manolitode

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Everything posted by manolitode

  1. What content qualifies in this forum section according to your standards then? If someone wants to try out a suggestion (he even calls it "a bit of a twist") I say go for it. By responding and dicussing to an idea you may come to a conclusion that works on paper. But you can't foresee all the consequences that one modification in a game will bring to the whole ecosystem. Or what unanticipated strategies they may evoke. You'd have to implement an idea in order to evaluate it. And even then, you wouldn't be able to say that an implementation was a good idea. Because you, me and everyone else play differently. Even if the majority agree that something is great, that doesn't mean it is. You won't find out what's great and what's not. What you may find is opportunities to enhance someone's idea. Or axe it. Your choice.
  2. Sleeping bears can be pretty nasty. I was crossing the bridge in Mountain Town one day, when I saw a bear saunter slowly between two cars. So I greeted him with an arrow and hid bravely in a car for a couple of hours. I got out to look for him and quickly found him lying dead in his den just across the bridge. Except he wasn't dead, just sleeping, and he woke up and mauled me and then came a blizzard and I froze to death. Totally fooled me.
  3. Dropping the backpack is another aspect of the game that is an interesting discussion for sure. I recall fumbling around during my first days playing TLD, just couldn't believe this function didn't exist. It seemed natural somehow to the TLD context. Have you tried the mod yourself, did the game become much easier? With a counterweight time punishment of a few seconds for dropping the pack I would be up to try it out for sure.
  4. I just fired 10 wobbly arrows at one evanescent deer. But this modification makes perfect sense and it probably didn't take long for the player to grasp why the character started to shake so I think it's a natural addition to the game. We'll have to plan a little more to keep warm when hunting, which means another much welcome layer of strategy. Though perhaps the shake could be just a little less intense ☺️
  5. I understand if you don't appreciate the idea of durability on backpacks, personally I wouldn't rule it out as an option (could be a big time hassle, but hey it's TLD . However, that was not what the author of this topic suggested and not what I was responding to in the posts above.
  6. So one point is that you don't have to restructure your bag just because you change activity. You drop one bag and pick up another. Much much appreciated in endgame if you have one or several base locations. Probably less of a point to have plenty of bags in early game for that particular reason if you loot-migrate between regions. So, what's a point of a 20 kg backpack? Don't know, didn't mention different weights. I like this suggestion because it saves time and gives you opportunity to experiment with different gear setups for different activities.
  7. If I got to choose one thing from Wish list to be implemented in The Long Dark, this would be it. It would be really cool to be able to sort out different backpacks for eg. fishing excursion, hunting, short travel etc. The possibility of different backpacks would add complexity and would probably have me stay in a playthrough longer before getting bored.
  8. I'm glad you like the idea and you make a great point that would have to be taken into account if implemented. As for non-stackables, sure, there's an advantage to be able to drop something heavy with a click, like a moose hide or a rifle (do car batteries stack?) when you know you might need to make a run for it. But it's doable to just enter the menu for a one-time drop.
  9. Valid point, you'd have to drop your item of choice at short interval in order to backtrack. The shorter the interval, the higher need for an easy way to quick-drop, I suppose. Not only because it saves us time and hassle but you're also able to remain alert of your surroundings instead of being "blinded" in the item menu each time you want to drop a stick. I'm not sure I follow, care to elaborate? You simply select an item in the menu as your "quick-drop item" and use a button to quick-drop that item.
  10. The stones strategy turned out incredibly effective. I'm using it to distract the timberwolves' attention away from me but more often to lure them to a spot below a chosen vantage point where I finish them off with the bow. Sometimes it seems a half-hearted stone throw at a wolfs direction makes it afraid of you forever. As I progress slowly (there's enough wolf meat for everyone) through Bleak Inlet there have been a couple of close calls where the timbers spotted me first. I brought enough emergency stims to be able to run without pause to shelter. Have to keep an eye open for safe spots all the time though, still haven't used the flare gun. What's left now is scouting the cannery and hunt them down from stealth one by one. I read somewhere that you can keep the last surviving timberwolf in a pack alive because 1) The rest of the pack won't respawn 2) The last member of the pack will avoid you at all cost. I'm unsure whether this is the case in long term but so far it's been a valid strategy.
  11. I would like to see the option to assign any item in the menu to a quick-drop button. Like we already do with guts and meat but for an item that you choose for yourself. If you want to drop an item on the ground apart from animal parts you have to enter your inventory and choose item and amount. If you want to use visual cues to mark what areas you have looted and mark what path you have been walking, the current mechanic is holding you back. Sure, you can throw stones or use a spray can. Personally I don't want to walk around in a hostile area exploring with a can in my hand. I either hold a burning torch or a weapon. Also, this would give every existing item a new use. In particular the cat tail head, which we don't have much use for after fire skill 3. What do you think? Am I overlooking key side-effects from introducing this mechanic?
  12. Neat initiative, it looks to me like you got it all covered. As mentioned above, PV to ML transition has no mandatory rope climb. I come to think of a couple of regions that demand (edit: for us regular non-goats 😉) within-region rope climbs in order to scavenge all the good loot. If you feel the need you may include them, being BR, BI, MT, TWM, HRV and Ravine.
