UpUpAway95

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Posts posted by UpUpAway95

  1. For me it's a lot of childhood memories camping... things like my dad sending me out around the woods just around our camping site to gather sticks as he chopped wood nearby and then, when I was a little taller, letting me chop smaller pieces of wood using a hatchet identical to the one in the game.  The clothing (mackinaw jackets, various sweaters, plaid shirts and wool mittens are eerily familiar as well... takes me fondly right back to simpler times before cell phones and laptops and other tech.

    • Upvote 1
  2. 9 hours ago, Razum said:

    Goat on dam: https://www.youtube.com/watch?v=RG9TMn1FJzc
    Of course, this doesn't work for every dam.

    Okay, soloing. Still, why do you save energy in comparison to using a rope? IRL Soloing is not only risky but very energy consuming (while rapelling isn't).
    If goating was meant to be climbing down the rock, it should at least be animated like it's not just walking down. Being able to normally walk on a 80% ledge (only taking sprain risk) doesn't reflect that in any way.

    Those are real goats on a real dam.  What I said was that it was not possible for a player to goat down the dam in TLD (i.e. specifically, the Carter Hydro Dam).  To support the fact that the devs have intentionally designed "goat paths" into the game, I cited the path down from Miner's Folly.  There is also an intentional goat path down from the HIgh Meadow area that enables the player to reach loot on a ledge that cannot be reached any other way.  There is also a goat path down from the back exit of the gold mine to reach a body that frequently spawns on a rock ledge between that exit and the rope below the mine itself.   After taking that short goat path, the player can successfullly also goat down beside that rope, although it is likely not an "official" goat path.  The character is also very likely to be injured on that descent, but I feel the player should be "allowed" to take those sorts of risks when they feel it appropriate to do so and I don't feel it "cheapens" the game.

    I made no comment about the relative energy consumption between going up and down the ropes in the game and "goating" in the game.  What I said was that the actions required to descend a rock face and the existence of hand holds and foot holds in a natural rock face were not rendered in the game... giving the appearance that the player is walking down a sheer and completely smooth vertical "wall."  However, there are many actions done by the player within the game that are not animated.  For example, we assume that the player gathers snow in a container for melting it into water without ever seeing him/her go outside to collect that said snow.

    Regarding the energy consumption - HL can rebalance that at any time.  I truly have no opinion on it.

  3. 2 hours ago, Ghurcb said:

    What do you think about deleting the whole argument we had here? It was rather unproductive. It also looks weird that the whole first page of replies here is our stupid back-and-forth.

    Anyway, I already deleted mine, so the job's half-done. Hope, you do the same (no pressure, though).

    We really should have agreed to disagree. Anyway, none of that is probably getting added to TLD any time soon, so no need to be overly critical.

    Have a nice day!

    I am against deleting anything.  I've not insulted anyone or done anything wrong.  Just stated and explained my opinion on a public forum.  I still don't like the RNG mechanic you're proposing and I've suggested several ways around it.  Since, as you say, none of it will probably ever be added, my suggestions have always been merely that... suggestions.  You're the one who admittedly became defensive over your proposal.  I even agreed to end the conversation in my previous post, but you still replied... suggesting the discussion (not argument) be censored.  Do what you like.  I've done nothing wrong.

    My suggestions included: 1) a custom option to turn off the carry capacity reduction that currently occurs as the character becomes fatigued 2) accelerating the health depletion that currently results from being over fatigued such that it can no longer be countered indefinitely through the consumption of birch bark teas and 3) insertion of a custom option to turn off your suggested random "fainting" effect.

    All of which you have declared to be "unproductive."  Thank you so much.

    • Upvote 1
  4. Does a tree limb spawning inside a tree stump count?  This is in Broken Railroad. 😀Also, does anyone remember when the deer in Pleasant Valley used to spawn underneath the ice on the river?  I never got a screen shot of it, but I remember watching them leap and bound under the ice while gathering cat tails.

     

    2021-01-21_11-07-07_AM-o0eezjpt.png

    • Like 1
  5. 7 hours ago, Leeanda said:

    Please guys, can't you just agree to disagree  and leave it at that!  It is just a game and it's not worth getting upset about! There are far worse things in the world.

    Fine.  Remember how much people loved the RNG sprain mechanic when it first came in... just please give me a custom option to turn it off.

