RegentRelic

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  1. @Moosemasterstop trying to find happiness in entertainment. Instead get more involved in your local community. If you don’t no how to do that and don’t want to go to Church then do some service for a neighbor or stranger. https://www.justserve.org Is a good place to get started.
  2. There should be one in the far territories but, other then that I think there's a good number of them. I'm sure there's going to be one in the far territories, probably in the Industrial Mine.
  3. My goal was to create a system that will keep difficulty scaling into the late game and to make getting The Will To Live more then a test of patience. While also, not disrupting the superb new player experience. My philosophy for the difficulties was that stalker is the base difficulty; the main difficulty if you will. I view voyager as stalker but, easier and interloper as being a barren world where the slow drain of the cold is the biggest threat. The most pure Long Dark experience you could say. No matter what the difficulty, you should have to play the core fantasy of being the haggard of Frau Holle's detrect and wrath. So, I made the late game a similar difficulty. Let's see what else. Oh yes some some clarification. Everything occurs on the day that it starts, but not on the day it ends. When wild life spawn chances change all of that animal are removed form every region except the one you in and then act as though you haven't visited that region yet. Original The long dark Late game fix Draft no.1.xlsx A case against humanty Editable.xlsx Pardon the barely readable screen shot. The Late Game cycle. As you "can see" on day one hundred and ten the late game begins. From this point the game will cycle between a standard period where the game continues as normal and an increasingly long Event period every. The event's are global changes that temporally force you to play differently. More difficult events have a lower chance of occurring and last for a shorter amount of time. Each time an event is rolled the chance of rolling it again decreases while the number of days it lasts for increases. For example: Stormy Weather could have a 10% chance of happening and last for 10-12 days. After it's rolled it would change to 15% (use quick sort to find the new values of the other items. I'm no mathematician though, so I might be miss remembering my time in that plutonian hall O, gregarious house) and last for 10-14 days. Then things would be normal for the rest of the "month", 20~30 days. Then at the end all the event's will play starting as far out as they can so, that they all end on the morning of the five hundredth day. Some possible events are... Name; what it does. what it achieves. Early warning signs to ensure fairness. Possible up sides. Long dark; Endless night. Forces you to get comfortable working at night. Doesn't need a warning sign. Cold front; drops the global temperature by 20°. Invalidating even your double bear skin coats. Again I don't think it needs a warning sign. Stormy weather; Causes nearly constant blizzards. This is the one big one that you need to be prepared for. There could be a massive murder of "weather crows" that fly over head. As an upside a ton of beach combing loot could wash up. Maybe even, to keep more active players from getting board most of the loot could wash away when the event ends. Rabies; Some wolves will be hyper aggressive and have a chance to give you rabies, a new affliction that is a lethal version of Infection. Makes you scared of wolves again. Some of the wolves could die and when you try to harvest them instead of saying "wolf", it could say "tainted wolf" or something to that effect. There could also be a clearly visible indicator on the infected wolves, who would of course, all die after a few days, ending the event. Electro magnetic storm; Glimmer fog in the day, Arora in the night. Maybe even aroura blizzards! This would just be cool and an opportunity to reliably do some aurora stuff. And hunts. Hunts are event's that can happen during the standard period where animals will show up to give you something to react to. Both Wolves; A pack of wolves will hound you across multiple regions, bark when they get close. You should be able to keep a head of them if you keep moving but, you shouldn't be able to get comfortable with the pack on your tail. The goal is to recreate those time back in silent hunter where a pack of wolves would start barking and then run halfway across the map to get ya. Yes, I know that's the same feeling timber wolves are supposed to create, but they feel so, limited by the fact they aren't free rooming. As for warning signs I think the coolest one would be if the hunting pack was made up of wolves from around the region so, you could see them going of their normal patrol somewhere to meet up. Bears; Similar to the wolves except they stick to the region they started hunting you in. Is it a chance for players who like to stay put to get some hide or a reason to pivot to doing something somewhere else? Both! There could be aloud roar when they start hunting. Moose; A moose has decided your base is his new stomping grounds now! This version of the game encourages stock pilling a large amount of supplies in one place. And now we keep it! It's funnier if there's no warning. The Old Bear; He's just a bear who's after you except instead of dying he will just run away. Maybe he could become a permeant feature of the region he spawns in, wandering around instead of hunting you. Either way he would act an ammo drain with no reward except being rid of him. I can see a lot of emergent story opportunities if he spawns in a region that isn't your main base, but is one you frequent. His warning could be a loud roar, distinct from the regular bears of course. Ghost Stage; you can kill him for deer bits or you can follow him to a supply a cache similar to the signal to void ones where you can't open it until the requirement has been fulfilled. In this case the stage bein' alive, or maybe to a location that you've never been to. Oh, hinterland could make it where the Ghost Stage can only appear if you have telemetry data turned on. Rabbit; a single rabbit spawns next to you when you wake up next. Needs an extremely low chance of happening since if it happens more then ones per player it will just fill dumb. Fish; The next bass you catch will be the Big Bass. Might tempt people into fishing. You will know you go this one when you don't get anything else. Et al "These mechanics would encourage players to stockpile everything one place". T'is a valid concern but, I think that that the fact you would need to stock pile supplies gives each moment more meaning. "Waiting out a thirty day blizzard sounds really boring". As long as you know your going to make it through it it will be incredibly boring, which why varying the big storms length I so, important. This is a big problem though, players will inevitably become very comfortable and then they will be stuck just waiting it out. Something that would be a humorous non-answer would be to make the books readable. Have them be some of the books that the game makes allusions to: Call of The Wild, To Build a Fire and Paradise Lost are all public domain. "I you put players on a timer they won't be able to do everything they want" listen doll if you don't want to make strategic decisions on how to spend your time, to always be weighing the risk vs reward of every possible action, I don't know how you get though life let alone why you play survival games.