  13. @Catlover Ah I didn't realize you were playing on a brand new playthrough. Sounds like a good idea to grab som resources before you head off, don't forget to loot the crashed planesite on your way to TWM. Do let us know how it goes :)
  14. No problem! All animals but the moose are on the mountain. You might wanna be extra careful in the area around deer clearing. The summit is a safe haven.
  15. Sounds like a solid goal. I guess what you need to bring depends on how you choose to climb the mountain. Are you familiar with a way up? If you plan on exploring the path from scratch, you'll need to bring more resources like cloth, coal, dry food and hot drinks. Even better, a well-stocked mountaineer's hut to return to every once in a while. Some starting advice then: bring a bedroll on your first attempt. You want to bring coal if you're not well-oriented on the mountain, it will keep you warm. Coal is preferable instead of cedar/fir since you want to be lightweight. Bring something warm to drink and some food (more nutrition await you at the top). You will be climbing a lot of ropes so keep an eye out for caves and shelter where you can rest. Coffee is your best friend on that mountain. And since you're on loper-weather, keep an extra eye out for discrete (and not so discrete) changes in snowfall intensity. If you get lost up on the mountain in a snowstorm without access to shelter, that's pretty much it. Apart from that, don't forget to make sure your clothes and tools are in tiptop shape before you start ascending. Best of luck!
  16. As often in TLD, it's a risk/reward consideration that's up to you to make. If you want access to the Maintenance yard with its forge, worktable, huge storage and an outdoor bed where you won't get jumped, this is the price. I'm not sure whether BR is actually worth visiting loot-wise but I like to go there at least once every playthrough just to be done with it. You're absolutely right that the wolf population gets worse in the higher difficulties and once you reach the shed you can shoot them from the windows in the open shed area and pile them up
  17. Did you know that if you look up at the stars at night you may find some familiar star constellations.
  18. Awesome! Very much looking forward to seeing the new survival update with its new region and items. The big question I suppose, will there be timberwolves...
  19. I think you already figured out the essentials, I'd only like to add a few things. As your bow skill increases you'll notice how much easier it gets when you can oneshot a wolf or deer. From my experience, the deer in particular seem to have a weak point in its ass. So you should experience more oneshot kills if you continue your current strategy. As for moose, you want to be able to kill it when there are no cars or buildings nearby. A good start is to find a vantage point. Stay stealthed, meaning shoot one arrow, then back off a bit, repeat. Choose a ledge beforehand, to which you can escape should the moose charge up the hill. It can take a while so it's nice to keep a fire going for your condition. Keep the flare gun ready if the moose charges you and you can't afford a broken rib. Which you can't if you want to carry a lot of moose steak.
  20. Thanks for enlightening us still, thunderstorms would be possible. On the other hand, it wouldn't make much sence expecting real world weather in the TLD world where there's an aurora every 4th night or so, daily blizzards (at least on loper) and seamless mist transitions.
  21. I thought about this just yesterday, when I lost a magnifying glass after a moose merged my poor survivor's ribs with his spine. It's a decent idea in my opinion, especially that you're applying alreayd existing ingame materials such as ceder and sticks for your suggestion. I wouldn't mind seeing this implemented if it was to be a very time- and calorie-consuming activity. And as you suggest, possible only at the higher fire skills. A sidetrack, now that you mention it, makes me wonder why we haven't seen thunder in TLD so far. Considering the volatile weather, the environment should be a hotbed for thunderstorms.
  22. I agree that sleep is very important for your overall well-being, hence why getting enough sleep should be imporant in TLD too. However, the mechanic you are suggesting is already built in if you ask me, in a roundabout way. If you don't get enough sleep you can't carry as much weight and in the end you won't be able to run and finally pass out. In that sense, you could view the way your character functions when rested as a well-slept bonus. But I would very much like to see your suggestion about waking up in the night by various disturbances implemented. And nocturnal disruptions should come with an impact on the rested bar, a much welcome addition to the harder difficulties.
  23. Reading the replies to this post has been a delight. The vast majority acknowledge that, while we all have our opinions, your gaming experience is your own and you do what you like with it. Thank you for the great quality of this community.
  24. Unfortunately because of the damage increase on loper you'd be dead before you manage to scare them all off. Thanks, stones hadn't crossed my mind yet, will definitely try it Normally I don't need more than a few flare shells for exploring the other regions so I do have some to spare. Stealth is preferable for sure. There aren't too many videos of players flaring timberwolves out there, I think I'll give it a shot just to learn what happens.
  25. A few years back when I started playing, bluescreens were more common. Sometimes a crash happened upon door entry and ruined the save. So I was forced to replay half an hour of travel or so. Sometimes the second turn would end bad so I'd turn off the console before I died. Seemed fair at the time but honestly it ruined my liking for that particular save, so I stopped doing it. You seem to have drawn the same conclusion. On the other hand, if cheating helps you reach a place you've never been, or craft something you've never crafted before, then you learned something from that experience and that's a good thing. What do you define as risky play? If you keep making decisions that might get you killed, you eventually will If you want to avoid dying, take less risky decisions. Decide beforehand what items should always be in your bag. During what conditions will you do long and short travel. How much health is enough to leave your current base, etc. Deciding on these conditions beforehand should improve your death rate. How you choose to play TLD is up to you, play it the way you enjoy it.