    • Upvote 1
  6. 9 hours ago, piddy3825 said:

    The climbing aspect of the game is indeed severly imbalanced in every way concievable!  Growing up in the Bavarian Alps, I learned quite a bit about mountaineering and rappeling in particular was definitely my favorite activity.  So much easier to get down bouncing down the wall than climbing up hand over hand that's for sure.  I think who ever designed the climbing system mechanics had probably been bullied in jr. high school by a gung-ho wrestling coach who was determined to make the fat kid climb the rope in the gynasium to the top and back down again before he was allowed to graduate!  

    Maybe, if we are lucking the modding community can revamp the climbing mechanics to include rappeling as another method for descent.  I'd like also to see the ability of hauling my backpack up using a secondary lenght of rope, kinda the same way the dumbwaiter worked in my grandmothers old 3 story house.

    I'd like to see the fixed ropes eliminated and the character able to free climb so that the player is able to choose their own routes throughout the game world.  It's not going to happen though.

    • Upvote 1
    • Like 1
  7. On 2/21/2022 at 2:44 PM, Bearimpaler101 said:

    Can you earn feats and use them on as the dead sleep?

    Challenges like As the Dead Sleep have their own set difficulties particular for each challenge.  No, there is no option to use any feats on As the Dead Sleep or any of the others IIRC.  You can earn feats in any of the standard survival difficulties and, IIRC, there is also feat progression when you play any of the challenges.  The exception is the Darkwalker feat, which, IIRC, can only be earned by completing the Darkwalker challenge.  You can use them in any survival difficulty, including Custom.  How many you can use at one time varies with survival difficulty:  Pilgrim can use up to 5, Voyageur can use up to 4, Stalker can use up to 3, Interloper can use up to 2, and Custom can use up to 5.

  8. 52 minutes ago, Ghurcb said:

    This discussion isn't moving anywhere. Let's just stop it, okay?

    To address your main point one last time...

    RNG. Yes, the time you get before passing out is not set in stone the way I propose it. Still, it is not bad on itself. There are many chance-based mechanics in the long dark. The list includes: starting a fire, mending clothes, fixing instruments, sprains, poisoning, intestinal parasites, snaring rabbits, critical shots, misfires, weapons getting jammed, fishing, different spawnpoints, weather changes, animal spawning, and last but not least, loot generation. Simply stating that a feature has "RNG" in it is not a criticism. The long dark is a survival game, not tic-tac-toe. It doesn't have to be completely predictable. I'll even go further, parts of it HAVE to be random. This randomness forces on-the-spot thinking, pushes you to reconsider your strategies, and makes each new experience unique.

    That was it. I will not reply to any further comments of yours. You don't have to reply to this one, either (obviously).

    A better way is to put the depletion of health due to fatigue on an accelerated rate - 1st hour - 1% per hour (can still be negated and health regen'd with a birch bark tea); 2nd consecutive hour = 5% per hour (birch bark teas now just negate the decline); 3rd consecutive hour = 10% per hour (decline is no longer able to be countered with birch bark teas).  At least then the moment of being overtired causing one's death is not due to some arbitrary RNG action by the game as in your proposal, while preventing people from running for long periods of time without sleep.

    It would also resolve the issue of as described by another poster above of other actions that rapidly deplete the fatigue meter (like climbing a rope or even taking a stim) and are not because the player is going long periods without sleep... whereas, your RNG could drop them in the next 5 in-game minutes or anywhere within the next 30 in-game minutes.

    I'm sorry you find my points too threatening to your precious proposal.  It is a public forum and I can say my piece.

  9. 8 hours ago, Razum said:

    My points:
    #1 Why is goating even possible? Please call me out, if you can savely stand on a wall tilted 5 degrees from vertical. With crampons maybe, but without you would just slide down. And also: you wouldn't be able to land on such terrain.

    #2 Assuming goating is possible, why does goating take more calories than sliding down a rope? Did you see goats climbing around on steep walls (like a dam)? Even for them it's difficult. Why should it be less energy consuming to goat down (take fall by fall on uneven terrain). With a rope you just need to hold on to it [https://youtu.be/8p8iUWe1LjY?t=646 short research: It's called a rappel and you don't even need carabiners or other equipment than a rope, but it helps] So you don't need much energy at all to go down. This isn't really reflected in the game, but should be in my opinion.

