Lumi

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Everything posted by Lumi

  1. How are these things even made? Are you brutally exploiting something in the placement system lol?
  2. Oh my. So much wasted coffee indeed.
  3. Well, I learned something today. Though, Ralph has specifically said not to bank too much on realism, so that must be kept in mind. Anyway, I do support Manic's points here: even though I could see booze having a sort of affect where it actually worsens hypothermia development and makes you get colder faster, it could counteract the shivering when freezing and aiming, and also work against the slower movement when cold. Despite my defenses of it, I really do think Manic (and others who I'm sure have said similar) is right in their points.
  4. Lumi

    Humming and song

    That's where the "able to toggle on/off at literally any time" part comes in ^^ but yes, perhaps I should just start humming to myself, haha. Our character certainly isn't mute (unless you play that way :P) and like I said, I think it fits the lonely theme of the game. I see your point. Though the person who recommended it clearly wanted it to be common enough to break up long hauls and romps through the snow, having it as a rare and somewhat narrative thing could be cool. Personally, I think it'd be best as a common thing, but your idea could work too. That's the spirit! (;P) Anyway, thanks to all of you for your responses. Have a good one!
  5. I recently watched a review for The Long Dark, which was nice and all, but one suggestion they had was something to break up the monotony of long trips through the snow, and his suggestion was to have the character hum, or whistle, or sing a song to themselves while they walked. I personally think that's a fantastic idea. I'm somewhere in the middle on the "dislike of spending ages romping through snow" spectrum, I think. I can quite happily take in the sights while I travel Great bear, but on the other hand I recently almost died my trying to save time and mountain goating off a cliff. Think about it though, your character would hum a lonely tune while they walked along. It would fit the isolated theme, be a really cool feature (like in rdr2, where your character hums) and could be potentially be dynamic, i.e their humming becomes more off-key, raspy and broken as they deteriorate and fade into the long dark, and of course would immediately stop if they're near and see animals, as not to alert any prey/threats. I think it'd be a really cool way to fill in the long hauls roving. I also think it should be really, really optional. As in, toggle-able in the options menu at any time just like sountrack music. What do you think?
  6. I really adore the "predator threat" theme, even more so the (even more) dramatic story mode timberwolf and "predator threat" themes, but I see what you mean and agree, for those who dislike the wolf music, make it optional.
  7. Ah, I always had those fears. Not ever very present, but just...seeing a creature emerge from the fog of a blizzard and slowly approach the lookout tower in which I camped, that thought sometimes spooked me. I know this is weird, but I think things like sanity and hygiene would be cool but completely optional things. i.e. perhaps before every game they could be toggled on/off without consequence. Maybe, probably not. I think being attacked by apparitions like in don't starve may work. You could get afflictions or lose temperature and tire yourself from rolling about in the snow or spraining your ankle, you'd also be moved around slightly so if you're near a cliff and you get into an altercation with Samuel the snow clown you may fall to your doom. Still, though those aren't GREAT solutions by any means, and I do think sanity may likely be too risky/unfitting to add to the game.
  8. Agreed. I +1 this, strange missing addition IMO. Also, I think the "tools" icon should be a hatchet, not a hammer lol
  9. I think that'd be cool, but I'm also confident they've denied this before. I believe one of the main reasons is to avoid an alcohol & drugs tally on their ESRB rating, and I also heard it doesn't fit the game in some other way. Idk, could be false memory. But you're not at all alone, and though I don't know much, back when mods were a thing alcohol was a thing, too. Here's hoping for mod support someday.
  10. Huh. Well a bit of the mainland wilderness would be interesting, but you have to consider that the mainland doesn't have the convenient road-blocking earthquakes great bear does (as far as I know), so what would be the excuse for not letting us walk to the cities we saw in the wintermute trailer?
  11. Could be the truly sustainable naturalist place. Foraging as a renewable primary food source. If not, I' still love to see it.
  12. So I recently made it to bleak inlet (like it so far) and was, as should be expected, attacked by timberwolves. The thing is, I was expecting that phenomenal timberwolf music from episode 3 to kick in (no joke, that is among my favorite themes in the game), but it didn't, I was fighting off bloodthirsty wolves whiles some nice guitar played, and that felt really weird. The wintermute theme felt so perfect, it didn't feel like someone smashing a guitar, but it induced stress, and that adrenaline jolt when that first chord of that theme kicked in actually made me really paranoid, to the point where sometimes the wind whistled in just the right way and I had my weapons out. Please add it to survival mode, or at least mute the music when timberwolves rush you. (By the by, I don't know if this was a bug or not)
  13. I also agree. Half of the reason I suggested this is some variety, cosmetic or otherwise.
  14. Though I'll admit this was just a "put it out there", I always liked several varieties of the same thing, and I'd understand completely if they didn't add something remotely like this.
  15. I hope they don't either, pete, but I honestly think a small group of slightly differing variants of what is really the same weapon is less "gun-boy" than a third entirely new weapon type, personally. I was honestly surprised at ammo crafting, very surprised.
  16. So, I know hinterland doesn't want to add a massive bouquet of guns, and I completely understand (and agree) with that, I simply thought some spice and minor variety wouldn't hurt . I've been thinking about these for a while and tried to keep it balanced, anyway. So quickly, in my vision, I would personally add two new variations of the rifle, all use the same ammo, deal the same damage, degrade the same amount per shot, be repaired the same by the milling machine and cleaning kit, and would all be intended for offensive use, not defensive use. -Current rifle: It's really perfect the way it is, honestly. Good accuracy, high ammo capacity, sights are fine. Doesn't need to be modified (but I would personally make the chambering a new bullet between shots a tiny bit longer) could keep it's name "Hunting rifle" -New rifle 1: A lever action called something like "Farmer's rifle" or something farm-y-sounding, it would still be intended for hunting, but would straddle the line between offense and defense a little closer than the other two. Shorter effective range (not drastically, just a teeny bit), slightly worse accuracy (where the bullet lands instead of where the sights show, again, fairly minor) and a faster rate of fire, identical aim-down-sight view to the hunting rifle, minor decrease to sight stamina, 8 bullets or so, less than the base rifle's, much slower reload because of bullet-by-bullet loading. I would like to stress it is not rapid fire or even considerable faster than the hunting rifle, it is just a tiny bit faster, just enough that the split-split second spared might be enough for you to fit in that live-saving shot, maybe. -New rifle 2: Another bolt action rifle, could be named "Ranger's rifle" or "Scout rifle", slightly longer effective range than the base rifle, tighter cone of accuracy, much slower chambering animation, 5 bullets, very slow bullet-by-bullet reload, more narrow sights that let you aim significantly better and see the animal better, longer sight stamina. I feel the rifle's very slow chambering animation, reload and halved bullet capacity make up for the near-pinpoint accuracy. Summary: base rifle: best ammo capacity and reload, little drawbacks rifle 1: slightly less accurate, slightly less ammo, slower reload, most versatile when loaded rifle 2: Very accurate at the price of horrible ammo capacity and reload speed I've played for a while, and been on the steam community, but I've never considered myself very experienced, this is my first post so I hope my proposed additions aren't too ridiculous, sorry if it's wordy and clumped together weirdly. Thanks :3