Larryfine

Members
  • Posts

    17
  • Joined

  • Last visited

Everything posted by Larryfine

  1. Greetings all! I just started a new interloper to check out the cooking update and new features. The cooking update is great. It is a system that can be expanded on in the future too with new additions (recipes, items etc) and the associated buffs seem like a great addition to the well fed bonus. This is a great thing for the longevity of the game and I'm super excited to see the new fishing and other changes with this update. However, I do believe a closer look at the math needs to be done and the calorie counts of the items needs to be rebalanced. A carrot currently offers 175 Calories, this is way too high and should be around 40-60 calories. Please take a closer look at the numbers of each of the items with the cooking update to rebalance them.
  2. I took my current interloper run to the airfield around day 107. It's constantly freezing. I currently have a bear hide coat and a moose cloak but I think for this region you'll need double bear coats. Can't do anything outside at any point during the day without freezing instantly. So far i've had the worst blizzards I think i've ever seen in this game, holy moly it's awesome! The longest lasted almost 2 days and I was stuck in the island house. They weren't lying when they said this zone would be the coldest yet. I'm currently heading back to BR to craft another bear jacket and see if that makes any difference on the temps. It sure would be nice to be able to go outside in the afternoons and maybe chop wood because there are very little sticks. I'm torn on my overall feelings of this zone. I really like this zones aesthetic and i personally like how open it is. It reminds me of CH or PV and it makes the weather scary. It's open but it has its areas of concentration. I really wanted to see more happening up near the mindful cabin. It feels lacking up there. The center of the zone near the downed chopper/tree island is neat and saved my run one night! You can build a fire inside it and there is a bed! I think building a base in the hangar for the future zones will be a good option simply because of the forge but I don't expect loper players to be spending much time in this zone later in the game. I feel like it might act as a Forge Base and Hunt the Bear/Moose and leave to the other zones. Coal is an issue currently but that might be a non issue with the mine down the road. We will see. Looking forward to see how this zone fits in overtime and i'll still keep trying to explore it!
  3. Interloper player here, I like the new loot tables and I think with another few balance passes and tweaks here and there they will be great. Each zone feels good to loot, you don't get everything in one zone at all anymore. I also like the fact that they totally broke the old loot tables so while you know where to look still you don't know what your going to find, if anything. I also love the new visor notes. While I haven't found many of them because im busy doing other surviving stuff it will give a longer run another thing to do which is great. I really like how they separated the flare guns from the shells on most of my runs and on my current run I've only found one bedroll and I had to go to HRV to get it which i think is a nice touch. The devs do have a grasp on the old meta, they actually play the game.. these new loot tables are trying to shake it up which is win win for us. They do need a tuning pass here and there, which im sure will come as they gather more info.
  4. PS. Hinterland Team Keep up the great work and stay true to the vision! This new update looks AMAZING!
  5. After watching the trailer for the 15th time super excited I thought about forges and fires and steam. Harnessing steam for use as energy would be an interesting mechanic. You could build a fire in say a "forge" type fire pit and it would convert water to steam to power mining carts or a tram system. This system would use a ton of water and coal. I'm sure there could be other niche uses as well...like opening doors in the prison for example in a later update. The end game of the long dark is very unique - You have all the gear, you have the bases in each zone, you have the food and your pretty set. The world is yours to explore and it's a great feeling. Some say that's the more boring part of the game but I think making up your own story and seeing the story of your survivor play out over the course of a playthrough is nothing to scoff at and I do enjoy it! Starting from nothing and conquering the island is great fun! Even beachcombing and refilling bases is fun until it isn't and it becomes a chore. An addition of a long term - monumental goal utilizing the resources (such as this one i've purposed in this example) would add another layer of complexity to the end game loop. The balance would have to be struck with what this activity gets you as far as reward. Heck, you could even take the mining tram to get to a polaroid area of the map. So it wouldn't even be an "item loot reward" just an exploration related thing. ((loper players would still do this if you added a flare shell and a candy bar at the top!)) The mining tram idea could also function as a one way ticket (resource dependent of course) from one zone to another (top of ash canyon to X zone - think about marsh ridge transition area with the cliffs for example) to or to a totally unique area not accessible by any other means to get up to but once your up there - crate of 5 ropes awaits you to get down without the tram. You would have to either climb back up and literally die because the climb would take so long....or redo the fire sequence to get the tram car back to the bottom and dwindle your resource pool. The obvious downside to "game driven-end game activities" is that they could impact "creative play" and make players feel "forced" to compete/complete as the meta evolves around them. However, if done in a very tasteful and true to "choose your own adventure - Mission Statement" vibe I could see a place where these "select" endgame feats could be engaging and possibly prop up other systems around them making the gameplay loop after you've done "all-the-things" more weighty and engaging! So many quotations used here, I don't know the proper game dev, water-cooler game philosophy terms!!!! I hope this makes sense and wasn't too out-left field!
  6. I would like to see the ability to use the mouse wheel to scroll through items in the "space bar" radial menu - Like being able to select a low condition torch using the scroll wheel and hovering over the item without having to go into the menu. Or a setting that would use the lowest condition item first in the radial menu.