    This wouldn't make crampons worthless, as you would still have better grip upwards and save energy due to that.

     

    Free climbing up and down very vertical cliffs without the aid of ropes is done all the time IRL (known as free soloing in its most extreme form where there isn't even a safety rope).  Even very vertical cliffs have natural indentations (hand holds and foot holds), unlike a dam.  In TLD, it is not possible to goat down the dam either.  The illusion of being able to walk down an unnaturally smooth rock face is an in-game illusion... because of the game's art style and the fact that there is no animation in game that mimics free climbing techniques (Also, keep in mind there are many unanimated actions in this game).  There are also pathways built into the game that are clearly there by intent and designed for downward travel only.  The path from Miner's Folly to the level near Angler's Den is a prime example.

    @Bearimpaler101 There is also a very intentionally designed and easy "goat path" down from the High Meadow area to the rifle you mention in your post (that is just out of the player's reach when approached from underneath, but is easily obtained when the player uses said "goat path" to get to that ledge).  There is also other loot up there.  Goating is not a cheat... it's designed into the game.

  10. 10 hours ago, Ghurcb said:

    Aaaaaaaand I back!

    Yes, but I also have hours before my hunger meter gets below 50%. No other need inconveniences me after becoming only half-depleted.

     

    But Survivor does, as indicated by "If I don't rest soon, I'm gonna faint". Except, they don't, as indicated by the next 96 hours of not fainting.

    This is called ludonarrative dissonance. Unless intentional, it should be avoided.

    The reality of keeping yourself awake by nothing but willpower for 4 days only to drop dead, once your time is up?

    Maybe it's my fault for not using the best wording... By "30 minutes" I meant "1/48 of the long dark day/night cycle". In terms of your gameplay it's 0.5-2.5 minutes. And yes, this brief period of time IS "random number generator". So what? Not all randomness is bad. In this case it accomplishes the task of creating tension. Getting enough time to reach a shelter would be akin to getting a critical shot on a moose. Not getting enough time would be more like having your rifle jam at 15% condition as this moose is charging at you (your fault for not cleaning it -> your fault for not sleeping).

    How much time does "frostbite risk" take to develop into "frostbite"? OMFG!!!!!!11!!! A JUMPSCARE MECHANIC!

    No other affliction is generous enough to give you the "one last warning". I just thought that without this "coyote time", players would be way too frustrated to pass out in the middle of whatever they're doing.

    Seriously, though. Isn't frostbite a jumpscare mechanic, if that's how you define a jumpscare? Cause you are warned beforehand (checked), you can prevent it by addressing the cause of the issue (checked), and if you ignore it for long enough you are put into a disadvantageous position (checked).

    In a comment above I proposed to add the ability to sleep on the ground without a bedroll. It's called "balancing".

    Do you really think, players really ever do anything to fight over encumbrance? No, usually they just keep on going. Slowly. But surely. Annoyed at their low speed.

    Well, I already stated my view on interloper. It's intentionally frustrating. Making it more frustrating wouldn't go against this idea.

    30 tld minutes = 2.5 minutes. Wish, I could edit the original post...

    Frostbite also happens regardless of what you're doing. Still, it would serve you to "be doing" whatever can prevent it. The same applies here.

    See this picture?Faint_chance_icon.png.b4d72b5e0ade57e681a492ad0fb579f6.png

    As all the other "yellow" afflictions it's just a warning.

    See this one? Faint_icon1.png.3af44daec503135e4f8ca67e2721bd4a.png

    As all the other "red" afflictions, it's not "just a warning" anymore.

    Yes, and then not finding it in the following 4 hours.

    Simply assuming that you're right isn't good for a discussion. It's a sign of close-mindedness. Sorry, I don't want to offend you, it's just... Why? Why is there nothing that can change your mind?

    If only this mechanic was as good as you're describing it. Unfortunately, it doesn't force anything. Negative reinforcement is a great tool for game-design (touch spikes = death), negative reinforcement through boredom isn't (touch spikes = wait 30 minutes to respawn). Slowing player down, because one of their meters is half-depleted, is not a good negative reinforcement.

    This is what those last 25-150 seconds are for. They are your last chance to leave this bridge.

