Critical switch

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  1. It does very little to the immersion for me. The gloves are of varying shapes and sizes, and as I already mentioned, some of them are mittens. It's not just about textures. You'd have to actually model the gloves for first person view and then you'd need to adjust animations. And then someone would have to figure out what to do with mittens, since there's no way you're going to animate them correctly. If anything is immersion breaking, it would be the fact that you can shoot without loosing the benefit of gloves (since unless you're wearing thin ones, they would likely not fit into the trigger guard).
  2. I fully agree with this and having played the game sporadically since Early Access, I'm a little frustrated that some form of primitive fire-starting method has not been implemented to this day. Magnifying glass is very annoying to deal with (especially since you need to start a fire outside, then carry it home) and you're still unable to start a fire from embers (which can realistically remain hot enough for 6+ hours), so if you're cooking before sleeping and want to make tea or coffee in the morning, you've gotta start a new fire.
  3. IRL you don't pop a pill and walk right after a sprain. I've had sprains that lasted a week and greatly affected my walking pace. Consider all the ways you move around the map - running around in snow, walking up and down snowy hills, walking on some pretty steep slopes, and in some cases going down some outright impossible passages. To be realistic, there would have to be stuff such as chance to slide down a hill while going any direction, chance trip while running down a hill (and potentially hurt yourself if you're carrying a weapon or if there are rocks in the way, damage any equipment you're carrying or even loose consciousness if you hit your head in the fall ), chance to trip on railway tracks and more. In light of that, a mere chance to get a sprain affliction isn't as bad.
  4. I just gave an example, although looking at it now, sleeping in longer segments helps. I sometimes forget to drink before sleep, especially in situations where I drank about half a minute ago in real time, so I favour sleeping in short segments. Oh and also, there are ways of increasing tiredness relatively fast, so you can sneak in extra hours of sleep.
  5. I agree that there should be an option in survival to turn it on, as well as an option for campaign to turn it off. As RossBondReturns noted, navigating the region is a pretty significant part of the gameplay and some of the most tense situations I've gotten into happened either during a storm or a mist, where I'd completely loose track of where I am. It's a feature that completely changes the way you play and I think the game would suit a wider variety of players if it did give this option.
  6. I get what you mean. It may seem really weird and when I was starting to play, I would panic about my gloves being gone, until I got used to it. Some (if not most) gloves in the game are not be suitable for handling weapons (most obviously mittens). More importantly, they'd have to make a separate model of hands for every single glove in the game, and also adjust all animations accordingly to prevent clipping with handled objects. Too much work with too little effect.
  7. The problem is that under normal circumstances, you'll eat at least once a day, so you'd still get no effects of long-term starvation. Hydration can be tedious enough as is, especially when you're at base crafting/researching and cooking. It's easy to lose track of it because of how quickly does in-game time progress. And nothing is stopping you from sleeping in segments (sleep 5 hours, drink, sleep another 5 hours). Also regarding food - it's funny how when you get parasites, you can eat wolf and bear meat as much as you please, it will not worsen your condition. Perfect excuse to just sit back and consume the stockpiles of wolves that keep throwing themselves at me
  8. Thinking about it, three stats could be confusing, but having two might be fine. Yes, other games do hunger, but the penalties for starving are usually just complementing the gameplay (for example forcing you to go hunting) and are way too harsh to make sense in TLD, where getting edible food is more difficult than in most other games. The way I see it, TLD is a simplified reflection of real life problems in survival situations. The amount of time you can go without food in real life is actually very long, much longer than the game could possibly reflect, but at the same time, in real life you definitely want to eat regularly if you're in a survival situation. You cannot make a realistic diet mechanics in a game, that would be more complex than the entirety of the current game. Again, the main point isn't just to add on complexity, but to give an incentive to eat, hunt, cook, look for other sources of food, and maintain constant intake of food. The way you could think of it, calories are a currency that allow you to do stuff. If you have no calories, you can still do all that stuff and you're doing it for free. It's like going to the store and getting whatever you put in your cart for free because you forgot your wallet. Man, I would definitely forget my wallet every time. Basically, it works the same in the game. Why would I eat in the morning and waste calories from food, when I can just keep them in my inventory and do everything for free? Instead of spending time getting food, I can focus on gear and exploration. 1% of health every hour is a very low penalty (but increasing the penalty alone would not make sense/would not reflect real life). You just eat a little before you sleep, regain lost health, and all is well. This also makes the risk of parasites affliction a non-issue because by the time you're in need of eating, the affliction is healed.
  9. Oh wow! Thanks, that makes a lot of sense and in retrospect I think it did happen while walking on sloped terrain. And yeah, I managed to sprain my wrist twice in the past two days just by walking.
