ajb1978

Members
  • Posts

    2,386
  • Joined

Everything posted by ajb1978

  1. Remember though that changes of this caliber would be very far-reaching, affecting every Survivor, Story, and Challenge mode game. This would affect everyone, from the most easygoing Pilgrim run to the most hardcore Deadman runs. Regardless of whether you ever spend any time at a forge, sooner or later you're gonna end up in that +30 to +50C range, and have to adjust your gameplay style to work around it. I don't know that it adds enough to the game to warrant that caliber of disruption. By itself an overheating system does have merit and makes sense to an extent, but it really does belong in a separate game IMO.
  2. A: It's HIGHLY unrealistic. Wearing clothing while forging is more about protecting yourself from the intense heat of the forge, as well as protecting your skin from hot flying sparks. Blacksmiths of old wore leather aprons and thick leather gloves for exactly this reason. B: The problem is if you overheat in front of a forge it just needlessly complicates the process. What gameplay improvements are introduced by forcing the player to spend more time and/or resources while forging?
  3. You can multi-select them all if you wish, just to make a statement
  4. Probably too short of notice to have anything like that this year, since Crossroads Elegy just dropped and 4DON was a rerun. But maybe for 2020....provided the "Christmas event" was entirely secular. Santa, reindeer, candy canes, lights, trees, and presents. Skip the nativity scene, because that would be fairly exclusionary to non-Christians. But the secular elements are pretty well embraced regardless of culture. For example I have a Jewish friend whose family will sort of low-key celebrate Chanukah and light the candles on the menorah etc, but then on December 25 the whole family gets together to eat and exchange gifts. They even have a Christmas tree with a big blue sparkly star of David on top.
  5. This would need to be handled carefully to avoid turning TLD into a dressing room simulator where you're just constantly putting stuff on and taking it off to regulate your temperature. If overheating were handled similarly to freezing this could work. If the feels like is over say 30, the meter starts to fill up with red. Two bars of overheating at 40, three bars at 50+. If the meter fills with red entirely, you pick up a Heat Exhaustion risk and start to lose condition, exactly the same way Freezing is handled. Heat Exhaustion would have all the same effects as Hypothermia, but the cure is the opposite. Stay in a cooler environment until Heat Exhaustion passes. This could even be exploited by the player, intentionally sitting by a fire until they are very nearly overheated, before heading out. That way they'd have essentially two full Temperature sub-conditions to go through before they start to freeze. This would be particularly problematic at a forge, where you could be buck naked and still be overheating, necessitating that the player take short breaks in between forging projects, if they don't want to get heat stroke. I don't imagine Interloper players would appreciate that! (Edit: I suppose they could just intentionally get to freezing in order to reverse exploit the temperature...) So yeah...this COULD be done, but it would have to be done very carefully so that it contributes something to the game and doesn't just become a pain in the ass for survivors to deal with. That hypothetical situation of "intentionally overheat your character so you take twice as long to freeze" might just be worth having to manage clothing. It's fun to think about at any rate. But realistically, I don't see this being added to TLD. It would make more sense to include in a future project, perhaps one that involves multiple seasons. Imagine The Long Dark: Summer Edition where you can pick up heat exhaustion just from sprinting around outdoors under the hot sun, only to cure it by jumping in a lake!
  6. They each fill their own niche. Survivor mode is great for when I want to screw around testing something, or just play to relax. I can tweak the variables in a Custom mode to be exactly what I want, and then just go for it. However, I invariably settle on extreme long-term resource management as a strategy, which means things like those Go energy drinks or emergency stims never get used, because I always save them for emergencies. Challenge modes on the other hand give me the chance to make full use of the equipment at my disposal. I don't have to worry about what Day 500 is going to be like if I'm just trying to go from Skeeter's to Trapper's while avoiding a bear. Challenge modes are all about achieving your objective so it's a very different style of play. And then story mode is a combination of the two, where I have a variety of different tasks to perform, but still the game will not last more than a couple game weeks tops. So I'm free to use my resources. And my use of those resources is centered around the story that's being told, unraveling the mysteries of Great Bear.
  7. Yeah this quest is heavily dependent on RNG. I've managed to catch the guy after fishing for just a few hours on one playthrough, while on another I had to reload the save multiple times, and spending over 24 hours out on the ice during each attempt. Quicksave and load is your friend here.
  8. Honestly depending on how long the body had been frozen, decomp might not be an issue anymore. As water crystals expand due to freezing, they rupture the cell walls of animal tissue. I mean I'm no forensic pathologist, but I would think all the bacteria in and on that corpse to be long dead by now.
  9. When I was about 11, I tripped over something, stuck out my hands to soften the impact, and hyperextended the wrist. I could barely move that wrist for a couple weeks. So spraining a wrist while walking on a slope does make pretty good sense if you figure they lost their footing and landed on their hands wrong.
  10. Like I said...that kind of attitude is not likely to win you any friends. Including them.
  11. So people who disagree with you have nothing useful to say? That's not going to win you any friends around here, just FYI.
  12. Yeah I'd imagine that could be problematic for new players who would think (and rightly so) that they can use the sun for navigation. Part of the problem is the regions aren't even oriented the same way with respect to the world as they were in the past. For instance comparing that color map of Great Bear Island with the world map we have in-game today, using the river and Crystal Lake as our reference point, Timberwolf Mountain was rotated about 100 degrees counterclockwise. Assuming the sun was a perfect east-west before, now suddenly the sun tracks north/south.
  13. So....you couldn't find the time to play two hours a day for four days, but somehow would be able to play two hours a day for 13? I'm not trying to be snarky I just don't get the logic behind how adding more days makes it less likely you'll miss something. Frankly as an adult with a successful professional career of my own, I thought four days was fine. 13 would have been very difficult to participate in, because that's nearly two weeks of dedicating 2 hours a day to ensure I complete the challenge.
  14. I've not noticed any effect on detection range. It does contribute to the background noise of you walking around, but that's just an aesthetic thing. Carry a bunch of water, you hear sloshing. Carry a bunch of metal, you hear a bunch of clanking. But none of it affects detection.
  15. I got dehydration just looking at that image.
  16. The world map has definitely changed over time. Really the only solid clues we have as to the location and orientation of the regional maps are the waterways represented on the world map. That's why on my version, some of the regions don't directly touch. Like the gap between FM and ML--when I resized the maps such that the lakes and rivers were the same size and shape as the ones on the world map, those regions don't touch. If they redraw the world map at some point, that would give a lot of flexibility on how the regions are laid out. I feel like we're a bunch of frontiersmen gathering around a campfire trying to sort out what our maps say, vs. what the local legends say.
  17. And it did indeed. I recall more than one instance where I'd find some super valuable dagger that I just had to have, and then it's like...crap.. Ok so if I move the armor over here, shuffle the shield here...maybe I can drop these arrows then equip that other stack..now I can move the rubies into that slot...may as well drink that potion...Ok now if we move the swords....
  18. ajb1978

