JackTrysGames

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Everything posted by JackTrysGames

  1. "...so think of this as part of a condition maintenance regimen, and less like a magic health pack. Like most things in The Long Dark, there are no quick-fix solutions- it's only through careful planning and maintenance that you can hope to survive over the long term." -The Long Dark Devs (Steadfast Ranger Update, Birch Bark Tea) And then they added the Prepper's Pie, a food item that instantly-restores 25% of your condition like a magic health pack, and the Peach/Rose Hip Pies, which restore roughly 40% of your Fatigue in one hit- a perfect quick-fix solution.
  2. The main thing I took into account for the protection was that Chemical Boots are non-repairable. Once they're gone, they're gone. Protection affects how fast items degrade from damage and the like, so high Protection on the items that cannot be repaired is a must if you want people to actually use them.
  3. As it stands right now, the mining gear SUCKS. First and foremost, the hardhat. Literally a helmet, yet offers the same protection as a leather cap (Both at 4%) while being beaten by A BALACLAVA (Technical Balaclava has 5% protection). A literal piece of cloth is more protective than an actual, honest to god helmet. Come on, guys. This stuff is supposed to protect against workplace hazards, and it can barely protect against anything. They could've just gotten some surplus BDUs (Combat gear, which has better protective stats) or just some average hiking gear (A Mackinaw Jacket and a pair of hiking boots protect the same as their mining counterparts). This is ridiculous. Let me suggest a few buffs to them, to bring them on par with what they're supposed to be. Hardhat Protection increase from 4 percent to 20 percent This was the most drastic of the changes I've made, and I do not regret it. You're wearing a hardhat. Literally designed to protect your head in case of a workplace safety issue. Why shouldn't it protect your head? (Plus it can't even be repaired, so it's not even worth keeping around normally. Give it some bang for its buck.) Miner's Jacket Buff: Protection increase from 4 percent to 16 percent Nerf: Warmth decreased from 2.0 degrees to 1.5 degrees Modified the Warmth value to make the jacket and pants feel like a jumpsuit, and quadrupled (yes, quadrupled) the protection value. It's protective gear, not some lumberjack's jacket. It's not warm and it is absolutely not light, but it'll protect you from anything hitting you- snowfall or a hungry wolf's bite. Miner's Pants Buff: Protection increase from 6 percent to 16 percent Nerf: Sprint penalty increased from 3 percent to 5 percent Again, increased the protection greatly. It's protective gear, so it should protect you to a reasonable degree. It's a giant jump from a surplus set of combat pants to actual mining gear, and there's no reason a deer's hide should be more protective than this considering its rarity in most saves. Chemical Boots Buff: Protection increase from 5 percent to 20 percent The Chemical Boots are currently just a slightly better pair of Insulated Boots with worse temperature. Considering that they literally cannot be repaired, this makes them feel like a waste of time. This changes that, giving them the best protection in the game- they're designed to protect you, after all. This'll make them worth looking for. With these buffs, the Miner's set would have outstanding physical protection but considerably less warmth (and much more sprint penalty) than their military variants, which sacrifice some protection for speed. It's a set of workplace protective gear, so it should really feel like it when it comes to workplace hazards (cough cough, wolf attacks, cough cough)
  4. Expanding onto this, it'd be nice to be able to just drop a small bag containing all of my items when I bulk drop. Like dropping your pack after coming home after a long day of work... For example, if I dropped half the 15kg of food in my inventory (I play like a bear ), it would drop as a bag instead of as a giant pile of trash that'd take 15 minutes real time to pick up. Just a thought.
  5. Trauma Kit A small first aid kit. "A well-prepared kit containing sets of surgical tools, various sutures and tapes, and a few syringes and chemicals. While not very useful on its own, this kit could easily extend the lifespan of other medicines." Bandages, teas, dressings, etc. can be used twice before actually "using" the item (Lore reason: You're cutting the bandages/dressings to the right shapes and fastening them with tape instead of wrapping them around the wound, letting you use the remaining material a second time- as for the teas, you're diluting them with other chemicals) Half the normal amount of antiseptic is used (0.05ml instead of 0.10ml) when removing Infection Risk (Lore reason: You're using a specially designed syringe to apply it to the wound without wasting antiseptic) Changes the healing sounds (scissors cutting fabric, medical/electrical tape) Cleaning Kit A toolkit containing some bottles, stones and whetstones of various types, and cloth/leather scraps. "A box containing some rarer cleaning solutions. Could be useful to bring your tools and weapons to a mirror finish. Take care of your tools, and they will take care of you." Once per day, tools can be Polished to apply a minor boost to their Condition and to reduce their Condition loss rate for a while (Think of it as part of a tool maintenance regimen, and less like a magic tool health pack.)
  6. Pinned to one of the foreclosed houses in the PV region. (The houses across the river) Where the hell is this guy? He was supposed to pay his debts a month ago. Apparently he went on some sorta "hiking trip" to the old mine recently, and never ended up coming back... Can someone go out and find him, or what's left of him? It would highlight the TWM>AC cave entrance on the map, and would highlight the Gold Mine on your map. It'd also be pretty cool to see something similar for Blackrock, highlighting the TWM>BP cave entrance. Sydney, Bagged another of those damn inmates this morning. He was trying to break in through the back door. Got him to talk before he died, and it turns out they've been coming through by some passage up by Timberwolf. Soon as this all blows over, I'm getting the cops on that trail, and they're gonna put a stop to this. Mark my words. -Avery After all, there's one in Mystery Lake that highlights the ML>MT entrance, and those areas are pretty hard to reach. It'd be nice to have some in-game pointers so I wouldn't have to look at a map someone else made.
