sonics01

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Everything posted by sonics01

  1. I'm playing both - loper and stalker. Both of them survived slightly more than 100 days. Regarding custom mode I suggested in survival game forum, I only survived 10 days (all in-game time) and that custom mode is even more challenging than loper: Everything same with loper, but no recovery at usual and low recovery at rest, much aggressive wildlife setting (higher blood/meat smell strength, and wider wildlife detection range). It is challenging custom setting, not like ATDS, but still challenging. Yeah, wolf close encounter can finish any loper or loper-grade-custom games. I'm not denying, tens of characters has been perished so far from my account, especially loper games, due to coldness and 2~3 wolf/bear encounters. Especially at early stage. I prefer HRV start for my loper game, and wolves in HRV really loves "hummies" But I still want to see more challenge. Frankly, I'm not sure if I had any issues against wolves from the moment when I equipped with bow and arrow. I don't need med-range (around 50m) sniping archery, just close range headshot is getting easier and easier as I get more experience. Maybe I played other FPS games and had low learning curve to archery of TLD? But anyway, I even play with Timbers in BI only with bow and arrows. Once you know the pattern and know how to select a "good place" to fight, it is not that bad. Especially from archery level 5, you can even ambush them since their detection range decreases when you crouched down. In fact, as my birch samples are running low (I need more beach combing), I even intentionally choose to struggle against wolves, since my protection is not that bad, and for some reason struggle using hammer against wolves usually bring me good results. Hatchet is a good choice as well. That way, I think I could save more supplies for bows and arrows. But fatigue level is important for struggle. If it is too cold and if fatigue is below 50%, it is better to throw a meat and run away or use flare. What I wish is a some sort of progressive wolf AI. First start with usual normal wolf AI. But, as time progress, let's assume wolves learn from experiences against "hummies", and being smart. So, increase one or two charge patterns like serpentine every 20 days, and increase new patrol pattern every 20 days, or change patrol area to major road networks with abundant covers, where the chance of sudden ambush engagement increases, and rotate those "hot spots" every 20 days. Or, it might be possible to increase/change patterns or change patrol area based on number of wolf kills of the character, like increase/change patterns or change patrol area every 20 wolf kills. Such "progressive predator AI" should be selectable option, so that players who don't want too tough challenge can just simply rule out new AI and play with old AI. Timber pack in other maps is also a good idea IMO, but I also know some ppl don't want to see that, so I think this should be an option too. These are not realistic wolf behavior, but well, this game already begins with many unrealistic features so...
  2. 6) Aim stamina improvement I think the draining speed of aim stamina is bit too fast. I can understand with novice, but with level 5 rifle character should be able to hold more, based on his knowledge from books and experience. So, I think it would be better to differentiate the aim stamina draining speed from level 1 to level 5. I think bow and revolver should be the same. Previously I also suggested about shooting positions, I guess more positions like prone position might be able to help this issue of too fast aim stamina draining. 7) Hold breath option, for very short moment. I think current TLD has no option to hold breath when shooting, for rifle, revolver and arrow. But I think this should be included, because holding breath control is like 101 of all shooting. While holding breath, the natural swaying motion of rifle, revolver, and arrow should be removed or significantly reduced. For the balance, I think hold breath option should be introduced from level 4, based on assumption that player read this from book and practiced/mastered during low level. Plus, for balance, let's limit the hold breath duration for very short. Like, 3 seconds for level 4, and 4 seconds for level 5. It is not realistic but for the sake of game balance and to prevent too easy rifle. And, if temperature is decreasing too fast or if the temperature is too low, such breath hold action time should be greatly reduced, or cannot be performed. This is also not realistic but let's just assume to prevent too easy rifle. Plus, after hold breath duration is over, aim stamina draining speed should be increased, and aim should become unstable.
