ManicManiac

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About ManicManiac

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  1. but this illustrates my point... if it "ruins" the game for people who want to "game the systems" ...who cares... They are choosing to play that way, they made that choice. If they don't like it they can stop... and if they can't stop themselves, that is a personal problem. As you say they are just looking for ways to cheese it anyways. It seems silly that those people who are looking for ways to cheese the system are also complaining about being able to do so. My point was simple. They don't need to change the game, when all we need to do is change the way we play. The solution is as simple as player choice. Player choice has really been at the core of the Survival Sandbox from the beginning anyway. You say people will always take the shortcut... well that's not true. I don't play this game in ways that I think feel cheap. I also don't feel the need to piss and moan about things the game is capable just because I don't like it. I mean why ruin the experience for someone else when I can just choose to play differently. What some are proposing is that the Hinterland Team needs to try to cater to every single player/player type... and that's just not the case. The team only really needs to do what they feel is right as it lines up with there vision and goals for the game. It's up to each player to choose how they will use the world, tools, and systems provided by the game. Limiting player choice in a Survival Sandbox is not the right answer in my opinion. The bottom line... I feel it's more productive to talk about things the game does not permit that we would like to see incorporated, rather than to fuss about things it does permit. All we have to do is choose not to do those things. If a developer creates a situation where there is too little player choice it can ruin the game too... that is a key component of "game balance" as well. I argue that the Survival Sandbox should remain driven by player choice, and those who don't like what they create can play other things. ...or come to the realization that they are free to play in whatever way they want with what's provided by the game's world and mechanics.
  2. Agreed... I think the generally accepted term for melting snow with body heat is: "Hypothermia"
  3. Would we end up having to wash our clothing and our person with cooking pots of hot water? I can't think of very many sources of running water... oh, perhaps we could use a washing machine when the aurora is out. Like I mentioned before I get what folks are saying and it makes sense, it really does, but it would have to implemented well. I trust the team, so if they do opt to implement something like this I'd be on board... or course. I'm still good with there being no such mechanic in the game and I wouldn't be one to try and push for it, but I am open to it...
  4. @Doc Feral I'm perfectly fine with there being no hygiene mechanic in the game. I get what you're saying though, and it would make natural sense - I just don't think I would enjoy it as a gameplay mechanic.
  5. @ThePancakeLady Yes, they do indeed have a preoccupation with shinny things that's true. But, I notice our arrowheads aren't shinny... they are more of a dull blackish color. I do see what you are getting at, and if the arrowheads were shinny I would absolutely agree with each of your points. Unfortunately, nothing about our found or crafted simple arrows is shinny (or otherwise reflective), which is why I question why they would be interested in them at all (at lest from an internal logic perspective I mean). And I suppose I'm just not fond of them being beacons to lead us to missing arrows. We already have "pointer trees" that always point us toward an area of interest... I would just prefer the game not slowly incorporate more functions that feel so much like hand holding. I've always loved that one of the foundational ideas of the game was that it wasn't going to "hold our hands." These two reasons are why I'm not fond of the idea of crows acting as arrow beacons, but that is just my two cents. With the last thought you mention, we are both in agreement about that.
  6. I don't know, I don't really mind sprains anymore. As a result of the new system and indicators, I find I only really need to carry two bandages and some old man's beard. Makes my medical kit really light these days.
  7. @frickoffanddie The risk of lost arrows encourages survivors to get more proficient with the bow and less careless with their shots... having "help" finding arrows would feel kind of cheap (this is just my opinion). I wouldn't want things like that to get easier, every action or mistake should come with meaningful cost/consequences. There are already many ways that the game kind of helps you out already, and I would worry about there eventually being too many. Even an arrow that strikes a target my get "thrown" as the animal flees, so when arrows occasionally go missing (especially when the our quarry runs out of our line of sight) I don't find it to be all that much of an issue. I think it's a reasonably plausible outcome of that situation. If you have ever been bow hunting... you may find that losing arrows can be not all that uncommon. --- Just as a quick question of internal game logic... what reason would a crow have for finding or being attracted to arrows? Yes, granted they are reasonably intelligent and even clever birds... but arrows don't really make good nest material and are certainly not food, so generally birds don't have much interest in them. In my mind, that would make as much sense as having a deer pick up an arrow and carry it around in its mouth while wandering back towards the player's position. (Addendum: I am only offering my point of view on the idea you put forward, and I offer it for consideration in contrast to yours. I am not interested in getting into an argument about it - I am by no means attacking your point of view... I just don't happen to agree with this idea, and I mean only to articulate why)
  8. @Jolan Definitely... I'm very careful about the "edges" of the map (thank you for the words of warning, I very much appreciate it)... I've not been pushing my luck on the outer rim, though I did find one spot where it looked like I could get behind and under some terrain. I did take some quick snap shots, but I wasn't going to risk the run by trying to spelunk down there I was more referring to areas such as: where I had to edge all the way around the two crags at the summit of Timberwolf Mountain, or that hard to reach plateau over the cave that resembles a stone dome with three access points. Also, sledding down Timberwolf Mountain was more fun that I expected. It took me three trips up to get all those cargo containers emptied. I'm looking forward to getting back to Timberwolf Mountain (assuming I can survive getting all this mapping done)... I really left the Mountaineer's Hut set up with all the "luxury" Great Bear can allow.