  10. Realistically, people sprain their ankle while getting out of bed. All it takes is one wrong step.
  11. I've come to the game after a long while and played bit. I'll skip unnecessary details, this concerns primarily Surival mode (personally playing on Stalker). The current hunger mechanics are cheapening the game. I think that the strategy of eating the bare minimum to recover health while sleeping, to be able to read books etc. is well known. The problem is that this strategy is perfectly viable and without an actual incentive to eat more often, the whole food mechanic feels cheap and kinda pointless (as in, I don't even want to worry about it because I don't feel that caring about it improves my experience). The biggest problem is that after you deplete all calories, you cannot go into a deficit of any kind. That means that if you eat three days later and get some sleep, you're just as well as you were before. So in a way, maintaining your food bar full is a waste of calories in the current system. What the game needs is a more complex (not necessarily realistic) approach to food. Following example is a system that I came up with in about 30 minutes (not much thought given to it): The player would get three stats from food: Calories, fat reserve and sugar reserve. This would NOT simulate real life (pointless to even try), I'll explain how a system like this could be turned into an engaging gameplay mechanic. Calories being the energy player has readily available from food, fat and sugar being the energy player has stored. Some food low on calories rich on fat/sugar, some rich on calories but low fat/sugar, some well balanced (most desirable). You eat something, you immediately get calories which you can use for activities together with fat and sugar. There could be a whole lot of mechanics that affect when does the player burn what, but generally you burn less fat than calories (as in, calories are primary). Depleting calories would not be a big deal in terms of long term survival (realistically, athletes fast for days while being physically active), some penalties that increase with time. No degradation of health until maybe after several days. If calories depleted, player can burn only fat and sugar (again, this is way more complex in real life, I'm not trying to recreate it). Some activities may take longer because of this. Calories would stay calories for a certain amount time, after which they would be converted to fat and sugar if unused. This is the main thing that would drive player to eat frequently. Fat burned together with calories (again, could be a whole system behind the ratios), depleting fat = death (same as real life), critically low amounts of fat = big penalties to physical traits and some afflictions, low amounts of fat = lower resistance to cold, affliction risks, could as well be tied to mental health if implemented. Fat from food would take certain amount of time to get stored (unless burned with calories). Use of sugar depending on activity (for example, walking would use almost none while running would use a lot). Depletion of sugar = huge penalties to physical traits (kinda like depletion of glycogen reserves in real life). Sugar replenishes quickly, but can be burned quickly as well, so desirable to maintain sufficient reserve. Even though it would still be possible to starve for days (which it definitely should), it could affect long term survival because player would need to make sure enough calories get converted to fat and that would only be happening after a certain amount of time after eating and not using up all available calories. The point of a system like this would be to give the player an incentive to not only maintain a steady income of food, but to also make certain foods more desirable than others. Some food could give sufficient amount of calories for daily routines, but there would be a cap to how much fat and sugar can be gained from it. Or it could give less calories but be converted to fat and sugar sooner. Both useful in different situations. Some could point out that there obviously needs to be an overweight mechanism, but I think that instead, there could be a point of diminishing returns, where calories would no longer convert to fat 1:1 (so that players have no incentive to overeat) and those diminishing returns would increase with time. So while there wouldn't be a hard cap on the amount of fat player can store, storing infinite amounts of fat would not be a viable strategy. OR ALTERNATIVELY if you want to do the bare minimum with similar effect, modify the system so that player goes into calorie deficit after he depletes all calories, and after the deficit is too high, player dies.
  12. I'm actually wondering how do sprain mechanics in general work. I've had a couple of instances of randomly walking through the wilderness, minding my own business, and suddenly out of freaking nowhere snaaappp! sprained ankl... wait what? Sprained wrist? How? It just boggles my mind how does the character sprain their wrist while walking straight
  13. I've played Wintermute and found that despite really enjoying the experience, I prefer the gameplay of Survival much, much more. I love having interactive human characters in the game and I like having other things to worry about other than surviving. I don't want to sound harsh, but I feel that Wintermute isn't really using the game's potential. Here's a few things that i found to be weakening the experience. Simplified language as much as possible for quick read : Save at any moment removes consequences of your actions. "Save station" style system IMHO better. Example: scripted checkpoints, plus use charcoal to save (charcoal obtained same as in Survival but max amount of charcoal in inventory limited). Excess of resources affects how you play. Examples: Too many matches and flares, why carry storm lantern? Excess of medicine, all affliction non-issue, natural medicine pointless. Enough food most if the game, harvesting carcass, cooking meat and going out hunting usually waste of time. Too many flare shells, dealing with wolves too easy. Unlocking schematics counterproductive. Probably done to get player involved with games mechanics, achieves exact opposite. Little incentive to craft, decent clothes and equipment available early on. Crafted clothes an insignificant upgrade over available ones, unlocking schematic first and then going hunting for resources doesn't seem worthwhile. Map system kills gameplay elements, reduced visibility during bad weather and at night non-issue. I would change the map so that you cannot see where you are during storms and fogs, and would remove indication of direction during night time.