  3. This really depends on situation. What I can say is, if you play lower difficulty (up to stalker), rifle would be better. But if you try higher difficulty (custom based on interloper), arrow will be better. Currently I'm testing a custom setting, which is based on interloper but modified a bit. Detail info is in following post. Anyway, I turned on the rifle and turned off the revolver. In this setting, all item/loot settings are the same with interloper. It is incredibly hard to find rifle and ammo. (or I'm just unlucky). Up to Stalker, ammo is not that terribly difficult to find, and rifle locations are well known. However, in custom setting where rifle is on but with everything-else-loper, rifle and ammo is rare item. Without ammo, rifle will be just a heavy burden. What will you do with rifle if all you have is less than 5 rounds? So, in this case, better get used to bow and arrow, which is lighter and can be crafted. In this setting, I guess rifle will be late-game contents, from the moment player loot enough ammo, at least 20+, after looting from entire maps. One other aspect of loper-grade-custom difficulty is coldness. After some test from Stalker difficulty, I found that handshake during aim down sight is very dependent on two aspects: fatigue and body temperature. I need to do more test, but if your fatigue circle or warmth circle is below 75%, hand-shake increases, and long range shot become less accurate. Best accuracy can be achieved when your warmth circle and fatigue circles are full, or at least both are +75% and increasing. (Be careful, take a grain of salt to this opinion, this is just my opinion after some tests regarding rifle, and it is not 100% sure yet. ) But, in loper game or loper-grade-custom game, it is really cold, so that it is hard to find the optimal condition to achieve accurate "long range" rifle shooting. Medium range (up to 40m or 50m) and short range is fine, but at that moment, bow and arrow are also useful, and more light.
  4. I'm not there yet, but when I reach the point of extreme boredom in TLD, then I would go to DP, go to top of the lighthouse, wait until dawn, take off everything, take a cup of hot coffee and a piece of moose steak for the last time, and watch the sunrise, and fall a sleep which would never be able to wake up. You could call this Arthur Morgan style, well, except the steak and coffee. But anyway, I like that DP lighthouse. I also considered a honorable combat against the bear or moose, only with barehand. Either way, I wish my character to head up when facing the end, not down. But, jeez, but just imagining that gave me gloomy feeling, even in PC game. I really wish any proper end-game option and more late-game contents and more maps for survival mode. I believe my character deserve better ending than this.
  5. I'm not sure if this can be called optimal, but I prefer HRV start to look for hacksaw, match, some cloths. You don't need to explore entire HRV to loot some items, but there are some famous spots in Ice cave and elsewhere in HRV. It wouldn't take too much time, just hit and run start tactic. After that, move to MT to get hammer. If hammer is not found in MT, then head to ML fast. Once get hammer, I prefer to go to Riken because of affluent source of coals in vicinity. Yeah, wolves are also issue there especially in CH (on the way to DP) but well, I think it would still better than other furnace locations in terms of weather and wolves. But PV/TWM is good start too. Climbing up to the peak of Mt. Timberwolf is easier than HRV, IMO. Well, in interloper, tail section will never give you "affluent items", but if you visit early, at least food and match issues will be gone for a while. So, even when I start from HRV, I usually try to climb up the peak and loot all containers at least within a month, if possible. But usually the problem for me is time cost for crafted coats. Idea of permanent base location differs by style IMO. In terms of very very long term survival (if you somehow get out of boredom and keep continue after 1 yr in game), I think BI is good idea too. Once you kill enough number of Timberwolves, they won't respawn that much due to wildlife population reduction. Milling machine can repair anything with a cost of one metal piece, so you need to visit there anyway if you run out of whetstone. BI offers two fishing huts, beach combing spot, and 6 slot cooking site. Well, it is cold place, but in interloper, any place is cold in late game, isn't it? As far as I know and from what I've read, very very late game will become beach combing game. So, people typically rotate DP, CH, and BI to search for any items along the frozen coastline. If you get bored, then you can try faithful cartographer from interloper, I guess it should worth it
  6. From the day 1 of bow and rifle, I figured out that wolf AI reacts to aiming mouse click. I can "slightly" aim, just pose a aiming motion and loose, and let the wolf rush to me, then I can kill him where I want. Yeah, more patterns of wolf AI would be great, and more timbers around all maps would be great. But some will don't like these options, so they should be selectable options.
