Semmel

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Everything posted by Semmel

  1. Thank you Hinterland, for this update! I am an interloper only player (cant stand the gun or the mountains of loot in stalker). So know the maps fairly well, but I dont know all of it by heart. I was contemplating to try the faithful cartographer achievement to get into the maps further, never survived more than 50 days or so.. I eventually become rackless with wolfes or bears or whatever and that gets me killed. So was thinking: If I had a goal beyond crafting tools and clothing, summon on TWM, I might have the focus to live longer. What put me off so far was the fact that you never know if you got all of it. So I would have to rely on internet lists and maps from other people, which.. frankly, defies the purpose of learning the terrain. I would just cross things off a list and continue. Also, the area one could sketch with the charcoal was tiny! Such a grindy achievement! ugh! Its still grindy now, but much better and because one can use high terrain to make sketched areas larger, its much much better. Thank you! You should get a trait for visiting all locations on the map at least once for all the play-throughs: you dont get sprained ankles from slopes any more. (such a pain these things!). Reason is: you have been everywhere and can walk like a dear on any terrain without problems. Cheers, Semmel
  2. No, I dont mean to hear that in a quite situation. When it is quite outside, low wind, nice weather... only footsteps. When it is stormy, louder sounds can be hidden in the noise. When you are tired, you easily misidentify harmless noise as sensible information. This should be simulated. So in a storm, silent footsteps are worthless but a howling bear or the barking of a wolf would make you jump. But it must be well enough mixed into the background noise so that you start questioning if you actually heard that noise or imagined it.
  3. I am playing on Interloper a lot and I got a bit used to how the 4 conditions work. Heat, Tiredness, Thirst and Hunger. I find it kind of boring how they interact with the character and would like to spice it up a bit. Not make the game harder necessarily (maybe a bit), but more immersive and with more consequences when not managed well. I got some of this from a bug that I encountered once in Pleasant Valley. A wolf must have been fallen through the floor and was following me around. But I was only ever able to hear its sound. That got a great effect and set me on edge like hell, even though I knew after some seconds that it must have been a bug. So here is my suggestion: * When HEAT is empty, the character should start to shiver. Making his teeth rattle, not able to point the camera in a consistent direction, always shaking a bit. Making it hard to hunt and see small details. * When TIREDNESS is empty, the character should start to hear fake noises (like in my bug). Footsteps of wolfs where no wolfs are when it is quite. Or when the wind is howling, inside or outside, there should be fake noises of bears grunting or trying to break down doors. Or the noises of rabbits change occasionally to be like dear-steps or wolf steps. Wind howling should be much like wolfes howling. Additionally, when going on for too long, the player should start to see fake animals in shadows. But only when not centred on the screen and only for a short period of time. When tired and hungry, the player could see steaks or cans of food that would turn out as stones upon closer approach, etc. Of course, this should not be overwhelming. * When THIRST is empty, the character should be unable to eat dry food, only one that also gives off some moisture. Also, at some point, he should see things, like a lit fire with a kettle in the distance. The vision should get fuzzy at the edges as there becomes tunnelvision, not as extreme as in <10% health, but a bit to make a concentrated play harder. * When HUNGER is empty, the tiredness and heat should reduce faster than normal. After all, one becomes week when starved. Also, I dont like the fact that on interloper, one only needs about 800kcal a day to be at 100% health. Just eat before sleep and recover up to 30% health during sleep. Maybe a global kcal store of, say 20000 kcal bodyfat (thats about 3 kg) should be available in the beginning and reducing depending on the amount of food one eats vs. uses per day. If the store is empty, the character starves to death much faster, like thirst maybe. The bodyfat gives the player a timer at the beginning that he needs to avoid. By eating more than consumed per day, the bodyfat increases over time. If the character is too well fed, the bodyfat increases and at, say, 5gk and more, (35000 ckal), the amount of carrying capacity decreases linearly with 0.1 kg per 700kcal. So that, for example a body fat of 42000kcal would reduce the carrying capacity of 30kg before being encumbered to 29kg. Similarly to tiredness, the character could hear fake animal noises when under cabin fever. Like a bear breaking down the door when there is a storm outside, or wolfs going through the pots, etc.