  4. The delta of randomness has been thrown out of balance. Some six heavy hammers on your way to the forge other times you’ve almost completed faithful cartographer by time you find one.
  5. You clicked on the thread. Also this pretty light on the spoilers. So, far he's only said stuff that the note that starts the tale tells you. Now if he had told you that the Then he might need a spoiler tag.
  6. No, I haven’t found one I just wanted to know if it’s true that I need to start a new run.
  7. You can only spawn in the far territories once you've gone there by foot.
  8. Assuming you own the the DLC, then all you have to do is follow the train tracks until you reach the broken bridge in broken railroad, then take the plank across the bridge and your there.
  9. Yes the tales are available on old runs, but not on interloper. Also, where did you see that the bunkers won't spawn on old runs.
  10. @JalosIt's probably to late but, here's the aces code. Jgrm0FGvpcw1mVRG6c4B . You can find it on this website Perilous Constraint - THE LONG DARK
  11. Wonder if they’ll add a slider for beach-combing loot to the custom settings?
  12. Axe Pros- double durability, so it losses 0.5% per hour of work. In struggles it would have a damage of 2% and a flee chance of 2%. This make noticeably better then the crowbar but, still a ways behind the heavy hammer. At least purely defensively. However at the end of the struggle it would have 50%~ percent chance to instantly kill the wolf. I think that the chance to insta-kill should be determined by fatigue. Minus one percent for every two missing percent of fatigue down to a minimum of a 25% chance to insta-kill. It would be able to puncture but, would have a long bleed out time. Cons- Heavy. five too six kilograms. Where to find- Farms, 30% of the time. Because it makes sense and I think that having some items with high cross region consistency in their spawns will help new players be less afraid of spawning in new regions. The result- A item that's great for long term saves. It is also an item that new players are likely to think is better then it is while also being really good for them. It's good and rare enough that it is another item that new players can be excited to try and find on their next run. As a bonus it also teaches wait management in one clear lesson. It's to heavy to be part of your standard loadout. Fears- Players might not realize that your supposed to leave it behind causing them to struggle with their weight. Interloper?- No; why would you be able to find an axe but not a hatchet. Metal shard Pros- Non, It's strictly worse then the hunting knife. Cons- Weighs 0.75 kilograms, Harvests at a rate of 20min per kg, 40min per frozen kg, 60min per hide and 20per gut. It takes 1.5 times as long to craft, in struggles it will have a damage of 1.50% and a flee chance of 1.10%. Finally it would need to lose durability five or more times faster then the knife. Meaning that it losses 5% per hour of work. Where to find- Instead of knifes anywhere it would make sense. The spawns could have a chance of being either a knife or shard. And of course the plane crash in Milton. The result- It feels off when you reach that point in the game where you have six knifes. These would allow for knives to be rarer without forcing people to forge. Fears- The improvised knife already fills the role of an in between of hands and knife. Interloper?- yes*; since the release of Tales From The Far Territories heavy hammers have been incredibly inconsistent. Some times you find six on your way to a forge; others you search half the map without finding one. These would make those times less painful. I do think that on interloper they would need to loss 10% per hour though in order to keep things balanced. Fabricated Arrow Pros- 10% higher critical hit chance. 1.5 times greater durability. weighs 0.10 kilograms Cons- If there has to be one then 10% longer bleed time. Where to find- Where regular arrows are now, depending on which one makes more sense. For example hunting binds have Fabricated arrows, but Katie's would have simple arrows. Again the spawns could have a chance of being either. The result- Anti-moose arrows. Also, arrows would then have the distinction between the crafted ones and the ones found in the world that most other weapons have. Though fire hardened arrows will also do this. Just In the opposite way being a lower tier of crafted arrow and all. Fears- To good against moose. Interloper- No; they would make interloper easier. Storm matches Pros- Plus 20% fire start chance, lights fires 30% faster, water proof. (I'm going to pretend as though matches get wet along side your clothes when discussing match variants.) cons- Weighs 0.02 kilograms. Only six matches per box. Where to find- Wilderness regions, about every 10th box of matches in the regions there in. The result- A rare item that is more exciting then individually finding matches and accelerant. Fears- Has some over lap with fire strikers. Interloper?- yes; people use torches anyway so, these are arguably worse then cardboard matches on interloper. Water proof matches Pros- Water proof Cons- Minus 10% to fire start chance. Where to find- Anywhere, about every 6th box of matches. Rare enough that you will regularly find them but, they stay notable. Twelve matches per box. The result- Matches that allow matches getting wet to exist more comfortably. Interloper?- Maybe; On one hand they keep Interloper on the same relative difficulty. On the other hand matches getting wet and then not having a good answer would be a dynamic and fair way of adding more difficulty.