  7. 1) Introduce "limited maximum quality" for rifle (and revolver too?). One of the famous history about Lee-Enfield is "Mad minute". https://en.wikipedia.org/wiki/Mad_minute It was one of the bold action rifle rapid fire exercise program. Soldiers were required to hit 15 targets from 300 yard (~270m) distance within a minute using LE. LE's bolt system make it possible to bring faster rate of fire when compared to Mauser type bolt system. I can't explain all details in here, but the major difference between Mauser bolt system and LE bolt system are lug position and arrangement. There are pros and cons of each type of the bolting. LE type has a merit of faster rate of fire and ability to keep aiming during shooting. But, if not properly maintained, continuous shock wave from shooting of multiple rounds over time can accumulate damage to bolt, lug, and related system of the rifle which brings wear/friction related damages such as "not-that-tight" bolt or "shaking bullet" inside the chamber. Head-space issue is also one of the LE bolt's well known issue. If you're interested, search for rear-locking lugs and front-locking lugs, or Mauser bolt vs Lee-Enfield bolt. In short, there's some chance that LE type bolt action rifles could have an issue in quality and reliability, if not properly maintained. Not to mention that British-made LE rifles are very old. So, let's introduce this factor. Let's assume, some rifle's condition is too old and too poorly maintained, that usual cleaning cannot solve the issue of reliability. Introduce some RNGs, let the rifles has various fixed possible maximum condition %, which are not necessarily 100%. Some rifle are limited to have 30% maximum condition, some rifles have 50, some have 60, some have 75, or any random numbers, but with some good Maxwell distribution curve around 75%~85% among all rifle population. No matter how many times players cleaned the rifle, the rifle cannot be maintained more than given maximum condition %. For higher difficulty, let the decay option lowers the top averaged maximum conditions in distribution curve, let's say to 50~70% condition rifle to be the most abundant lootable rifles. Chance of finding 100% rifle is there, but it would be really rare, and that will be so lucky event. Then, let's introduce special repair option for milling machine. Let the milling machine can increase the maximum condition, but only for once for one rifle. The repair amount of possible maximum condition should be decided based on gun-smith skill and gun cleaning skill level. When all conditions are good, player can fix the rifle up to 50% of maximum condition, but only for once per one rifle. However, if player gun smith and gun cleaning skill level is too low, then introduce a chance of repair fail, which would further decrease the maximum condition, or could even ruin the rifle. Then, any other repair action would be the same with the cleaning just like current milling machine does. 2) Increase the accuracy range, but depends on player skill/condition + gun condition. Currently, even with rifle skill 5, there is a limit of accuracy against very far target. I tested myself from the coast line in front of Quonset Gas Station, targeting wolves and bears very far, more than 150 steps. Bear was spawned in front of Misanthrope's island, and wolves were wandering around the fishing hut between Quonset and Misanthrope island. I shot 10+ bullets against the bear behind the fishing hut, but it hardly hits. It was warm, and not tired at all condition. I tested 3 times, and for those 3 cases, it took 10+ bullets to hit the bear for once. It is even harder to hit wolves because they are too small. According to TLD wiki, base range of rifle level 1 is 50 pace = 50 steps = 38m. Level 5 get 40% accuracy range bonus, which will bring 70 paces = 53m. In fact, I feels like the rifle can hit further reliably, like 90~110 paces (I counted footstep sound to the hit target) which is approximately 70~80m, only if I shoot from perfect condition (full warmth circle + full fatigue circle). But, it feels like anything further 120 pace seems not possible to reliably hit. I need to do more test, but it seems that there is a clear limit of distance which brings reliable accuracy. For level 5 rifle skill, I think this maximum range should be increased. With full condition player of rifle skill level 5 and full condition rifle, hit chance should be reliable level against 150m+ distance target, possible maximum 200m. But, the condition of rifle should influence on the accuracy. I think the equation should consider 30~40% rifle skill level and player condition/fatigue/warmth level, and 60% rifle condition to decide the accuracy. In this sense, suggestion #1 will prevent the "sniping meta" from TLD, and will keep the balance to this game. 3) Proper bullet trajectory/drop curve With increased effective accuracy (suggestion #2), it would be great to see the proper trajectory curve physics. I think this has been suggested multiple times, so I won't repeat the detail. But what I wish to say is, proper bullet trajectory can increase the difficulty of hitting target, which could prevent the too-easy rifle and