     

    And to address RNG side of it one last time. Would this mechanic be better if it was not 25-150 seconds, but, let's say, just 30?

    Cause the way I suggest it, you can get lucky. But if the time doesn't vary, it's just a "death timer" (except, it's not death, necessarily).

    Again - my basic dislike is that it is RNG at the end.  The game's RNG decides whether you survive for 5 minutes or 30 minutes.  Regardless of "warning" for 4 hours before then, the last 30 minutes is STILL RNG.   I have a right to dislike that part of your proposal... accept it.  There are ways you can eliminate that cheap trick... One is simply by increasing the rate at which a red fatigue bar depletes the character's health.  It's currently 1% per in-game hour. 

    You make false claims - by saying it would increase the difficulty of stalker.  Not true.  It just makes the function of fatigue more based on RNG than it is currently; and I have explained why I think that.  There are "better" ways in custom to increase the difficulty of a stalker-like run.  Again, increasing the rate at which a red fatigue bar depletes the character's health would accomplish that.  If the player is playing a NOGOA-sty;e run (where health recovery is disabled), the unnecessary loss of health due to fatique is a strong incentive to stay well rested.

    Also, I'm entitled to like the current way in which fatigue reduces carry capacity... and I have explained why I like it.  It forces the player to make decisions about what they wish to continue carrying or whether they want to forego climbing a rope or being able sprint in order to carry more at that time.  I would not be adverse to the addition of a custom toggle that could turn off this feature - meaning that fatique would not lessen carry weight if that toggle were activated by the player.  I, personally, would never activate such a toggle since I like the feature as it is.  There is no need to introduce RNG "fainting" to accomplish elimination of the carry weight issue you don't like.

  11. 6 minutes ago, I_eat_only_wolf_meat said:

    Whether or not he's white is pretty subjective.  He definitely looks different to the usual aurora wolf, though.

    Regardless, I would still say he was glitched because he stayed present long after the aurora had ended and long after other wolves in the area reverted to be regular wolves.  The difference in coloring (lack of green) could have to do with there being no green light in the sky because the aurora had ended long before then.  I would also say he was "stuck" in panic mode, but that's somewhat subjective because there was no way he could get to me through the fence.

    • Upvote 2
  12. 8 hours ago, Ghurcb said:

    Of course! All the specifics I included here are merely a "sales pitch". Hinterland are free to change anything if they decide to implement anything from this forum. It's their game, after all!

    Okay... So you want it to be a throwable weapon then? It's just that people like TLD for how grounded it is. Throwing a spear would feel just fine in forest, ARK or rust. But in The Long Dark it's just... Wrong.

    You don't play as an athlete. You're just a regular person with weak ankles. Trowing a spear requires a lot of precision and strength (a spear that can withstand bear's weight, would itself be heavy).

    Well, wolves are agile. They won't just land on the spear just cause you asked nicely. Moose, on the other hand, spear or no spear, you wouldn't stay on your feet, when met by those antlers.

    The way I see it, it would be a high defence/no damage in wolf struggles because you'd have to first get a good grip to strike (similar to revolver). High defence would come from the oak shaft keeping the wolf relatively away.

    Why can't the survivor throw a spear?  What logic is there that would prevent him/her from doing so.  He/she may not be very accurate with it and it might not go far, but if the character can lift it and carry it up and down ropes, chucking it should definitely be possible.  A skill level up with each hit would be in line with what happens with the bow and the guns.  We aren't necessarily playing as an experienced rifleman or archer either.  Drawing a bow takes precision and strength.  Steady aiming a .303 rifle also takes quite a bit of strength

    Why can't the survivor brace it against a charging moose or rushing wolf just like is done with a charging bear? and why would it be "ineffective" then in damaging the moose or wolf vs. the bear?  It makes no sense that the weapon would damage a bear and not the other two types of animals as well.  Flesh is flesh and the spear is a a sharp lethal weapon... anything running into it likely would be killed by it.

  13. The character can survive forever in game.  All the animals respawn as well as birch bark, stones, and sticks.  Numerous other items (including scrap metal, saplings, cloth and matches) also wash up on the beaches (that is, they actually respawn, albeit in small quantities).  You don't even need weapons to kill animal for food and clothing - that is, wolves will kill rabbits and deer for you and, as long as you have a means of scaring a wolf off of its kill, you can harvest it for yourself.  Harvesting can be done with your bare hands.