  9. @piddy3825, thank you. It's been a lot of fun so far. I never thought I would ever get to the point where I felt at home on Timberwolf Mountain, but I already get the feeling I'm going to miss it. Though, I do intend to get back there when Faithful Cartographer is completed. --- My Moose pelt finally finished curing. Now I've got my satchel and managed to find and clear that last smudges off the map - Timberwolf Mountain is finally completed. I've left behind all but the bare essentials, and have started on another death march toward Desolation Point. Surprisingly, Pleasant Valley let me though without a fight... I'm currently making a bee-line for the Old Island Connector. So far it's been smooth sailing. Shouldn't be long before I set up camp on Desolation Point. I probably shouldn't have left all my extra ammo behind... but I do still have 6 in the revolver and 4 in the rifle; and with 6 arrows I should have more than I need. Hopefully my next post here will have a nice clean map attached to it... either that or an epitaph.
  10. Wow, it's been a long while since I saw a reference to "Stranger in a Strange Land"
  11. @Jolan, thank you. It cost me many sprains and lots of torn clothing I had to work my way up and around terrain that I imagine is not generally intended to be traversed. I've really enjoyed spending so much time on Timberwolf Mountain, but soon I will be dropping everything but the necessities and go on a death march over to Desolation Point and try to work my way west until all the maps are clear. I just have to wait until this moose pelt cures first. By the way, that one spot where the black is not clearing off for you... do you happen to be in the northern part of Mountain Town? If so I've run into that spot as well.
  12. 100% agree with you. I've always thought that part of the flavor of this game was the importance of careful & deliberate action, and that every action or mistake comes at a cost.
  13. I personally don't think there is a late game problem. I do think there might some issues with late game "expectations." Which to me is not the same thing. I'm sure there are plenty of people who will disagree with me (and that's fine) but I just ask those folks hear me out: I think anyone that has spent long periods of time in isolation/lone subsistence will attest that coping with the mundanities of survival can be your biggest challenge. There is no "happily ever after" or "congratulations you win!" in survival mode and I would suggest there shouldn't be... After all death is the eventuality, no mater what. Be it because we've given up, or due to tragic circumstances (most often brought on by our own bad decisions). I really like the idea that once we get proficient with our survival tasks, that it's really up to us to find creative ways to just live in Great Bear on our own terms, and for how long. If one really feels the need to face the near death struggle again, we can always start a new run... or walk away from our "comfy" set up and go on a death march to some other desolate zone and work on getting set up again (only this time without the luxury of finding all those lootables - since we already took them all). Now to reflect on those other points of view... for those who do feel, "I'm good at survival, but there is nothing left I can think of to do..." Perhaps one solution for the "maybe column" might be to have the Old Bear make an appearance in survival mode (after 500 days or 1000 days or whatever) and be that "Tireless Menace," constantly hunting us down... where our only viable defense is to evade, to run for our lives. Maybe just like in The Hunted challenge, occasionally cross our path to harass and try to eat our poor survivor... I don't know, it's just a thought. Like I said before, I really don't see any "late game problem," but I guess I just have a very different way of looking at the whole picture of Survival Mode. This game is a lot of things to a lot of people and I respect that, this is just a little bit of my point of view. -- (Addendum - Hey come to think of it... has anyone ever tried to survive 500+ days in The Hunted Challenge? If I remember right, I don't think it had a time limit.)
  14. I for one really appreciate it. Not only do I think it's a nice touch thematically, but also a poignant reminder of our fundamental relationship with our food. We have nearly an entire generation, who if you were to ask where their bacon comes from... they will tell you, "the store." Which to my mind is unfortunate.
  15. So far as I've experienced, the moment the aurora is over... the flashlight stops functioning and the battery is back to 0% immediately. If it's intended to be useable for a short time after the aurora is over, that is definitely not happening for me. A bug then maybe? Either way I like the flashlight just fine, no complaints here. I always just told myself that the flashlight's "capacitance" was entirely aurora dependent... and since it's so uniquely useful for traveling during the aurora, I never thought to question whether it was meant to be useable when the aurora wasn't active.