JackTrysGames

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  1. JackTrysGames

    Bayonet

    Finally, a use for the rifles I keep finding. I never manage to find more than ten bullets, and can rarely if ever bring myself to carry them. I'm gonna make some wolves regret existing.
  2. The only weapon you'd need this with is the Revolver, and even then, why would you be slam firing downrange?
  3. At least it got people to laugh... though I didn't expect them to be laughing at me, without realizing the moon existed.
  4. Let's get back into this. He did not specify what difficulty, only that there should be batteries in every single car. Why would you need every single car to have good condition batteries? There's only SEVEN transmitters, it's not uncommon knowledge as to the number, and every one only needs ONE battery. But you yourself admit it still takes time. That's what he asked, that's what I replied. In your thousand hours, you never saw a wolf here, but one simple run I did just now managed to catch a wolf in Winding River. I will ask again. What world are you living in? Because I know what I saw. The moon follows the same path as the sun in The Long Dark. Is that visible at night? This is one of maybe two points I am willing to admit defeat on, due to the Scent system being arbitrary and/or rarely encountered. Literally just round down to the closest available threshold. That's what I meant by basic arithmetic. That was a joke, and you utterly missed it. All three of these are bugs, and should not even be in Wish List. Why would you need a hotkey for Crafting, aside for maybe crafting Bandages? Let alone a hotkey for Journals, Recipes, or Tales. Sure, they're menus, but would you need to access them quickly? I joked about it being in the summertime for a reason. They could turn Fatigue all the way down, for example, or remove things like Sprains. The options that can make it less challenging, make it A LOT less challenging! This is the other point I am willing to concede on, because I could have sworn they did and that people repeatedly combed the same Cat Tail routes for food. Apparently not. This point literally disproves itself- most Canadian soft drinks do not in fact have enough Vitamin C to be notable, if they even have any in the Canadian region. It's a Custom mode with all wildlife and loot at max, high risk high reward. Normal survival got too boring for me. (Aside for the "plants growing back" bit.) Here's the code if you wanna try: Same goes for you. Oh, and as for the admin's comment... That right goes both ways- They have a right to express their desires and wishes, and I have a right to answer them with criticism based on the game. Plus, wouldn't you laugh a little when someone wished for, let's say, a functional, flyable gyrocopter or drone (not naming names here) to be in your game? Maybe even chuckle and say, "Man, there's no way this'd fit in the setting! Where do these guys get their ideas? What kinda world are they living in where a gyrocopter would work after a cataclysm like this? It's hilarious." I was stern, sure, but nowhere near rude. This is kind- it was intended to be funny! If there was a segment I was being explicitly rude in, please point me to it and I will explain or apologize. Thank you!
  5. Oh, I thought he meant his arrows just flat out vanished when he walked through a door. Which is why I was asking what parallel universe he was in. Fair point, but most of this is garbage.
  6. How? If you have to, explain it to me.
  7. Display the encumbrance bar on the HUD. Why would you need that? It's not like it's going to change as you move, is it? Their own slot for crampons and ear wrap. Accessories slot. A clothing slot for the neck; and a new 'catch cold' disease if we don't wear one. It will make the character cough. What purpose would that serve aside for just being annoying? Tools should wear out depending the time used. They do, their Condition degrades. Look behind when in a car. This should actually be in game. A battery in each car (some could be in good condition and some only harvestable for lead). There literally ARE batteries in cars. What do you mean by 'good condition'? If you want them to work and power lights, please read the lore. Able to move furnitures and containers. See TFTFT Part 5's Safehouse Customization, coming Soon™. Not possible to cook meat once it has reached 0%. Just because it's rotten doesn't mean it can't be scraped and eaten anyway. Food should not be eaten when frozen. What foods can be eaten frozen in game, aside for the aircraft meals? The eat and drink animation should take time depending the amount eaten/drunk. It literally does. Predators should eat meat (and some other food) left on the ground. Wolves do, Bears have bigger problems. Bears should charge from distance greater than 10~15m. Why? Entering a building (transitions) should not reset injuries/bleeding, and it should not drop arrows. Since when did THAT happen? The HUD should appear when we're busy (when set on contextual). When busy (passing the time, working) it DOES appear. Weather changes should be displayed when we're busy. Just look outside. Some areas aren't supposed to have wolves because they're closed (hunting lodge area). Still an outdoor area, wildlife can still get in. And others are open and should have wolves (ravine near the dam, for example) but there aren't any... Wolves have infrequently spawned there for me, and I've seen a bear there once or twice. Sleep where we want, even without bedroll. Just make it less effective. It's not a good idea to sleep on the bare ground. Sit down to drain fatigue slower, while reading, sewing or doing other stuff. I agree. This should be added. Bandages have nothing to do with materials. Why is this on your