    What kills are player mistakes and panic... and boredom (i.e. deliberately collapsing a file in order to start over for the thrill of it... since the most challenging part of the game is right at the beginning).

    The character even has an huge advantage over his/her human player - He/she doesn't age and can't get a terminal illness.

    • Upvote 2
  14. I do hope they implement it as promised, but I'll let them work out the details (forging mats required, time, etc.)

    If implemented, it should definitely be able to also kill a moose or wolf or even a rabbit.  It would make no sense for it to be a "high defence/no damage weapon in wolf struggles" or for it to be "ineffective" against moose.   I honestly don't know how you would justify not being able to lethally inflict damage to any animal in the game with such a sharp implement.

  15. 41 minutes ago, Bearimpaler101 said:

     

    Don't play voyager it has you at the most sleep deprivation -carry ratio I don't think anyone that sprints everywhere is going to survivor sprinted to paradise meadows past the wolf gotten the key in the truck 🚚 and went on made a fire took out 45 torches searched  the place sprinted back to the gray mothers house and by then I was dying of fatigue by the way I suggest fainting is only on stalker and interloper like  intestinal parasites

    Sprinting depletes the fatigue meter at at significantly higher rate than merely walking.  In general, the greater the exertion the faster the fatigue meter depletes.  If you're sprinting everywhere, your fatigue meter can fully deplete in as little as 2.6 in-game hours.  If just passing time, the fatigue meter can last as long as 22 in-game hours.  Walking while over encumbered is more of an exertion than walking when not encumbered, so walking when over your carry weight depletes the fatigue meter faster than if you keep your load under your carry weight.

    The base rate of depletion, however, is also controlled by a setting.  In Pilgrim, Voyageur and Stalker the Fatigue Rate is set to "High" (i.e. there is no difference).  In Interloper, it is set to Medium (meaning Interloper players fatigue less quickly overall than in any other standard difficulty).

  16. 4 hours ago, Bearimpaler101 said:

    Yup I am but I wish I wasn't  Always spawning in twm  pv  ac and hrv

    Go into the custom menu, select the interloper template.  That way, you can select the zone in which you start, but the gameplay should still be as it is in Interloper unless you make manual changes to that template.  You won't have any progression towards obtaining feats, though.  Those have to be obtained by playing in one of the standard 4 difficulties (Pilgrim, Voyageur, Stalker or Interloper).

  17. 1 hour ago, Ghurcb said:

    So... Interloper, but harder? The thing is, interloper shouldn't be seen as "HARD" difficulty setting (in fact, it's a perfect example of how NOT TO make hard difficulty). But the devs warn you, it's not a good experience. Interloper is not engaging, it's arduous. Interloper is not hard, it's frustrating by design. Some people like it. I'm not those people. And if NOGOA is a harder version of loper, it too doesn't sound like a lot of fun to me.

     

    If you excuse me, I'll reply to this one later. It's 1:30 right now where I live. In short, I'm sorry, if I misrepresented this medical condition. Still, I disagree with some of your other arguments. But it can wait until tomorrow (later this day for me).

    NOGOA code as it is used by those specific streamers is Interloper (Baseline Resources Low), but since it is a custom game, you can add in Rifles and Revolvers and/or increase the Baseline Resources to make it play more like a more difficult stalker game with no healing... and hence, no way to avoid an ultimate death as your health bar depletes to 0.  That's the joy of a custom game... you can tweak it to do whatever you like without enforcing "surprise" mechanics on others.

    No need to reply further - I am simply not in favor of a RNG mechanic that proposes to drop the player regardless of what they are doing at any time within a 30-minute interval in-game.  If I were sleepy and encountered wolves, I would certainly stay awake at that moment regardless of how exhausted I might have been prior to seeing them.  What you're proposing is that the game could arbitrarily drop me in that moment just because I didn't find a place to sleep prior to my fatigue meter going into the red.  I am simply not in favor of that and there is nothing you can say that will cause me to change my mind about that. 

