sonics01

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  1. I don't think HL will include new rifles or guns in the TLD. Even if they have such plan, that will be very low priority. I cannot recall exactly where was it, but as far as I remember, devs already declared they are not interested in more firearms because they are not interested to transform TLD to shooting oriented game, they wrote something similar to this sentiment. I also thought musket or flintlock or crossbow would be great for interloper, only as a craftable item after level 5 of rifle skill, which takes a long time and large amount of ingredients. But I don't think HL will implement such things, at least in foreseeable future. So, I think, if additional rifle/shotgun/musket or whatever firearm is implemented, that would be via user modding rather than HL official. However, this will be really difficult and time costing work. Because this will require not only 3D modeling for new firearm (and dedicated ammo if that weapon requires it), but also animations for firing and reloading (including animation for movement of hand of the character and animation for ejecting shell casing as well) should be modded as well. There are some good free/purchasable 3d meshes/models and 3D animset for ammo and firearms and firing person in Unity asset store, but I don't know if these meshes and models and animsets are 1:1 100% convertible without any editing for TLD, because TLD is not using high quality 3D art style like other 3D games, instead TLD is using its own unique art style. Plus, working for 3D animation wouldn't be an easy one. If I know how to do these, and I would really go for it, I have something in my mind. But well, I have no idea as well. We know HL is working for modding tool, but we don't know when will coming out, and we also don't know how much and how far they will allow to mod via their official modding tool.
  2. I suggested Colt C19 rifle before. It is made-in-Canada rifle for Canadian Rangers, replacing ages-old LE rifles. This should appeal to the feeling of "Canada". As far as I know, at the moment of 2020, replacement project is over and almost all Rangers are being trained and using C19 rifles. I don't think HL will make a new rifle for us. Even if they have a plan, it would be low priority, not to mention that I don't think HL have such plans for new rifle model. So I don't think we will see a new rifle from HL. Best chance will be a user mod. I wish HL publish the modding tool for TLD, so that many talented modders could easily implement new items and new ideas and etc. Right now, as far as I know, modding is very limited due to IL2CPP. It is possible but very tricky.
  3. I feel the same, I think HL is testing their AI with Darkwalker, they are probably gathering and analyzing player reaction, movement, behavior big data. As a person who also has been suggested big cat predator and polar bear, I wish this becomes true in the future.
  4. Yeah, as an option for custom mode game, why not? If anyone wish to enjoy the horror contents, we can turn on. If not, we can turn off. Would it be too burden for HL to code/script this contents as a part of survival mode custom option? I don't know, but the answer of your question would depends this question , and HL's budget and manpower. Personally, I don't think such modification (making darkwalker as a custom option) would be significantly challenging, but who knows? I'm not in HL, and I guess HL would knows their game the best.
  5. You will never gonna know, things and contents devs tested, learned, and played around during events would be implemented in the survival mode and/or story mode in the future. It is their chance to run and test if their contents are running without bugs, or if they burden the resource of player's PC or console. Plus it is a chance for them to take some feedback from players. Then, after a while, who knows? After devs tune and fix and repair, we may able to see all or a part of new contents in story mode and/or survival mode. For example, anxiety and fear affliction contents are really cool, I wish if they can introduce these in story mode and/or survival mode. Not to mention that event mode games itself is fun and some players love that. You have no right to interfere or block other player's (including me) wish to enjoy scary events during event game. Plus, regarding MP, I think a lot of people already discussed in here, but MP in this game is not possible. I know it would be fun, I agree with that, but a lot of time acceleration dynamics are the core of the game. It is too late to change, too difficult and costly to change. HL may interested about MP in their other game, but not in TLD. I also like the idea of sled and binocular. But I also understand dev's burden to develop this game under limited budget and manpower. Binocular mod was there in the past, but it never returned after IL2CPP. But who knows? Maybe in the future, or maybe after HL introduces official modding tool? I would love to see binocular as a official contents, but its impact and importance are not significant, so I can imagine the priority of binocular would be rather low, even if HL has a plan to implement the binocular. I also would like to see sled and I like that idea, but similar story with binocular. If sled is introduced, a lot of things are needed to be adjusted and balanced for the challenging game. That will be a ton of work for this small studio. I won't be optimistic about it, even if HL has positive attitude towards the sled, and I think HL would not be positive to sled from the first place... Meanwhile, since this game's story mode already has a function of carrying bodies, I would love to see carrying/dragging body of wolf and deer. That would be possible. But, still, the cost of time and manpower to implement such contents would not be negligible. So, I understand dev's plan and schedule for their game. But if they do, or if some modder do with modding tool, that would be great.
