Archonax

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  1. I like that idea. Makes it less obtrusive on the UI. Maybe having it heartbeat-in would be enough to 'draw attention to it' for new players and then act like it normally does.
  2. This would change the goal of the game -- instead of 'fight against nature as long as you can until you succumb', it would then be 'survive long enough to craft a McGuffin.' I am. . .vehemently opposed to this idea.
  3. Stumbling starts at 15% condition. In the meantime, I've been simply deleting my game save if I reach the point of stumbling and am not already somewhere I can begin restoring condition immediately. While dissatisfying and it means my plays don't get added to the journal, it's keeping me from quitting entirely out of frustration.
  4. That functionality is somewhat already present. You can place notes in your journal, including 'rilfe dropped at mystery lake cabin'.
  5. Give 'GameSave Manager' a try -- it's free and has the ability to back up your game saves (including The Long Dark) automatically at intervals. This way, you could set your TLD save to be backed up every X minutes, so that if you fall asleep and wind up dying you can 'restore' an earlier backup from before you died.
  6. Ah! You must be talking about story mode -- I forgot that it had a traditional game map. Give Survival mode a try -- the map doesn't exist until you 'create' it by surveying with charcoal in multiple areas, you don't get a placement marker that shows where you are, and you don't even know which way you're facing without referencing landmarks. I think it'll give you the experience you're looking for.
  7. To answer your earlier question, you don't and won't know which way to go in your specific example without the use of a third landmark. If visibility is poor enough that you can't discern a third landmark for reference, then you're just out of luck and have to roll the dice!
  8. Nearly all MREs/IMPs include flameless ration heaters (FRHs) -- a device included with the MRE/IMP that will heat up the food by using a little bit of water to start an exothermic chemical reaction. Due to the rarity of MREs, I don't think it would be too large a boon to have these act in a similar way in game, re: use up some water (potable or non-potable, doesn't matter which!) and have the MRE reach a heated state within a few in-game minutes, giving a 'Warmed Up!' affliction as other heated foods/drinks do.
  9. No worries -- I'll freely admit that tone can be difficult to convey over text. If anything came across as an insult, be assured that was not the intent.
  10. I don't recall insulting you -- you may want to reread my earlier reply. I do think you have to admit that quoting a word I used (immersion-breaking) and then copy-pasting numerous posts you've made about how people often misuse the words is a bit pointed. While I will agree with your point in some respects, it is inapplicable to my post here.
  11. While it is annoying -- I think it's necessary. I agree with the difficulty of movement inside a car precluding the player from climbing over and around the seats. However, I do think that the head turn radius should be extended slightly -- it's not an incredible feat to twist your shoulders/back 30 degrees from center. Else, how would anyone back up a car the proper way? E.G. attached screenshot.
  12. I simply dislike this idea. Not because of the addition of another item to maintain, but because it would be redundant and in my opinion a waste of prioritization of the dev's time. I believe the devs have given their opinion on compasses in the past -- while they are a useful survival tool, the inclusion of a compass would make the player less likely to rely on building knowledge of an area for navigation and thereby reduce their involvement/immersion in the experience. I agree. While I do enjoy firearms, I don't see any benefit to adding a new firearm to the game. I'd be loath to have this survival/exploration/wilderness game turn into a 'shooty-shooty animals go poof' production. In a similar vein to the compass reasoning -- walking in the quiet is a large part of the 'game feel' that The Long Dark has. In my opinion, having faster modes of transportation would negatively impact the world's presence.
  13. Agreed. At best this could be considered an accessibility request (re: narcolepsy, emergencies, etc), but even so it would be near impossible to implement without interfering with your average player. Sit still watching a bear move across the pond for [a few] minutes? Whoops, paused! Watch the sunrise without moving? Whoops, paused! Severe immersion breaker at its worst.
  14. You're being deliberately obtuse. The statement you quoted was in direct response to ManicManiac's comment where he states that the stumble mechanic causes a positive experience when overcome, re: Obviously, I disagree -- I don't think it holds any positive merits as an active gameplay mechanic (as in feeling accomplished when it is overcome). --------- I see you spend a lot of time countering any critical feedback about the game (from your comment history, not just what you've posted/quoted here). And no, I wholeheartedly believe that you missed my point, as you've asserted (so far): That I want to 'water down the threat of low condition and/or that I think being close to death shouldn't be a big deal or dangerous This point is a fantasy. I never stated that low condition should have no threat (it already does -- wolf attacks kill you! Environmental effects kill you! Lack of food/water kills you!). I stated that the stumble mechanic as it exists does not heighten tension -- it merely takes control away from the player when their situation is already extremely dire. That I think 'I'm doing everything right' and am just salty about being close to death Another fantasy. I don't know if you noticed in my original post, but I stated that I survived the stumble mechanic and was able to heal up. Instead of satisfaction or relief at recovering from a dire situation with extremely low condition, I was so fed up with fighting the stumble mechanic that I simply closed the game. That I'm conflating 'frustration' and 'immersion-breaking' Oh boy, here we go. "Since you don't agree with me, you must not know the meaning of words." Sure sure, let's get the definition of both of these out of the way: Frustration: [Merriam-Webster, 1-b] to induce feelings of discouragement in As in: Man, it sure is frustrating when you're stuck at stumble-level condition and you try to walk through an indoor area, getting shoved into and stuck on the vast majority of objects on the floor. It makes me want to stop playing instead of attempting to overcome it! Immersion: [Merriam-Webster, a] absorbing involvement As in: Man, it sure does make me realize I'm playing a game when my character suddenly gets swung around 10 yards in any given direction at up to 20 mph every few seconds like a marionette To be clear: As a stylistic point, I /like/ the stumble effect, even if I think it should be dampened in amplitude to be more realistic. I don't think it should be removed, I think its timing should be changed. Pseudo-control of your player character simply causes frustration at the gameplay mechanic instead of increasing tension. It does not feel satisfying to overcome. Losing agency over your character disconnects you from the game, and as such causes immersion to be jarred and frustration to be had. Posited solution: Show stumbling as a post-zero condition effect. Hide the UI (helps reinforce that you've lost and are no longer in control) and have the character stumble around for a few seconds until fading to the long dark. If you think removing pre-death stumbling is 'OMG make it EZ', then reduce the maximum condition you can have by the amount that stumbling requires.
  15. I think you're missing the point. Taking control away from the player -- most of the time causing death -- does not feel good to the player. There is no positive. There are other ways to simulate negative effects at low condition, such as walking slower, decreasingly poor vision, etc. This is not to make the game 'easier' or to 'hand hold', as you condescendingly stated. If stumbling currently happens at 10/100 condition, then change condition max to 90 and make stumbling happen at 0, as I suggested earlier (a death walk animation of stumbling). That way, there is no 'benefit' to the gameplay, and you don't 'lose control' of your character until you hit '0' -- at which point, you have already lost. It's a psychological aspect you're choosing to ignore. Edit: Specifically, the stumble mechanic as it currently exists is immersion-breaking. TLD's strongest selling point (imo) is it's immersion.