JackTrysGames

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Everything posted by JackTrysGames

  1. The red dot wouldn't work, due to the EMP effects of the Aurora. Plus, what bozo would have a red dot in the Canadian wilderness? The revolver literally cannot be silenced, as it does not have a gas-seal system. The devs have said that they do not want to add any more weapons, as they don't want players constantly running around with a gun in their hands.
  2. You can only do so much exercise in a day. It would take a Herculean feat to climb the entirety of Timberwolf in under an hour in the real world, but you can do it in The Long Dark. So, here's a potential rework to encourage taking it slow and enjoying the sights. >A new way to pass the time: Exercise. High calorie burn, but if you haven't done any rope climbing or sprinting recently, it beats going sedentary. >Some new buffs, debuffs, and risks regarding exercise and calorie burn. (For the record: "Extreme activities" is anything with a high calorie burn. Exercise, rope climbing, excessive sprinting, you get it. Wolf Struggles and Bear Spear Struggles count, because you're fighting back.) Buff: Pumped Up "You've been exercising a lot, and feel more comfortable performing intense activities. Your carry weight is increased and you can move somewhat faster." (You've been working out, so your back and legs are stronger. It's easier to maintain muscles if you aren't starving.) • +5.00KG carry capacity. • Faster movement speed. • Increased Struggle effectiveness. • Higher calorie burn. • Gained by performing a moderate amount of extreme activities over the course of a week • Lasts a week, or indefinitely as long as you have Well Fed • Can be extended via extreme activities, but too much will cause Overexertion Risk: Overexertion "You've been exercising way too much. Avoid extreme activities for some time." (You're exercising too much, so your muscles are starting to hurt.) • Increased by performing too many extreme activities within 24 hours • Removed by not exercising or rope climbing for 12 hours • Upon being maxed out, gives Torn Muscle Debuff: Torn Muscle "You've been exercising so much that your body is begging you to stop. Exercise is now potentially lethal." (You've overexerted yourself, and now your body is literally tearing itself apart. It hurts. A lot.) • Extreme activities now have a Health drain relevant to their calorie burn. Struggles are exempt from this for obvious reasons. • Slower movement speed, especially on ropes. • Adds one stack of Pain upon being gained. • Cure by resting for 24 hours in total and using a Bandage. • Can be temporarily negated by an Emergency Stim. Buff: Relaxed "You aren't moving as much as normal. Calorie burn and thirst rate are reduced, but you move a bit more slowly." (You're moving around less, so your body is basically in low power mode. You're a bit sluggish, but you aren't using as much food.) • Gained by performing very little exercise (no rope climbs) for 24 hours • Calorie burn/thirst rate reduced somewhat (10-15%?) • Slightly reduced movement speed • Reduced sway when using the Rifle Risk: Underexertion "Your lack of movement has started to take a toll. Your muscles feel weak." (You've been camped out for the better part of a week, doing almost zero physical exercise. This can't be healthy.) • Gradually increases to 100% over the course of a week • Performing normal levels of exercise removes the risk Debuff: Muscle Atrophy "Your sedentary lifestyle has resulted in weaker muscles, resulting in a lower carry weight." (You've been doing nothing for a week, so now your muscles are weak. Work out for a bit, get back into shape.) • -5.00KG carry weight • Reduced movement speed, especially on ropes • Extreme activities that aren't exercise give Overexertion • Cured through exercise and painkillers • Can be negated via an Emergency Stim Buff: Painkiller "You feel less pain, and as such are slightly more capable than normal." (You took a painkiller with no targetable affliction, so it targeted the everyday aches and pains instead.) • Gained by using a painkiller item with no applicable injury • Slightly reduces damage taken from most sources • Prevents the Pain affliction, but each affliction prevented reduces the timer by 20 minutes • Increases Struggle effectiveness • Increases Exercise effectiveness slightly • Lasts for 1 hour
  3. Artisan's Holster (Unique Item, like the Crampons and Technical Pack) Repairable using Cured Leather and a Sewing Kit Appears as a belt holster with multiple bullet loops and a small pocket on the back "A competition shooter's belt, designed to be used with a Revolver. Much better than just keeping it in a pocket." Accessory slot item. While in the Inner or Outer slot, gives the Artisan Holster effect. Artisan Holster Buff "Your Revolver is ready to be drawn and fired at a moment's notice. You can also reload it faster." >Reduces the draw time of the Revolver, making it nigh-instantaneous. >Allows you to fire the Revolver earlier in its animation than normal, at an accuracy penalty. >Allows you to reload the Revolver using a speed loader by tapping R again during the reload. This dumps all rounds in the weapon onto the ground. >Makes single loading the Revolver easier, as you have your ammunition on easy to reach belt loops. >Reduces the weight of the Revolver, as you actually have a place to store it now. // Satchel "A lighter bag. Though it may not be able to carry as much as your current pack, you'll win a lot more sprints with it." -5.00KG Weight Capacity, but +20% Sprint. Cannot be used with the Technical Pack, and will automatically swap. // Military Can Opener "An outdated can opener, once used by the military. Much lighter than the civilian counterpart." A can opener that weighs only 0.02KG. It's a P38 can opener. // Emergency Painkiller "An extremely powerful painkiller. Won't heal your wounds, but you'll forget about them for a while." A purple stim, similar to the Emergency Stim. Upon use, clears all stacks of Pain for 4 hours and lets you ignore wound debuffs (for example, climbing a rope while you have Broken Ribs) at a Condition penalty. Upon the Emergency Painkiller wearing off, it gives you a stack of Pain that can't be cleared with painkillers for 1 hour and drops your Fatigue by 50%. It's morphine. Lets you push past your limits briefly, but afterwards it's gonna feel like a dull knife is scraping your insides. // Ice Axe (Unique) "Not actually an axe. Very helpful in climbs, if you have the energy to use it." Makes climbing a LOT faster, but also significantly increases the Fatigue drain. Fatigue drain is reduced if you also have Crampons. Scare potential around Prybar range, kill potential around Hunting Knife territory. Can be used to harvest corpses at around Hacksaw speeds due to its many sharp edges. As the description implies, it isn't a wood axe, and cannot be used to break furniture.
  4. Fire strikers can't be used like a lantern...
  5. Great Bear Island canonically has a prison (Blackrock Federal Penitentiary) and possibly an airport (Mackenzie flies to Great Bear instead of taking a boat, plus the two other downed aircraft), so why can't we go to these areas? It would be interesting to see how a prison would hold up against Winter, and where those aircraft were flying to (and if there are more?)
  6. JackTrysGames