  6. Great points, especially about linking the depression mechanism with sleep and stamina. Plus, I really agree that the influence of being cut off and loneliness would be more or less negative towards a lone survivor, especially if the survivor entered "flourish" stage. Once harsh moment of initial struggle against the nature is gone, and after people well prepared, then people will think about other things than survival. That would be the moment when things like depression kicks in. Well said about hallucination and lack of sleep. I also wish to see such contents in the future.
  7. Glad to see some responses from my old posts. Yeah, you are probably right, all my writings in here are just brainstorming effort, I 100% agree that my numbers are not a proper one. I just throwed an wide example as a brainstorming attempt, not that I mean these numbers are correct. Yeah, and I agree some part of my ideas are too harsh and would be too annoying, I knew that even during I was writing this post months ago. I just wish to initiate some discussion and other ideas and other brainstorming. Again, this is my silly brainstorming effort, but if a part or some parts of these ideas would make this game much better, and if devs gave some attention, that will be my happiness for me. I don't mind if these ideas are incorrect because I knew these contents are way wild and too punishing. Glad you see your responses. Thanks for your input about depression, your idea looks better than me! And I'm also really happy and glad about new event contents and I'm enjoying this, and yeah, glad they are testing the concept of anxiety and fear. And yeah, your idea about wolffear and bear/moose fear sounds good with anxiety and fear afflictions. Hope they fine tune these contents and implement these in survival mode. As a one of the people who suggested mental affliction in this forum, I will be happy if they include anxiety and fear into survival mode. Plus more contents and more maps.
  8. I think interloper is about item luck and about practicing. If you learn some "essence" or "key aspects" of survival for the opening of the interloper, then you should be good. For me, to become "good" at the interloper, and to explore/practice the HRV opening strategy, I made a lot of trial/test/practice sandbox. I think I died 30+ times when I first try loper from HRV opening. From so many trials and errors, I learned and eventually my three sandboxes survived well, they are all now reached 1 year. But I agree, there is a difficulty gap between loper and stalker and you are not the first person who wrote in this forum. I also think there should be an intermediate difficulty between loper and stalker. "Custom mode" is supposed to scratch that 'intermediate' point. And I'm playing one custom game these days. However, I feel custom is not perfect or ready to meet such demands. One thing I really feel uncomfortable about custom is, too many items are controlled via only one option "Baseline Resource Availability". I wish HL introduce the availability custom options for each specific item types, instead of the controlling whole bunch of item groups under the single "Baseline Resource Availability" option. And here are my thoughts about your suggestions. 1) I also agree "sleep on the floor", as I also suggested "improved shelter" in other posts like this https://hinterlandforums.com/forums/topic/36951-tents/?do=findComment&comment=200284 I think HL is using the bedroll as some sort of challenge factor, especially for the early phase, of higher difficulty. And with Cabin Fever, the bedroll will be essential throughout the game. So, "sleeping on the floor" requires some penalty for the balance. Maybe, it would be great to introduce a good chance of "getting cold" or "muscle cramp" when you sleep on the floor. Or, give some slight penalty to temperature drop speed when you sleep on the floor, as your body will lose more heat without bedroll. Then, "natural tent" or "improvised shelter" would be more useful (If they are introduced as well). Also, this requires some adjustment to the current system regarding the recovery rate during the rest. You may know, recover rates are different among beds in this game. As far as I know, Trapper's Homestead bed gives you the best recovery rate during the rest, and beds in containers have a good recovery rate in general. To introduce this option, the recovery rate should be adjusted, so that using a bedroll or proper shelter or indoor bed has obvious merit while sleeping on the floor would introduce penalty and players should take the risk. However, all these suggestions are quite big contents, requires good amount of time for coding, testing, and balancing in this game. So, I'm afraid that these ideas would be hard to be seen in TLD in any foreseeable future even if they think it is good idea. HL is already busy with their current works and other projects... So I just wish they increase the custom options and official modding tool with large degree of freedom. But if they introduce these features, then that would be great. 