 1 revolver firearm, then scale up to 50% for level 2, 75% for 3 and finally 100% only when level 4 is reached. Other than that, I don't think it should make the bear bleed ever. This isn't altogether unrealistic as bears have tougher hides and bones that might prevent the bullet from causing a mortal bleeding wound. I hate to bring real life into TLD, but it supports my argument in this case: at the very best, the round the revolver fires is a .357 Magnum which IRL is the lowest caliber recommended for black bear defense. At worse it's a .38 Spl, which has nowhere near the stopping power to take down a bear but would be somewhat effective for the smaller critters.
  6. Once you reach level 5 cooking, there's no longer a reason to quickly cook and consume lower condition food items. You can literally let everything from fish to energy drinks go to zero condition and use it to its full potential and I find this a wee bit OP if not ridiculous. Instead, once an item reaches 0% condition, it should slowly start to lose calories (though not weight) until it reaches 50% of its regular calorie count. This process would take some time, it wouldn't be something that happens overnight. Therefore, you can still consume it and gain something from ruined food, but not a full meal's worth. To counteract food items spoiling in the world, I think all food items would have to spawn at 80% or above to give the player a fighting chance to collect them before they go bad. Maybe you could halve the buffs that ruined energy drinks give, meaning they only last for half as long. This way, players are enticed to use up their lower condition items first for fear of losing precious calories, but ruined items at level 5 cooking can still be used to a degree.
  7. 100% happened to me. I did get them back, however you need to search really hard with the mouse to find them.
  8. Feat effects: your stamina bar replenishes (very slowly) when staying still on a rope. Does not affect extra calorie loss or fatigue loss. Feat requirements: climb up # km of rope (maybe 5 or 6?). This would be a relatively powerful feat that would remain relevant throughout the game (so long as you're utilizing climbing rope). It would essentially mean that so long as you weren't stupid it would be impossible to fall when climbing rope. If you're getting low, just take a break for a couple minutes without the need for a ledge and climb some more. You would still lose calories and fatigue while holding on, but you could resume your climb after a quick break. Alternatively, if this is too powerful, the feat could instead simply reduce the loss of Fatigue, Stamina, and what-have-you while climbing rope.
  9. Starting to get to the point where I've looted 80% of the world as a Voyageur and I've got five extra Stump Removers. Could it be that things spawned in unequal amounts or are there five dusting sulfurs hiding somewhere I haven't spotted yet?
  10. No, Green Hell is its own thing. TLD is another and this doesn't fit within the Simple Survival idea that makes TLD what it is.
  11. What about Dr. Prepper?
  12. That's one of the things I was uncertain about. It's somewhat unrealistic, but so is the timberwolf morale meter.
  13. The idea of a cougar or other big cat predator is not a new one, I've seen it (and even put in my two cents once before) many times on the wish list and I think it merits some real thought by the developers. Below, I'll cover my personal in depth take on a cougar in TLD and how it could fit in with the current threat creatures. To start off, cougars would be at least as rare as moose are, if not more rare, with only a handful spawning in any given game. There could only be one in any given region and similar to moose their passive behavior would be to patrol a small area around their den. This area could be marked similarly to how moose areas are, but with less obvious scratch markings on trees. Central to this area would be a den, a small and hard to notice mini-cave that would be its own enterable area. It would be small, smaller than any non-transition zone cave with the chance to spawn a frozen corpse, evidence of a cougar's previous meal. The cougar would operate in one of four different states: Patrolling, Stalking, Hunting, and Fleeing In its Patrolling mode, the cougar AI would have two 'sense' rings around it. Maybe 100 meters and 75 meters in diameter. If the player enters the first ring they might receive some sort of audio/visual cue (anything from the character mumbling something or a message similar to the thin ice warning) letting them know that there is a cougar nearby. There also might not be a cue for a more difficult cougar. In either case, if the player lingers in this first ring they will eventually be detected by the cougar and if they enter the second ring at any time they will automatically be detected by the cougar. At this point, the cougar goes into its stalking state. In Stalking mode, the cougar has detected the player and will actively pursue them from a distance. The AI will try to position the cougar behind and a certain distance away from the player, and if the cougar is within the player's viewing area it will not move. There, again, might or might not be some sort of cue that the player is being stalked. Perhaps the world sound volume would decrease with the player's footstep volume increasing, something subtle that might not be very noticeable. To end a cougar's stalking mode the player would need to either leave the region for a few days, aim at the cougar (in which case it would retreat beyond view distance and there would be a small random chance that it would revert back to patrolling mode), hit the cougar with a projectile weapon (in which it would go into fleeing mode), or drop a decoy which may revert the cougar back to patrolling mode. While in stalking mode, the player is still very much safe from the cougar. However, if they get a certain number of afflictions/debuffs (anything from being overburdened to a sprained limb, to parasites) then a stalking cougar will go into hunting mode. In Hunting mode the cougar will try to attack the player from behind, charging at them on quiet paws. Marine flares will keep the cougar from charging, but torches, fires, and road flares won't deter it. Distress Pistol rounds will cause it to flee and revert back to stalking mode, and a direct hit with a projectile weapon will cause it to flee or die (if a critical shot is made). If the cougar's charge is successful, a two-stage QTE struggle ensues. In the first stage, the cougar pins the player onto their chest and begins attacking from behind. The player needs to manipulate their movement keys to unpin themself and roll over. Once successful, the second stage is the same as any wolf struggle, with the player given a choice of tools to use to beat the cougar away. During the struggle, all clothing items take damage and debuffs such as bleeding, lacerations, sprains, and the like can be taken by the player. If the player manages to defeat the cougar, it will go into fleeing mode. Cougars will not bleed out, though they will leave blood trails for a player to follow. Instead, in Fleeing mode, a cougar will return to its den for a certain number of days and will wait there to heal back up before reverting back to patrolling mode. In order for a player to kill the cougar, they'll need to get an instant kill with their weapon of choice or pursue a fleeing cougar back to its den. After entering the den, the cougar will give a warning yowl before charging. If the player is fast enough, a successful hit will kill the cougar. Otherwise, they will have to engage in a final wolf-style struggle to kill the cougar. Cougars will yield a good portion of guts and wolf-like lower calorie meat. The true prize will be their pelt, which can be crafted into two very useful items. The two items I thought up for cougar-coat crafting are the Cougar Cloak and the Cougar Bedroll. Both would require a single cougar pelt with some other items to craft. Cougar Cloak: unlike the moose-hide cloak, which goes in the outer layer slots, the Cougar Cloak would go in the accessories slot with the wool ear wraps and moose-hide satchel. It would offer some warmth, wind resistance, armor, and water-proofness but be obviously heavier than the ear wraps and only work in the outer slot. Its main bonus would be a smell-resistance, where the first scent bar is blacked out and anything that would raise a player's scent bar by one would be effectively negated. Cougar Bedroll: the cougar bedroll would be a middle-grade bedroll, with warmth and weight stats putting it between the bearskin and basic bedrolls. It wouldn't increase wolf fear as much as the bearskin version, but it would protect against animal attacks.
  14. Willy Pete

    Cold Cola

    How about a new soda item: Cold Cola. It's a caffeinated soda with only 100 calories that gives you half the fatigue reduced benefit that Coffee does.
  15. I disagree. I love TLD because there's no micromanaging. Cleaning and answering nature's call are both micromanaging. The game is about simplified survival, not Ark: Survival or S.C.U.M types of survival.