    Whether you feel the carry-weight mechanic is realistic or not, it is a better mechanic because it forces the player to make choices as the affliction is occurring.  The choice is based on how the player assesses their circumstance when the loss of carry-weight starts to occur.  How important is it to them to carry everything they are carrying.  Can they drop some weight is the first choice.  If a rope climb is more important, the player can decide to not start climbing that rope until they have slept or to drop items or to drink a coffeeor to pop a stim.  That it takes longer to climb when tired is also a predictable event, so they can also assess whether or not it is possible for them to climb the rope in one go without losing grip strength/stamina.  IF they misjudge the climb and do start to fall, they can also likely bail out on the ledge to prevent falling to their death or even start to descend the rope instead... since the game gives you a warning by causing you to start slipping on the rope first.

    A player who suddenly faints while, say, on a bridge in Ash Canyon while trying to get back to Miner's Folly to sleep is, most likely, just dead.

     

  18. 11 minutes ago, Ghurcb said:

    What's NOGOA?

    A custom game developed by some notable streamers.  It stands for No One Gets Out Alive.  The code is available from streamers like TheWonzandOnly or Perfect Trip.  It basically pushes settings to their most difficult levels, including eliminating healing (i.e. the only way to regain lost health is to use a stim, depending on whether birch bark tea is disabled).

  19. 23 minutes ago, Ghurcb said:

    Not sudden. First, you've got hours before your energy reaches 0. Second, you get a 4-hour warning (20 minutes of playtime), and the "risk" only fills while you're at 0 fatigue (which can be fixed by coffee or energy drink). And only when "faint risk" reaches 100, you get a final warning, telling you that you have more or less a minute (of irl time) to star a fire or find shelter. A player doesn't even have to know the timeframe. Sure, it's random, whether you get 25 seconds or 2.5 minutes after the last warning but it's like randomness of a critical shot or a misfire. (btw, all the chances/timeframes et.c. will probably be different, if Hinterland ever decide to add this mechanic)

    AND it's not a certain death. You can (and probably will) survive spending another hour outside, unless it's a blizzard or you're wearing the starting clothes. If your character dies, because of passing out, it's a consequence of a chain of poor decisions made by you. The way it's always been in The Long Dark.

    And what happens if you lose your grip completely when climbing a rope? You don't get sleepy. You fall. Imo, when your stamina reaches zero that should be it. You overestimate your chances - you get hurt.

    But... But we do. There's literally a "rest" option represented by a nice deck of cards. And you don't have to sleep for an hour to refill your stamina bar. You can just play solitaire for 15 minutes, while sitting on a cliff.

    Fatigue meter DOES represent how much sleep you need, because only sleep (and also coffee) can refill it. Energy drinks and stims only temporarily fill it.

    It's still annoying. That's my point. Instead of being a challenge it is merely an inconvenience.

    And why am I forced to keep my fatigue above 50%? There are no consequences to having <50% temperature or hydration or satiety.

    Coffee is a limited resource.

    Not sudden. Not death.

    Cause people need sleep to survive (coffee, GO!, and stims would work as temporary solution, though).

    Do these shifts include travelling kilometers through show and fighting wolves?

     

    Yes, and those people were kept awake by other people. Noone can stay awake for 11 days on will power alone.

     

    PS: Sorry, if I'm being too defensive about this concept, but all those arguments sound more like misunderstandings or nitpicks.

    You currently have hours before your fatigue meter gets below 50%, so your point makes no point.  Your fatique meter depletes constantly until you sleep - it just depletes at a faster rate when you are exerting yourself.  The moment you get off the rope on the ledge, it returns to depleting at your resting rate.  Rest, IRL, does not make you less tired (that is, you don't recoup tiredness by resting).  You recoup stamina (which is as it is now in game).  You do feel temporarily less tired on stims or on caffiene, which is also what is reflected currently in the game.  You do not faint when over tired.  You may close your eyes and briefly sleep (known as a micro-sleep), but that is NOT fainting.  When you are tired/sleepy, you cannot carry as much, run as fast, or make decisions as effectively as when you are well rested.  The first two are reflected in the game.  The last is not... but it would not be reflected by a proposal that can suddenly drop the player in his tracks at any point during a 30 minute period in the game.