2) Yeah, I really wish to see more leather craft options. I still sometimes feel awkward when I see the current bear coat design of TLD. More leather cloths with cool looking designs, especially more options for wolf hide, will always welcome for me. I think HL is using the decay rate as a challenge modifier. The early phase of the interloper difficulty is basically a fight against time. Being efficient and being ready for "long term mode" before day 50 is the key to success in interloper, because the world temperature reaches the minimum at day 50. Here, the fast decay speed of the interloper pushes the players. But if you take out the decay option, the game becomes too trivial. There should be something else to keep the challenge, keep the pressure, pushing players, to keep the "fight against the time". Of course, in real life physics, the current decay rate of interloper makes totally no sense. I still believe, in TLD, the world is under the invasion from some sort of weird mysterious alien micro-organism, which could eat out all clothes and sealed canned foods from inside. For realism, "low" decay would be more reasonable. Problem is, "low" decay option might make the game too easy. I'm already trying some sort of "realistic custom", as I suggested in the other post: Here, I gave low decay but increased difficulty with other options. But still, I feel low decay option might took out some "challenging" and "fight against the time" factor from my current custom game. Still, it is good to enjoy for me. So, anyway, I agree that the current decay option is not making any sense at all, but I'm accepting this as a tool to game more challenging. Even with this decay setting, people survive long enough in interloper difficulty. I also wish, if there is some other factor to push and pressuring players instead of current decay option. But considering HL is already busy with other works, such new contents for new meta of TLD would be hard and big for them I guess...
  9. I replied to this post which I think it is OK but that is also deleted. But why do you keep deleting my post without doing any action against that troll's post?
  10. Indeed. The achievements you mentioned are not enough IMO. Not all players feels the same towards this game, and not all players are agreeing with the definition of the sandbox. I don't know what HL and Raph feel and think about this issue, but even if they oppose from my idea, I don't think they are right and I'm wrong. And I don't think I'm right and they are wrong. All I'm asking is an option. More option of enjoying this game from different perspective. New contents I and others suggested regarding treasure hunt and end game IN THE SURVIVLA MODE will definitely increase sales and playtime and replayability of TLD. Because the key of TLD is the survival mode. "The same old TLD" we know now is losing to all other survival genre games in steamdb and steam chart, and I don't think HL is a company who satisfies with such status. Based on deleted old "roadmap" of TLD, HL's imagination and vision is not that bad. Hope they make a new good late game contents so that all players can enjoy this game.
  11. Bump of the old post. https://www.nytimes.com/2020/09/09/us/forrest-fenn-dead.html Forrest Fenn, who gave me an idea for this post, passed away. RIP... I still think contents like these will enrich TLD experience in many level. Survival mode is the key of the TLD, so if such contents are introduced in survival mode, then playtime of TLD will be increased. For example, if there is a condition like "player should survived 500 days" to initiate the puzzle/treasure/endgame contents, then contents like these will be a great motivation to keep playing and survive in sandbox mode. Contents like these should be optional, not railroaded, for all people who don't like this. Quest/puzzle should be well randomized and very difficult, so that they should be possible to fail, and should not allow anyone to clear just following YT and Twitch.