  7. Interloper only player here. I am super excited to see the new regions! My strategy depends on the loot table reworks. I know the devs have said they're keeping the loper players in mind with the rerolls of loot so we'll have to see how that all plays out. I think a good plan of action is to do a quick world tour on your loot table regardless of spawn. Once you have the basics looted start crafting and head to BR around day 50-60. I think these new zones will be pretty formidable on loper which should be really fun! I love Broken Railroad as a zone. I'll stock pile the hunting lodge there as a forward operating base and slowly move supplies into the "hub" area. That way WHEN things start to go south maybe i'll have some place to retreat. I only expect ice cold death!
  8. High Spirits Buff - This would take carcass harvesting and cooking 5 - you could cut different cuts of meat - backstraps, tomahawk steaks ect. - Cook them up with mushrooms and stuff and then eat it. The buff would increasing crafting or researching
  9. Lets hit em with the ideas! Any and All! I'll start. Imagine CH in layout. You have the ocean with a tad bit larger riken half sunk in the ice - a lootable tourist vessel. Bears and wolves pat the ice. There is a couple cabins or a forest service lookout near the bay on the beach to loot but the main attraction of the zone is a large open glacier with crevasses to cross and fall into. Weak ice mechanic and "slippery" ice near edges. Crampons would be a must have. At the top of the glacier there could be some camps of ice climbers or explorers and their belongings. Making it to the top of the glacier would offer goodies and give the player a reason to go there. Few of the crevasses could have ropes into them with ice caves copy pasted from HRV - wolves/bears/coal inside. The zone would have few trees but maybe burnables washed up along the shore and around the cabins - Balance wise one would need to bring in fuel to supplement the little that is there and really seek out the ice cave system/crevasses for coal and reclaimed. It would be more of an endgame/achievement zone not to stay for extended periods. I would be interested to hear the dev's take on zone creation. Bonus: Left of the train bridge in the ravine....not the tressel the other one past the bunny cave there is a waterfall. I want to go back there! There looks like a tiny path and I have always wanted to be able to get back there!
  10. Snow Depth/Snowshoes would need a new zone for deep snow mechanic and you would have to find risk vs reward for vanilla zones and balance it out. (coming from an only interloper player) Thermos is a great idea - Harvest for scrap metal - heavy so you would want to think about carrying it. Curing/smoking meat and fish - Always have wanted this! Beavers would be amazing.
  11. Ability to toss/relight torches in cars.
  12. AK - 47 with unlimited ammo in the mountain town farmhouse.
  13. Just thought of more level 6+ crafting stuff... Weapons - Bear Spear, atlatl Salt harvesting - jerky/fish preservation, cured hide interaction New Plants (for stew recipe) New Bed Roll (timberwolf/bear) would need upside/downside risk
  14. Ok so after putting some thought into the crafting here is a couple ideas I have come up with about level 6+ crafting. The vanilla crafting system is good, less time, less resources etc. However, overhauling the crafting to include updated recipes would be great and give late game purpose. The reason being...you've survived, you've proved that you're not dying at least immediately so lets craft stuff! Getting to level 5 would be the same - books & doing the things. At level 5 you progress to level 6 by finding some item in each zone but must be level 5 to "use" the item. This would unlock level 6+ and grant access to more recipes only craft able at 6+ With all the talk of soup/stew and timberwolf clothing this could be a good way to implement these things. New Huntables: Fowl - either flying or ground. Feathers very small meat - bones (new item to make fish hooks) Seals - rare to find - Blubber for lanterns, water proof outer boots or gaiters Bob Cat - Only in forested areas - in trees - Drops meat/gut/hide - can craft a scarf or cowl or ear wrap. Mountain lion/cougar - only in mountains - very rare - very hard to kill and scary! Someone else can think of drops/crafting items.
  15. Here to support timberwolf clothes!
  16. Interloper is my favorite. I've played other modes but not for years (since early access) and I've never played the story mode. I know lots of people never play interloper because its just too much and that is fine but give it a shot once or twice and you might find that you enjoy it. I personally like the lack of resources, even on loper my inventory is always packed. I'm like a pack mule! The weather is unpredictable and punishing which rewards thinking ahead a bit and micro managing the cold to keep moving. Even after 700+ hours loper throws it's nasty tricks at you! Someday, I will play the story but for now I'll just keep playing loper.
  17. Hi all. So i've been playing a ton of TLD loper recently. Getting back into it after a long break and this game is just amazing. Everytime I return it feels so refreshing and I just like having fun in this game. Anyways, here are some of my most recent thoughts on stuff that would be cool to add off the top of my head. Game Changing: Deep Snow - After a blizzard it would be harder to get around, stacking up over time and melting on sunny days. Zone Ideas - I get that the zones go along with the story mode, I haven't touched the story mode yet...after all these years. Glacier Zone - For the crampons with crevices for death and the lols and weak ice...and ice caves! A High Altitude Zone - With o2 bottles (a new mechanic) - follows the theme of mountain climbing kind of like TWM with loot at the summit Items and Hunting/other Lobsters and shellfish - Traps Expanded to larger snares - elk/deer Shootable Birds and other woodland critters because shooting stuff is fun and these could attract wolves nearby (for the cost benefit ratio) Paracord and/or the ability to craft ropes Fishable Creeks - fly fishing rods with an actual fling "skill shot" based fishing mini game. Craftable canoe for the fly fishing zone with rapids and freezing waters. Fire bow drill - level 5 fire starting + achievement on any save would get you access - even make it use the actual bow and degrade it so it wouldn't be limit less. Alcohol - Warms you up... Snowshoes - you would have to build them with birch saplings and various parts. See deep snow above. Draggable sled - you would have to build it and couldn't take it up or down ropes or something, because taking a sled to TWM or Ash Canyon lol. Jerky/Smoke house/Salt hut - A way to preserve protein!!!! Broken Limbs + craftable splints = Another fun hinderance; fingers and toes included. Atlatl or some new projectile weapon thats all i got for now. back to some loper!