    Not a battery

    Hah well yeah if we're speaking of realism sure. I'm thinking more in terms of in-game physics. Like those magic safety logs you stand on to hunt bears from.
  19. Well it doesn't. The point of contention is that the narrative doesn't fit the geography, unless the narrative has changed. Which I suppose it might have...Predux Jeremiah described Perseverance Mills as a "shit nothing town a few hours north", but the Coastal Highway is to the southeast. And looking at how far away from Pleasant Valley Milton is, you could fit two additional regions in there easy. That's just not plausible that Molly would have walked THAT far in search of deer to hunt. The narrative is that Astrid made it just past the collapsed tunnel, passed out on the other side, and was found by Molly. But geographically, that just doesn't fit.
  20. I learned my lesson about 2 years ago, when I realized the main reason my game was CTD every third transition, was because I had over 2000 sticks in my safehouse!
  21. Nicely done! I'd also tried to do this in the past, using the rivers and lakes as guidelines to orient and resize the regional maps, to correspond to the world one. We pretty much came to the same general conclusions. The way the world is shaped, I would expect Perseverance Mills to be in the gap between MT and PV...but Astrid somehow managed to traverse that entire region without encountering the town. So I'm wondering how that's going to end up in the game. Edit: Without starting any fires, your main killer is going to be thirst. You can power through food poisoning from raw meat, but even acquiring unpotable water requires a fire. I'd put your max survival time at maybe 30 days, as a best case scenario.
  22. The cutoff is 10kg over your encumbered point. So baseline, it's 40kg. With a satchel and well fed buff, it's 50kg. You get diminishing returns on sprinting pretty quickly, so using baseline as an example carrying 31kg your sprint is still pretty effective, but 39kg you won't see any appreciable increase in speed.
  23. When you are carrying more than your limit, you do get an increased risk for sprains. The baseline is 30kg. If you carry 31kg, you get the red weight icon in the corner, and you pick up a "sprain risk" affliction. A more advanced encumbrance system that factors in volume as well as mass would, as I understand it, be quite an undertaking because the current inventory system has roots that run pretty deep. That said, as a thought exercise I have seen other games handle both weight and bulk simultaneously, and did a great job at it. Neverwinter Nights for instance, portrayed your inventory like a grid. Items had weight, but they also took up one or more squares on the grid. So items could be small and heavy, or light and bulky. And of course small and light, or bulky and heavy. This also meant certain containers could have certain grid orientations, further limiting the items that could be stored in there. For instance a desk drawer might be a single row of boxes, meaning you could stuff things in there like rings, arrows, or daggers...but never a shield. You could carry over your weight limit and it would slow you down, but you could never exceed your physical capacity to store items. Which again, makes perfect sense. If I can comfortably carry 30kg, uncomfortably carry up to 60, that's one thing. But I cannot ever carry 30kg worth of styrofoam, because the sheer volume is impossible to handle.
  24. ajb1978

    Not a battery

    In all seriousness, I wonder if this would be an effective way to keep a crash survivor safe if Timberwolves are about. I think the wolf attacks are scripted to occur in specific areas though, and I don't recall if any of those areas were near a car.
  25. Thanks! I failed to eat them all though. It is REALLY hard to burn 18000 calories when you only have like two hours left.