  7. They just don't have the same design and feel the other items have. They feel more like outfits from Barotrauma than The Long Dark. As strange as it sounds, the quality is too high.
  8. How do you not realize your guy is bleeding? You're literally handed a list of your wounds after a struggle, and your character literally mentions "Gotta stop the bleeding." Is this another Dead Space "Cut Off Their Limbs" incident?
  9. They weren't kidding when they said these places were cleaned out! At least they left a """bed""" for me to use before I make the long trek back to Milton.
  10. This may seem completely out of the blue, but I'd love to be able to pick up the teddy bears that spawn around the map. Maybe even an achievement for collecting all the teddy bears on Great Bear. It'd just be nice to have a friend in the lonely Canadian wilderness, even if it's a stuffed animal.
  11. The same way I hunt moose. Vaughn's (or Curator's if I'm lucky) Rifle, Hunting Revolver. Usually bring the vest too for funnies. Pepper it with revolver fire, and if it mauls me switch to Vaughn's and start laying down heat. Managed to kill a moose using only a revolver with this strategy. Granted, this isn't exactly ammo-efficient, but it's arguably the finest way to show the Bear that you mean business.
  12. Spawned at Milton, and by the grace of the Grey Mother herself, got a whopping 4 cans of oats. The usual Symphony of Cooking occurred, but this time lasting a whopping 48 hours straight. Between the piles of porridge, the pies, and the pain, I managed to get to Cooking 5 within 4 days of spawning in. Meal.
  13. What if it was pure if it came from underground springs?
  14. Loot would have to respawn to ensure you weren't going to die because you loaded into a 1000+ save.
  15. Also, small thing I found. The keypad, complicated electronics as it is, works at the Cannery and at Blackrock. If that thing manages to work, I think a few Hotplates functioning wouldn't be too much to ask.
  16. Already exists in game for levels 4 and 5 of Rifle and Revolver Firearm.
  17. The Revolver is literally not a Hunting weapon.
  18. I have an idea. You can discover one of Rudiger's many gadgets in a new region, or in a newer subregion. Once the device is activated (during an Aurora), all relevant devices will show warning signs for the next 14 days. Weather stations will have massive alert screens, buffer memory computers will show a pop-up warning of a massive incoming storm, radios will play pre-recorded EAS broadcasts, etc. Glimmer Fog will also appear intermittently in every region, to show that you are tampering with Mother Nature herself. After that, there will be a massive 7-day blizzard with constant Glimmer Fog and record low temperatures which will gradually refresh the loot tables of every region except for ones that have been designated by the player by placing specially designed beacons (which look kind of like arctic light poles) to prevent the marked area from being refreshed. Useful if you have designated safehouses. The only locations that are truly safe from the storm are bunkers, areas marked with beacons, and large buildings such as the Carter Hydro Dam. This would also optionally add the Perseverance Mills Fallout Shelter region and location- one of many designated meet-up points for everyone in Perseverance Mills in case of a nuclear attack. In other words, a giant fallout shelter. Long since looted (or maybe not if you're on Pilgrim), but an ideal shelter from the blizzard.
  19. But would that mean the oven would work as well? 🤔
  20. Considering that you're most likely not using it for an emergency in game, I think the Pacifist Fault would apply. It's not stress. It's a mixture of guilt, sadness, and self-hatred over the fact that you have to hurt someone. You're a pacifist. You don't want to use it. But you have to. So you hesitate. A lot.
  21. The Warden's Revolver is supposedly a "quick draw sidearm" according to its in game description. But its draw speed is exactly the same as other weapons. It still equips at exactly the same speed as the other revolvers. So, make it as advertised and reduce its draw time as well as its aim time. In other words, the animation for equipping it would be shorter, allowing you to draw faster and deal with threats. Making it a bona fide Quick Draw Sidearm. As a side effect, the Hunter's Revolver (with its heavy, advanced barrel) could have a longer draw time. But that's completely up for debate.
  22. Revolver Firearm now affects the Distress Pistol. Level 0 (Pacifism Fault from my other suggestion) You have had very little experience with smaller weapons, and can barely load them, let alone fire them. >You have a chance to fail insertion of an individual shell, with a higher chance if you're using the Distress Pistol. (Example: Accidentally catching the bullet on the edge of the cylinder for a moment before inserting it, or missing the cylinder entirely and having to retry inserting it) >Your hands shake when you aim, as though you were freezing, regardless of your temperature. >Recoil compensation reduced by 25% (weapon has more kick) >You reload 20% slower Level 1 You have average experience with smaller weapons. While you can load and fire them, they are clumsy in your untrained hands. >Average skill level Level 2 You are slowly yet surely getting better at handling small weapons. Your hands are steadier and don't anticipate recoil as much. >Recoil compensation increased by 25% Level 3 You've trained your reloads so many times that you're practically doing it on instinct now. You finish reloads a lot faster than you expect. >Recoil compensation increased by 35% >You reload 20% faster Level 4 You're a professional. You've learned to handle your weapons with care, and you know how to handle them so they won't break as quickly. >Recoil compensation increased by 50% >You reload 30% faster >Per-shot degradation reduced by 25% >Aim Assist: Minor Level 5 You could out-gun any cowboy from the West, let alone the East, North, and South. Your splint times are legend. You are a highly mobile Death, like a blizzard on the mountains. >Recoil compensation increased by 70% >You reload 50% faster >Per-shot degradation reduced by 50% >Aim Assist: Moderate >Draw time reduced by 50% (NOT aim time. DRAW time. As in, the actual animation when you equip the revolver. That gets halved.)