Samwise117

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  1. I was looking at a lot of the elements already in the game (as of Signal void update recently) and I think TLD is already perfectly set up for a fast travel concept (albeit, very challenging and resources would be rare to find and travel would be few). Just hear me out. 1) There are helicopters on the map now and electronics have now been added to the game, along with transmitter, batteries, wiring, fuses etc… makes it easy to add a “fix up the helicopter” mini game. 2) Makenzie is a pilot…. TLD lore… it works! 3) Flares are used in game. You could set up “landing pad” areas (discoverable through charcoaling map areas. Mackenzie could say “this looks like a decent area to land” and you can build a little 4 corner square landing pad using flares, wires and a fuse. So when landing you radio the beacon and your flares light up. So you have to pre set up these landing pads prior to being able to use them. 4) obviously lamp fuel cannot be used, so adding red gasoline canisters to game would be awesome. Ensuring that fuel is very rare and it is limited on the map. 5) Aurora would allow helicopters to start up. And you could add a blizzard element to flying which would increase the risk etc… if you felt this was overpowered. I know TLD is largely based around thoughtful exploration and that is key to why people love the game, but I think a rare and challenging form of fast travel would be appreciated especially with players having to pre place landing pads, implying they must have already done the journey there prior to being able to fly. This is more focused around long play-throughs 6) The reason I chose flying over cars is simply because Mackenzie is a pilot, and it makes sense that cars are obstructed by the snow 7) To keep the graphics simple, the developers could have Mackenzie looking down at the helo controls so that they don’t have to worry about the player looking outside.(changing environments) Keeps the graphics simple. I was also thinking of 2-3 potential landing areas per map Thoughts!?
  2. Hey Raph, I love the long dark...and I haven't had that much fun (carrying downed survivors in episode 3 with timberwolves chasing you) in a long time! The new additions seem really balanced and exciting. It makes saving bullets and flares that much more crucial, which I thought were in abundance in stalker mode. I absolutely love it! My question/hope is whether or not you could incorporate these NPC's into survival. I've seen a TON of good feedback on the escorting mechanic you added for wintermute and was just wondering if you could PLEASE give us a hint if that's coming to survival mode. I've put 250hrs into the Long Dark and 225 of those are survival :p. Can you give us anything?
  3. Hey there! Keep up the awesome work! I was wondering if you guys would ever add a "side note" when you click on a carcass that let's you know where you hit the animal. (example: "you see that your bullet/arrow hit the wolf in the chest"). Because I know critical hits allow you to kill a wolf for example in the head and sometimes the chest...just curious if you might add that so that we could see if it was a chest shot but a lucky critical! (A bit nit picky, but hey I thought I'd throw it out there). Can't wait for the next survival update! currently playing episode 3!
  4. First off I just have to say (as an interloper/stalker players) I love the Revolver! You did a great job finding that right balance (in my opinion) for where it fits within the weapons already existing, so thanks! Loving it!... My question is whether or not you plan to add a Fuel management system. For example allowing us to actually have Jerry Can's empty and allowing us to pour lantern fuel from one to another. I know it doesn't add weight currently but I think aesthetically it would look a lot better to carry 1 Jerry can with 4L of fuel instead of 3 Jerry Cans and 4 little bottles all semi full lol. Can I hope for any such update/tweak? haha. Thanks!
  5. Are you guys planning to change the stats on the Mackinaw Jacket? I LOVE the jacket in both real life and the game but I find it doesn't offer any unique trait considering how rare it is in the game. I often compare items in the game based off of their weight and the expedition jacket (which is less rare) beats it in weight and every other stat apart from +/- 2 Mobility. I'd love to see the jacket have at LEAST two stats that beat the expedition jacket. Is there any hope for this? They are really tough jackets in real life so maybe durability? (Food for thought: Because the jacket is made out of wool, it would be great for preventing sweating, if you guys ever had an intention of adding "sweat monitoring" to the game...because sweating in the winter can be deadly...and Mackinaw/Merino wool wicks sweat well)