balance the game. 4) High ROF of LE rifle As I mentioned above, LE rifle is possible to bring faster RoF with faster reload speed when compared to Mauser type bolt action rifles (which is related to the famous "mad minnute" firing) and is able to keep aiming while reloading. However, both features are not introduced in this game. Maybe for the sake of balance? I think it would be more proper and realistic to depict high RoF (fast reload speed) and keep-aiming while reloading. This will make rifle much better option to engage against wolves and Timberwovles. But, for the balance, let's bring a penalty to accuracy if player attempt to shoot the next round with very small time gap between shots. Let's introduce maximum required time to "properly aim" (which can be decreased by rifle skill level, like 5 sec at level 1 and 1 sec at level 5) and if player shoot the next round within the required time to "properly aim", then give a slight penalty to accuracy to the shot. This penalty can be accumulated if player shoots the rounds very fast. And I believe such accuracy penalty would be more realistic if player attempt something like "mad minute" It would be great if TLD provide an rifle shooting range (like Archery target in PV), and let players enjoy and test about rifle and attempts their own "mad minute" 5) Rifle decoration / camouflage and rare rifle skin Let us decorate the rifle (and any other item) using wraps and cloths, something like this: https://www.quora.com/Did-snipers-in-WW2-really-wrap-their-guns-in-camouflage https://www.airsoftsociety.com/threads/how-to-camo-your-gun.3213/ No practical bonus, but just for "better looking". Not only for rifle, but also for arrow, bow, pistol, hunting knife, jackets, other cloths, and etc. Engraving some patterns or letters to item would be perfect too. However, such engraving should require very good skill level, a lot of time and proper tool = large amount of resources. But I'm sure players will pay for them. I think this "engraving" and "decorating" rifle and other items can be a one of the good possible late-game contents for survival mode games. Rare skin items would be perfect too. I don't need to mention how many players wants to see the "cool look" of unique/rare items of story mode in survival mode. It would be great if TLD introduce camouflage option which can decrease wild life detection range, but I don't think that will be realized. But hunting is very important part of TLD, if such camouflage options are introduced in this game, that would be great. I will add more if I can think later.
  8. OK, here's what I'm thinking. Basically the same with interloper difficulty, but change the following A. Calorie burn rate = "High" (from Very High of interloper), Thirst rate = "Very High" (from High of interloper). A typical human requires to drink 2.7~3.7 liter per day. https://www.mayoclinic.org/healthy-lifestyle/nutrition-and-healthy-eating/in-depth/water/art-20044256#:~:text=So how much fluid does,fluids a day for women Meanwhile, according to the survival rule of 3, humans can live without food for 3 weeks. https://www.backcountrychronicles.com/wilderness-survival-rules-of-3/#:~:text=Survival Rule of 3 and Survival Priorities&text=You can survive for 3,sheltered from a harsh environment) So I think it would be more realistic + reasonable to make a higher thirst rate and decrease the hunger rate a bit. B. At-rest condition recovery rate = "Low" (from Medium of interloper), and Condition recovery rate = "None" (from Medium of interloper). Players need to almost constantly walk/run while carrying a backpack which weighs averagely 20~40kg. In this condition, the recovery of any disease/injury during the day while walking/running would be impossible. Plus, even during the rest, typical human beings never recover that fast like TLD. Even a simple sprain of wrist/ankle typically takes several days to recover in real life. So, I think it would be more realistic + reasonable to set low recovery speed during sleep, and no recovery during the day. (But still, IMO this is very forgiving setting than real life) C. Cabin Fever = No. This silly rule really needs to go away. They should bring more realistic mental affliction to this game IMO, I already wrote about mental affliction idea in wish list forum. And, let's keep parasite Yes. Parasite in cooked food is silly, but, for the sake of difficulty, parasite option would be better to be included. I really wish Hinterland change these food-poisoning/parasite mechanics more realistic in the future. Plus, it would be great to include salt as very rare and important item, and introduce food-preserving skill, and craftable preserved food such as jerky or etc. D. Item decay rate = Medium/Low (from Very High of interloper) Foods typically very slowly decompose in sub-freezing temperature conditions. The medium setting would represent a more realistic condition I assume, but some say "low" is more realistic. I don't know who is more correct. But decay rate shouldn't be greater than "High" if we consider reasonable food decomposition. On the other hand, I wish if there's an option of chance of wildlife stealing the food of players if