wishlist? Just open crates to see what's inside. They will become opened crate which we could harvest for reclaimed wood. Just smash it open. Use crates as containers. Some of them already have secret pre-placed loot tables, and this would ruin that. Able to block the dam backdoor so that it can be re-entered. Literally just go around to the window. Make indoor rock caches. Why? Make rock caches of different sizes. Just put the stuff nearby if it's that bad. Make more than 5 rock caches per map. Why are you making so many rock caches? Start a game with a character with some skills >0. Too OP, there's a reason the only Feat that lets you do this covers Fire Starting. Hold and fire the distress pistol with one hand. You can, it is a one-handed weapon and can be fired with a Sprained Wrist. We shouldn't be able to make a fire without tinder from level 3, only from level 4 with penalty, and level 5 without penalty. Getting to Fire Starting Level 3 is already a challenge for most players. Fire should cast light more than just 2m away. Grab a torch. The starry sky should be way more realistic and provide direction (especially Ursa major and Polaris, even if you don't make it turn during night). Trying to navigate by stars to compensate for the lack of a compass? Literally just use THE SUN. The moon should be way more realistic and have consistent phases. What would be the point? Interior lighting is unrealistic, there should be no light source from void, only from windows. Do you want every interior to be pitch black at every hour of the day? The smell of blood and meat should depend on the total mass, not the number of pieces. That's... literally what it does. Did you forget that adding more pieces increases the total mass? Not be blocked by obstacles shorter than a stair step. You try jumping or climbing with a full ruck on. The weight of water purification tablets should be reduced to 5~10 g. Why are you so desperate to carry that many water purification tablets? Clothing (especially coats) crafting should be limited by sewing skill. It's hard enough to get the pelts on harder difficulties. Craft leather from cure hides. Leather is cured hide, cured COW hide. Craft bedroll from cloth. I can see this happening, but to a very limited extent. Craft more stuff than a coat from wolf pelt, maybe a fanny pack... A wolf-skin fanny pack? Really? THAT'S the best you could come up with? Choose the amount of water to boil depending the fire time left. You can do this, you just need some intelligence and the ability to do basic multiplication. Be able to touch the ground to find our way in the dark (this could partially show the shape of the close environment) This actually works against your prior point about interiors being too bright, you admit it's already too dark to see in most places during nighttime. I would like to have this, though. Use charcoal several times. Charcoal as it sits is still very unusable, so I would like something along these lines. The temperature should change inside buildings, during time, especially day/night. It does, but it rarely dips below freezing so you never notice it. Add : This is a full list... binoculars Yeah compass Geomagnetic disaster, read the lore lighters (zippo like) Sure candles Yeah table knives Just use a hunting knife Also, about the forum, let us choose light or dark theme. Reading white text on black background is actually very bad... LIGHT MODE USER. Walk while aiming revolver. Maybe once level 3. I'll let the devs speak for me on this one. Aim and fire the revolver with one hand when the other wrist is sprained. You literally can?? More skillets; I found only 1 in ML, none in PV, 1 in CH, none in DP... That's not enough... There should be some in each big house... Skill issue, which difficulty are you on? The night sky, with stars, is used for navigation for...... a very very very long time... 🙂 I wish we could use it in TLD too... And navigate how? You think you're going to find anything by heading due north? I used to see bandages with 'materials' (I used to play v2.02). I just figured out this was already fixed... Why is this on your wish list? Auto apply meds; player won't have to choose where to apply the pills he eats, that's non-sense. Drink tea. Apply bandages and antiseptic only on matching areas. That's a skill issue. You need to learn what goes where. Show wind direction and strength around HUD. Part of the intrigue of The Long Dark is that you don't know what is going on half the time. Show the correct craft time, depending the tool, even if we don't have the tool in inventory. It literally does???? Show the correct amount of fire time remaining. What do you mean, "CORRECT" amount of fire time? It shows the right amount! Show the time required for cooking preparation. It LITERALLY DOES, what parallel universe are you living in? Choose keys for Craft, Cook, Tales, Log. What are you doing that requires you to have a hotkey for crafting and cooking? Make badges progress work in custom games. Lol, no. You could just run circles and ignite two thousand fires in the summertime with no wildlife if that were the case! Harvest dead batteries from transmitters. This would be nice, even if it is a small thing. I always wondered where they went. Show the rabbits frozen % in inventory and harvest interface. This would also be nice to see. Don't draw (map) plants already harvested. They grow back, you know. Remove plants from map once harvested. They literally grow back. Wait a few days. C Vitamin in orange soda and grape soda. Synthetic fruits cannot give you Vitamin C. Option to turn HUD and texts red when environment is dark. Just generally being able to change your HUD color would be nice. Whatever you found on Great Bear that got you high enough to write this, I need some of it.