    I have a vasovagel disorder... I can faint whenever my blood pressure suddenly plummets.  It's not the same as a micro-sleep from being over tired.  When micro-sleeping, I am vaguely aware of what is going on around me and am capable of opening my eyes again should something occur that requires attention.  I can also micro-sleep sitting up.  When I faint, I lose total awareness of my surroundings and I generally collapse immediately to the floor (sometimes injuring myself in the process) 

    The game more accurately reflects reality than your proposal.  Suddenly dropping the player anytime within a 30 minutes period is RNG... no matter how many hours they have warning them of that 30-minute period approaching... and I'm simply not in favor of those sort of cheap "jump-scare" tactics.  Furthermore, it would not increase the difficulty of stalker (because stalker players start with a bedroll).  It would make it easier since it would enable them to move more freely while over encumbered and they have more "stuff" to carry (e.g. the rifle).   It would be an annoyance to interloper players who must first find a bedroll in order to be able to sleep.

     

  20. 1 hour ago, Ghurcb said:

    One more reason to add this feature! Stalker would become as hard as it should be 😈

    Seriously, though. For a survival game, it's to easy to simply "stop dying" in TLD.

    Play NOGOA then - disable healing in the Custom menu and you begin an inevitable march towards death as the game whittles away at your health bar over a series of poor choices that don't prevent it from whittling away at your health bar.

  21. Without new animals, new varieties of snares is pointless... and as pointed out above, new animals without new specific items related to them are also pointless and counter to the notion of scarcity of resources that is the base premises for the entire game... make anything too abundant and you defeat any sense of challenge to the game itself.

    • Upvote 1
  22. 1 hour ago, Ghurcb said:

    Oh, no! It's not RNG, at least, not fully. I mean, you first get a 4-hour warning, the last 5-30 minutes of RNG are, basically, you getting the last chance to find cover.

    As to the rope-climbing... The "you are too encumbered to climb" is in essence, the game, not allowing you to make your own decisions to learn from your mistakes. And in my opinion, the whole process of climbing a rope should be built around managing your stamina, not fatigue. Losing half of my overall energy after climbing for a minute just doesn't feel right. Sure, anyone would be TIRED after this, but not SLEEPY. No, this exhaustion is more about running out of breath, about sore arms. Something that can be fixed by rest, but not necessarily sleep.

    Oh, also. 25% is not a point of second reduction in carry weight. This reduction is gradual. It starts at 50% and ends at 0%.

    Sorry, it's that last "somewhere within the next 30 minutes, you're going to pass out regardless of where you are or what you're doing" that is COMPLETELY RNG - a jump scare equivalent to sudden death... not in favor of that.

    As for the differences between being exhausted and being tired... stamina is not a measure of exhaustion either.  On a rope, it is merely a measure of lost grip strength.  When sprinting, it's a measure of "winded-ness" not exhaustion.  The fatigue meter is what measures exhaustion in this game.  Sure "rest" is not necessarily "sleep" IRL, but in this game, "rest" and "sleep" are equivalent.  We have no capacity to sit down and actually rest without sleeping.

    Furthermore, you have several hours of warning before fatigue whittles away at your carry weight (regardless of the exact mechanic between 50% and 25%) and you have several ways to plan around it and to reduce it without sleep.  You're proposing a "sudden death" mechanic to which the only solution is sleep.  Not in favor of that.  In that case, it should take at least 36 to 48 in-game hours before such a mechanic even starts to kick in... people in certain professions IRL pull 36-hour shifts all the time without fainting.  And if you google the question as to how long humans can go without sleep, you'll see that experiments done in 1965 determined this to be around 11 days.

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  23. I like the 50% tired increase in encumbrance.  Player has to be careful to not get stuck on a ledge after climbing part way up a rope.  It makes a player think twice about starting a rope climb when just above the 50% mark and how much under the weight limit they need to be so they can take a quick rest on the ledge to regain stamina to finish the climb without having to drink coffee, pop a stim, drop additional items or risk sleeping on the ledge to get their fatigue meter back up over the 50% mark.  It makes the crampons useful for climbing ropes since, with them equipped, a player generally has enough stamina to climb straight through to the top of the rope without resting on a ledge.

    As it is now, the first reduction in carry weight is at 50%, but there is also a second one at 25%.

    Your fainting proposal is too RNG for my liking... a chance of dropping the player at any moment is too much like a cheap jump scare.  In addition, IRL... people don't faint whenever they are over tired unless they have a disorder that causes them to suddenly faint at any time - tired or not.  Dropping weight in order to continue walking is a realistic reaction to becoming truly tired.

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