wilsonaka

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Everything posted by wilsonaka

  1. "Hold my bear". I'll see myself out.
  2. I can understand the frustration with limited resources, however, that is a key element in the game: managing resources. Although saplings could be much more abundant in reality than in this game, the usefulness of all saplings is questionable, as you'd have to find the right ones, so I think that the developers struck a nice balance without having failed, unsuitable, or splitting/broken saplings being a thing(also cure time is reasonably unrealistic for this purpose). Saplings don't grow in the winter, so that's all I think needs to be said on that subject. Keep trudging along. You'll get where you need to be.
  3. They could use the stump remover to cure meat since it's already in-game. That'd give us that nitrate taste we know and love 🤪
  4. I'm my username here. I live in Alaska. I love this game. Please don't bring wolves near me. Thank you.
  5. I think that the hypothermia risk and wet clothing are punishment enough. I know Hinterland strives for realism where they can, but this would be brutal. I think that having the afflictions that you get whilst falling into freezing water(which are NOT forgiving) are enough. There could be, however, an option to give more afflictions like bacterial infection or whatnot for falling in stagnant water. In real life, it's a risk. I don't expect a video game to simulate real life, nor does Hinterland. However, I do agree with the premise of a struggle to get out. Much like rope climbing but much, much faster to lose stamina(such a funny word to say out loud 20x). That would make it realistic, especially if there were a modifier for what particular tools you had available. Edit: to clarify: when people fall in freezing water, they tend to gasp for air immediately. This can result in swallowing water, which may contain infectious bacteria.
  6. I agree that the decay is a little wonky. Canned and packaged goods generally last for years. They may not taste great, though. About meat: realistically speaking- food stored at 0F(-17.7C) or below can be safely eaten indefinitely. This is only if it's at that temperature or below(really not a problem later in Interloper). Above that, bacteria and mold could possibly, however unlikely, still "do their thing". Perhaps there could be a mechanic where frozen cooked meat cannot be eaten directly, and the condition does not improve when warmed up? Food for thought. Feedback is appreciated.
  7. That would be interesting. However, I'd like to gently point out: since you'd spend a lot of time waiting for an aurora that you would need for this, I do believe it'd be faster to just use the conventional methods. Now, that being said, if it were to allow you to craft animal hide clothing at a time discount, I could see it as being useful to some. Keep the suggestions coming!
  8. wilsonaka

    New feats

    As I've noticed throughout several of your posts and there's absolutely nothing wrong with that position. Would you be open to having a skill level for it instead? Beginner cartography skill would be baseline, doesn't survey much area at all, and you don't have the ability to add landmarks or objects, or can utilize spray cans until higher levels? I'm just throwing the ball around here.
  9. wilsonaka

    New feats

    Hey. I do like the idea of a cartography feat. Perhaps it could make surveys more efficient by lowering the time it takes to survey? The reason I say this is because with the mechanics of surveying, you can get a higher % by going to higher elevations. I realize this doesn't work for flatter terrain. Lowering the time could be a good trade-off. I think this could be a nice luxury to have. My ideas for unlocking the feat, you should have uncovered X amount of map area (say 500km or whatever feels balanced), or have surveyed X amount of times (cumulative, of course). I would also be open to the feat being unlocked by the Faithful Cartographer challenge. 🤪We could make it even more difficult to get by making that challenge a requirement for unlocking the ability to work on the feat 😆. I'm open to ideas and constructive criticism.
  10. wilsonaka

    Bear spray

    I like this idea but only if there was a twist: Bear spray attracts wolves much like the 2-scent lines for a period of time. Just because Hinterland isn't trying to recreate realistic wildlife, I think this would be an excellent balance for this item. It also would be an excellent lure for clearing wildlife in some areas. Also, what would happen if you sprayed it into the wind?
  11. While I agree with the usefulness of running vehicles, there may be a few things you may not have considered about having running vehicles in this game. The geomagnetic disaster seems to have rendered electricity inoperable unless it's during an aurora. I would assume the vehicle's batteries would be dead without an aurora, much like the flashlight, and would also need to charge. When it is very, very cold the batteries may not be able to produce enough amps to crank the starter. Then there's the problem of maintenance and also the finite resource of fuel(which, in this game, is not gasoline as far as I can tell). All things considered, this would definitely give somebody a better chance of surviving, and the added mobility would be a plus. Plus, who wouldn't want to drive the tractors around in PV?
  12. Under the main menu(or pause menu) under Options is the "Accessibility" menu. You can change the way that you fight during a struggle. You can have it set to hold the mouse button down rather than click repeatedly. This does work, as I have tried it. This really should only be used for someone who needs it (such as carpal tunnel, etc) as I feel it takes away from the experience of a struggle and clicking makes it seem as if you're actually "fighting back" during a struggle. In survival, obviously, this only works for wolf struggles.
  13. It would work even better if you mixed the lint with a bit of petroleum jelly. Not that this by itself wouldn't work.
  14. Hello, Before I wrote this response, I did some research on the subject matter at hand. I'm not an expert by any means(at this game, or otherwise). I do agree that "rabbit starvation" could be implemented in this game. I disagree with the proposal of the way that it is contracted. The reason I disagree with this is because this is not very realistic to this condition. The way it could work is if you eat too much rabbit over a period of time. This is more similar to cabin fever risk than to the risk involved per times eating. For example: If the rabbit were consumed for, say, 7 full days (and this would have to be the only source of food that you consume), then the risk is locked at 80% per day, or uses a measure such as cabin fever does: the risk factors' incremental increase over time, then this would be substantially more realistic than just the risk alone from eating. The proposed idea would basically make rabbit meat just like a wolf or bear meat, but with less kcal/kg. The symptoms of this condition are also much different than food poisoning, and could kill you if it persisted. There are symptoms that I think could be implemented into the game. These are: Diarrhea, headache, and eventually savage hunger. Diarrhea would increase the consumption of water by a factor, either progressively or locked at a percentage, requiring you to consume much more water than normal. Headache would stand as it is in-game. Hunger would factor in much as thirst does. These symptoms persist for a period of time, and can only be cured by consuming food other than rabbit over that period of time (I would propose 30-48 hours), and if your calorie count goes to 0, the timer is paused. As with all things, there should be a balance. You can avoid rabbit poisoning using two methods: 1: Consume food other than rabbit. 2: Instead of frying up the rabbit, there is an option to boil the rabbit(whole, gutted) instead. The fat of the animal would just become a hot drink with caloric content. This also would give a bonus to warmth, and also possibly over time give a small boost to stamina (45 mins or so, reduces stamina use by 5% or similar balance), and then the counter for that particular boost resets. This would also ruin the hide and the meat, or the meat could have reduced caloric content to a degree. To further complicate things: If you boil the rabbit with the guts inside, it gives you 75% chance for food poisoning. All in all, this would make getting rabbit poisoning very rare. It also would have to be worked on actively to achieve it. This is why I personally don't believe this would be implemented. If it were considered, it would be very low priority for development. However, I do support the idea of rabbit poisoning as a feature in the game. I am sorry, I do not know how to undo the white background.