  8. This is a giant compilation of ideas I've had, which I'm going to unofficially call Frontier Cooking: Tales From The Galley. I've put it into a Google Doc for ease of reading, because it is pretty large. https://docs.google.com/document/d/1_BiY9REzQ5ltbvh7MNQLsML-yrs219V8IWhvLtpMZ7g/edit?usp=sharing Includes: Drying foods Three new cooking tools- the Stew Pot, the Kettle, and the Mixing Flask Several new food items that can be found and used for potential recipes Countertop Preparation, for actually making meals ONE singular unique recipe, the Night Shift Coffee (most of my others can be found here) Tweaks to the base Frontier Cooking to allow it to be usable over the long-term In addition, there were a few ideas I wasn't quite sure would fit, so I've put them into their own separate document- Doctor's Orders + Top Shelf. https://docs.google.com/document/d/1PKXSZgnPh2Onxcc2V77dAJ7RavZH6-HqpyXP4852LCE/edit?usp=sharing Includes: A rework to Painkillers and the Go! Energy Drink, plus several new energy supplements to show just how badly people on the Island were being overworked Several new ways to suppress pain and stay awake Some 18+/21+ items, including Alcohol and Cigarettes
  9. That's called a Distress Pistol.
  10. Why does Running River have a monopoly on every single scrap of Oats on the entirety of Great Bear? Why is there only one brand of Pork and Beans you can find? Are there factories all over the island for each of these corporations like the Last Resort Sardines cannery down at Bleak Inlet? In short, it'd be nice to see some occasional reskins for items you can find in game. Even if it's just another brand of Peaches, it'd help to break up the monotony of the game. Maybe even adding some variations, such as a box of cereal instead of a box of crackers, or a can of chili instead of a can of pork and beans.
  11. A major part of gameplay is that you don't know where you are. You need to navigate using what you know without having all of the comfort of the Old World to guide you. Also, can you please answer me as to how a SMG would fit into the game?
  12. As it sits right now, there are also way too many Accessories. I don't want to have to give up my toolbelt, holster, or down underlayer for a set of crampons when none of those things actually layer over each other. The solution is simple: Make the Holster and Toolbelt like the Technical Backpack, allowing you to permanently use them.
  13. Which can only be used if you follow Signal Void to its conclusion (or get REALLY lucky with a spawn in Blackrock or Forsaken Airfield), collect the rare Gunpowder ingredients, and successfully assemble the grenades.
  14. This isn't Fallout. The Long Dark does not take place in a nuclear apocalypse, it takes place after an economic collapse and a massive solar flare. Though I do agree, hot cocoa would be nice to have. How would a SMG fit into the game world? How would it be balanced? Which one would it even be? And how would you find enough Revolver Ammo to sustain it? You don't have to climb rope to go down, you know. This I can agree with. So many empty recycled cans around the world, and yet no use for them.
  15. I often find myself leaving scarves behind in normal gameplay, opting to layer two toques instead or a toque and a balaclava for extra temperature, because even the Long Wool Scarf still pales statswise to the almighty Wool Toque. What if that wasn't the case? Buff to Scarves: Increased wind and water resistance, as well as some slight temperature buffs. Nerf to Scarves: Can only be worn on the outer head slot. With this, you'd actually have a reason to wear a scarf over a second toque. No more bare necks!
  16. Hell, I'd have probably made Vaughn's Rifle have a clunky and makeshift semi-auto function, had the Curator's Rifle have an old World War vintage scope, and had Barb's Rifle have near-zero recoil due to its custom stock or some kind of bayonet for a Bear Spear-esque struggle with the same animal it has on its stock. The Hunting Revolver would've been a single-action, the Breyerhouse revolver (Forester's) would've been a full-on carbine, and the Warden's revolver would've had a lightning-fast draw and an easy-reload cylinder plus actual rear irons. Hell, the Bow variants should've been repairable- Scrap Metal for the Sport Bow, Cured Maple Saplings for the Woodwright's.