    Co-Op!

    This could be limited to Survival, or maybe extended to challenges or maybe even Wintermute. One person would play the main character (Will, Astrid, etc.) The other players would either play the alternative (e.g. whatever the first person didn't pick) or a side character (Jebediah, Father Thomas, Molly, Methuselah). Gear and food would have to be split between both people, but they'd both have their own inventories and gear slots! Who knows, maybe a secondary player might even be able to heal wounds you normally wouldn't survive, or shoot a Timberwolf mauling you?
  7. Would you really take every single Bic or Zippo lighter in your house with you if you had to leave?
  8. If you're on Wintermute, then it's called Green Survivor. There's no Custom in Wintermute...
  9. This is a decently balanced topic, well done. The cameras might be worthless, though, because of Steam screenshots.
  10. You can find lighter fluid around in the form of Accelerants, so why not Lighters? You could find them on porches, in cars, occasionally in houses, and largely in commercial areas such as the Orca Gas Station. The design would be a standard Zippo (or maybe Bic) lighter with the Hinterland logo on it. You could use it to start fires, or as a poor quality light. You could also use it with the spray cans to produce a "special" effect...
  11. There's a metric ton of backpacks scattered throughout the entirety of Great Bear. Why not put one on and use it to carry items? It would make late game a lot easier, and would help with scavenging.
  12. A recent update removed the ability to mod the game, crippling a major part of the game's community. I speak not only for me here, but several hundreds of people. Bring back the ability to mod the game, please.
  13. I played this game off and on, eventually got really into it, so here I am now