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111 Pathfinder

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About Jimmy

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  1. I came here expecting bear cavalry.
  2. I've never observed a notable decline in snare returns from over-hunting. So far as I can tell, there's no penalty for simply stacking a few dozen snares in a tiny space and collecting rabbits infinitely. Past the initial investment of time and energy crafting the snares, you get a no-effort means of replenishing your food supplies, assuming you have fire to cook them. Really, the only downside is the boring nature of existence surviving on snared rabbits. With no real skill involved, it's tedious grinding for little reward beyond watching the days go by. That's fine if you're chasing achievements, but otherwise I'd rather have fun exploring, actively hunting, and occasionally getting chased by the odd predator.
  3. While wolves don't rest, note that you can actually find bears asleep in their caves if you track them. So it seems this has already been considered and implemented by the design team.
  4. Personally, I've never seen the point of the balaclava. Compared to the wool toque, it has identical stats except better windchill and protection values. But, since it can only be worn on the inner layer, these are essentially meaningless due to the fact that only the outer layer's windchill and protection values are added to your total. That being said, free bonus is free, so I'm not gonna complain. But still, I just don't get that excited when I find one compared to, for example, wool longjohns or climbing socks, which are undeniably the best in slot.
  5. Yeah, the balaclava will only appear in the right head slot on the clothing menu. The left head slot won't display it, since that's the outer layer.
  6. Jimmy


    Dev must add salt to game for the food making. Then can have a salt and battery.
  7. Perhaps don't sleep in places where you'll get eaten?
  8. There's already a variety of consumables that add heat. Holding a lit torch, lantern, or flare in your hand adds +3°C to your temperature. Eating hot food and drinks such as tea immediately fills your temperature 20% and adds an extra +4°C for up to 2 hours while active. Hand warmers wouldn't do anything that renaming a flare wouldn't do, plus flares are more versatile, protecting you from wolves and letting you light fires in addition to warming you up.
  9. Different activities incur different fatigue costs in game. Climbing a rope, for example, quickly drains your fatigue, but even such things as being overloaded when walking will change how fast you drain your stamina. It's almost inevitable that different players will have different fatigue levels. But that's not even the biggest problem. When you're next playing the game, count how often you enter time dilation. Crafting, cooking, carcass harvesting, sleeping, chopping branches, breaking down furniture, and a variety of other activities all advance time at an increased speed. The only option is to simply ignore the time of day advancing when one player enters time dilation, which creates more problems, such as when you are trying to wait out a blizzard or sleep through an aurora rather than risk wildlife encounters. The game is simply not a good fit for multiplayer.
  10. Sounds like a faster but easier style Cinderella Challenge. In that one, you have to move every 30 days, but can take only one item with you. Everything else must be left behind, including your clothes.
  11. Failing this, perhaps a 'sleep on ground' option? Half standard fatigue recovery compared to bed rest, zero bonus temp.
  12. Player One is exhausted and wants to sleep for 12 hours. Player Two is fully rested and wants to go hunt a moose. Care to describe what happens? Does Player One stare at a black screen with a status circle for one hour real-time? Is Player Two forced to miss 12 hours as the game suddenly compresses that time? The time dilation used as a core mechanic of the current game means you simply can't experience The Long Dark properly outside of single player. A multiplayer game would need to be a completely new system, which is only going to happen if Hinterland releases a new game.
  13. I can't see the problem this suggestion solves. On difficulties below Interloper, arrowheads are a common spawn on every map. They often can be found next to deer carcasses and harvested to craft new arrows with cured birch saplings. Having alternative means to craft these simply dilutes the loot table more, without meaningfully changing the gameplay. On Interloper, ranged weapon access is gated by your ability to forge. The difficulty is implicit by design, meaning any additional means of crafting arrowheads is fundamentally altering the difficulty curve of the game. Currently, you require a heavy hammer and forge to make arrowheads in Interloper (barring very rare spawns such as in HRV). Making arrowheads with glass or wood removes the need for a heavy hammer and a forge run, drastically altering how hard it is to reach the point where you can take down big game on Interloper. I can't say I'd support changing Interloper gameplay to 'easy mode' by removing forging as a prerequisite for arrowhead creation. And by extension, there isn't really any need for making arrows in other difficulty modes given how commonly they appear on the maps.
  14. Hi, welcome to the forums! Decoration items are a common wishlist feature, and it sounds like a fun idea. However, this sort of material isn't probably a focus of the devs, who seem more interested in investing time and energy into adding new game features and locations. It would probably make a great player-created mod though, once modding support becomes available!
  15. Welcome to the forums. Heaven forbid you need to work on your thesis! The best tip I can give, not being much of a mapper myself, is to pop out charcoal and map as soon as the location text appears. Beyond this, try to hit high elevation on the map before you use your charcoal, since it will reveal more of the map this way.