  12. The fact is, the coal in this game has the highest temperature per weight and burn time per weight. It overwhelms other fuels. Plus, when I discuss about coal, I considered the situation of coal + stick or any other "easier" fuels around. Of course no one just use coal only, but mix with all others... This way, any players can min/max the ratio of coal and stick or other fuels based on the temperature and the purpose of fire. With some experiences, one can be extremely efficient about coal consumption, and does not need to rely on cedar/fir firewood at all, except some maps like BI. From that moment, the necessity of harvesting tree limbs are negligible, especially in the loper. Too cold and inefficient to harvest firewoods from the outside. So, my idea of carriable tree limbs would resolve this issue and fix some balance issue between the coal and firewoods.
  13. Exactly. Open-ending is enough. No one knows what will going to happen after and the game don't need to show everything. This is just one another way to finish a sandbox mode, instead of suicide or uninstall. Are there any "aftermath" contents after suicide in sandbox? No. Just one line screen and that is all. "Escape" ending can show a similar thing. Just one screenshot and several lines of description, and the end of sandbox. I also suggested boat and hidden tunnels, after mysterious radio contact during the aurora.
  14. I also pointed in the post of @Patriot. If this idea comes up, then malnutrition and muscle lost must follow. There's no way a person burning this much of calorie with that amount of muscle carrying 20~40kg continuously on the snow surface survives only with 750cal per a day. To keep such physique, one should consume minimum 3000~4000kcal per a day. My malnutrition post has a reference in there. Then, Well Fed should be requirement, not the optional thing.
  15. I don't think HL will have enough time and manpower and resource to implement this idea, so this idea is just for thought experiment and modding possibility. I think woodcraft skill should be introduced as well, but for this post, I only write about leather craft skill. Maybe I or others could write about woodcraft skill later... In reality, leather crafting requires a lot of time and practice to being good at it, and to craft a "quality product". But in this game, characters craft many things from leather from the day 1 of wilderness. They don't even read a book for leather crafting. We could introduce the new skill of "leathercraft", up to level 7, with such features. A. Crafted leather cloths which were crafted in lower level should have slightly lower wind and temperature protection than products crafted at a higher level. Just like ammunition crafting. B. Crafted leather cloths which were crafted in lower level should have faster decay modifier than that of higher level. At the max level, the decay rate of the leather-crafted item should be "medium" even from interloper difficulty. C. Crafted leather/bladder liquid container, which I suggested in this post should have a different leaking rate based on the leathercraft level. Higher leaking rate at the lower level, and 0 leaking rates at level 7. D. The quality and decay rate of the bow should be influenced by leathercraft level (as well as woodcraft level) E. If more number of leather-crafted cloths are implemented (by HL or by modding), then it would be great to introduce a leather skill level requirement for specific leather crafted cloths. Leave current "basic" leather cloths as level 0 cloths. Then, it would be possible to introduce level 3, 5, 7 cloths with a new design in new parts. Wolf-earwarp, deer coat, wolf "shirt" ... there have been so many ideas, and there was a mod for the old version, before the "IL2CPP incident". Too bad that mod is not coming back now... F. At level 7, max-tier leather-crafted cloths should be available, with very nice and very fancy design (with a very slight bonus in temperature as well). I really hate the current bear coat design. I mean, what kind of designer could think of the bear-head-in-your-crotch with a bear coat? This is just horrible. Even I could think of much fancier design... Plus, deer/moose hat with antlers, bear hat, new fancier wolf coat, bear boots... The reward of max leathercraft skill should be convincing and satisfying enough. G. Level 7 should take long enough time to max. This will give one more motivation to play TLD longer and increase playtime for 'bored players' like me. H. When repairing leather cloths, repair speed and repair success rate should be influenced by sewing skill + leathercraft skill. Repair should also increase the leathercraft skill level. I. Leathercraft book should be also implemented with this idea.