  17. For both the Rifle and Revolver Variants, they seem to follow a specific ruleset. The Hunter's and Curator's weapons both have a flat range boost. Forester's Revolver and Barb's Rifle are both durable, and Vaughn's/Warden's are a bit faster. And this is cool and all, but it's not really enough to make them viable. Sure, having a slightly faster cyclic rate is nice (and Vaughn's Rifle happens to spawn in an easy-to-reach area, which makes me habitually pick it up), but I'm not going to go halfway across the map for a minor stat boost. And why do they both have to be the exact same effect copy-pasted onto two different weapons? (Except for a bit of weight moved around, and some minor originality on the Warden's Revolver- but even that falls flat when you realize it's not actually as advertised) The solution? Make Variants that have an actual effect, or make the weapon actually unique as opposed to a minor, near-unnoticeable flat boost or downside. I want to be able to feel that I'm using something different- to be constantly reminded of my choice of weapon and the trade-offs I decided were worth it. I want the weapons to truly be variations, and not just reskins with minor stat boosts. Maybe someone lovingly modified a Rifle with high-tech equipment that whirs to life during an Aurora to give it an extra kick. Maybe someone modified their Revolver into a single-action to live out their dreams as a vaquero. Maybe someone imported their old compound bow from their glory days as a professional archer- a heavy draw for a powerful shot. Maybe someone's favorite Flashlight lost its high-beam function from years of tinkering and repair, but has another, new function that makes it worth running across regions for. Maybe someone had an old hooded Storm Lantern that projected light in a cone like a Flashlight- or even had a battery/solar-powered lantern that doesn't need fuel. Anything's better than finding an intricate, beautifully engraved Hunting Rifle after a long trek through an annoyingly dangerous region, thinking it's going to be something new, and finding the only difference is a slight range boost. Really, guys?
  18. In addition, here's a few Variant ideas, keeping with the current theme of the pre-existing Variants. Sportsman's Shotgun A shotgun designed for clay pigeon shooting. Has exceptional range and a tighter cone of fire. Competition Shotgun A shotgun with a well-oiled pump and blue polymer furniture, designed for quick yet less accurate shooting. Rancher's Shotgun A reliable, durable shotgun, which realistically should be on someone's mantle right now.
  19. I used the shotgun. You know why? 'Cause a shotgun doesn't miss. Shotguns are over-suggested, and I personally feel like they wouldn't have much of a place in The Long Dark's world. So I came up with one. While not being nearly as effective as the Hunting Rifle at range, or the Revolver at rapid fire, the Hunting Shotgun would excel at reliability and versatility, while still being heavy and clunky to use to balance it out. This would add four types of Shotgun Shells: Buckshot, Birdshot, Beanbag/Rubber Shells, and Improvised Shotgun Shells. Beanbag Shells (or Rubber Shells) are the most common, found reliably in Military and Police locations, such as Blackrock and the Radio Towers. While not reliably capable of lethal damage, they'll definitely scare off whatever you're up against if it connects, and it almost always will due to the shotgun's wide cone of fire. Good luck making more of these- you'll need rubber for the actual pellets. Birdshot is found at Hunting locations, such as Hunting Blinds. It's a lethal ammo type roughly on par with Revolver ammo, but it specializes in dealing damage over a wide cone- making it ideal for hunting Ptarmigans and even Crows. And finally, Buckshot is a very large and very powerful ammo type that's nearly guaranteed to kill anything you use it on, but has a chance to ruin the pelt if used this way. It's also found in Hunting locations, though in far fewer numbers than Birdshot. If you aren't as lucky as the average player, Flare Shells happen to be usable in a Shotgun (12 gauge flare shells are relatively common)- but if you can't find that, you could make an Improvised Shotgun Shell out of scrap, gunpowder, and an Empty Shell Casing (or try your hand at Gunsmithing for Buckshot or Birdshot). That's five ammo types, for one weapon. Ideally, these would be selectable through a wheel menu instead of manually keying through as it currently sits for the Survival Bow.
  20. Well, what if I do want that? What then? You're conveniently omitting the complete loss of fatigue and sprint meter at the end of the stim's duration. It has drawbacks. The new items have very minimal if any drawbacks. (Headaches can be easily ignored, the loss of carry capacity from prepper's pies can be easily negated by eating a meat pie) Or completely halting the loss of fatigue for some time for the peach/rose hip pies.
  21. Specialist's Knife A rare and exotic blade of Eastern origin... and no, not that Eastern blade. Designed in the shape of a claw to make it more viable for combat, with the unintended side effect of making it a great carcass-harvesting blade as it practically glides through flesh and hide. Now you have a claw of your own- give those Wolves a taste of their own medicine. It's a Karambit- an Indonesian fighting blade shaped like a giant claw, and occasionally wielded in the modern era in the West. Supposedly inspired by the claws of a tiger, this weapon leaves painful "ripping" wounds due to the biomechanics of the design- which also allows it to harvest carcasses relatively easily. However, it's not designed for harvesting objects such as cloth or tarp, and is absolutely not designed for use in crafting, so it won't work as well in these categories. +Reduced time to harvest a carcass (maybe even a special animation?), especially if the carcass is fresh +Increased Struggle effectiveness -Reduced effectiveness for harvesting objects (almost on par with an Improvised Knife) -Increased crafting time (Worse than an Improvised Knife)