the player put any foods on the ground. From bear to seagulls, any wildlife attempts to do such things when they smell something. It would be great to introduce some types of seagulls too, which are specialized to steal player's food. E. Rifle = Yes, Revolver = No (but Yes for revolver might be also OK) Introducing Revolver is absolutely fine and realistic. But, for the sake of difficulty, I think it would be more challenging only with Rifle, which already takes out some difficulty when compared to the interloper setting. However, I think the rifle wouldn't be a too big bonus or plus to the game, first because it is really heavy, and second it requires ammo, and third, accuracy will be impacted by coldness, and the weather is usually very cold in interloper setting. On the other hand, I feel like revolver can make the game too comfortable and less challenging against wolves. But again, introducing revolver is absolutely fine as well IMO, and in fact, that would be more realistic. F. Wildlife behavior and spawn. Now, this is the part where I still couldn't find the answer. I'm no wildlife expert and the condition/environment of maps in TLD is far different from real nature. For me, it is very hard to even imagine what would be a more realistic and reasonable setting. However, based on opinions from folks in this post, I'm suggesting: "Medium (from High of interloper)" spawn chance for fish, wolf, timberwolf, bear, and moose + "Low" spawn chance for deer and rabbit + "Medium" wildlife population reduction rate (from High of interloper) + "Medium" wildlife respawn time? But maybe the "High" wildlife population reduction rate would make this game more challenging. On the other hand, change Scent Increase from blood/meat setting to "High (from Medium in interloper)", which would lead predators to react to the player from much further away. Wildlife smell range is already "High" for the interloper setting, let's not touch that. Plus, I suggest "Far (from Medium of interloper)" for Wildlife Detection Range. This will make the hunt/fight (especially ambush) more challenging. I wish to hear more about Wildlife behavior and spawn, any opinions are welcome. This setting gave me: 8snM-eh8O-Lxty-S6CO-r0IB (is this small L? or capital I?) In this setting, due to low/none recovery, you need to get rest really well. And drink birch tea if condition is critical. Weather and temperature settings are the same with loper game, so it will be really cold. Management of condition bar and body temperature will be greatly important. Plus, because of very high thirst rate, 10hr sleep will take out some condition due to dehydration, I guess 8hr or 9hr would be better. You will going to hoard a lot of water bottles, and you will need 6 pots as soon as possible. Item loot conditions are the same with loper game. You still need to rush to TWM or PV or HRV to get hammer and/or saw, then rush to Riken to get a knife and an axe. Since the rifle (and revolver) is allowed, and to use the milling machine repair, BI would be a good choice to set up a med-term or long-term base. Wildlife will be less dense then typical interloper, but more challenging to hunt. Especially any "ambush" will be really hard. I welcome any other suggestions. PS) Regarding wildlife spawn rate, how about: All "Low" spawn chance for all animal types and fish + "Low" (or "Medium") wildlife population reduction rate + "High" (or "Medium") wildlife respawn time. And High smell range, High scent increase, and Far wildlife detection range. This will definitely decrease the animal population density, and will respawn time longer than interloper. But animals will more aggressive and careful, and more difficult to fight against. Still, you will be able to see animals in late game, because of low (or med) wildlife population reduction rate. This setting could partially solve the issue of the lack of late-game contents. In this case the code will be: 8snM-eh8N-Lytu-y5iO-b8lA This is a bit different story, but I really wish to see Big cat as a predator in this game. I already saw a lot of suggestions regarding Big cats and polar bear in Wishlist forum, and I agree. Very rare number, but can cover very wide region across multiple maps, hiding from player's sight but continuously stalking player, and backstab only during the night, and only when the player when their condition is below certain point.
  9. Regarding the wildlife setting for "realistic but challenging" custom mode, how do you think about the same setting with Interloper, but only change the wildlife population decrease rate to medium (stalker difficulty option)?
  10. PV, Skeeter's Ridge, basement of one of the burned house, inside the fridge. PV, locked cabinet inside the bunker right before the rope to the Mt. Timberwolf area.
  11. PV Molly's house kitchen cabinet. Mt. Timberwolf summit, from the body just below the tail section container floor.
  12. I have another idea 6) Concussion + Forgetfulness Let's be honest people. Who use climbing rope when you need to go down the mountain or hill in TLD? Everyone in TLD just sit down and stick to the wall and literally become a mountain goat. Isn't it? Am I wrong? Honestly, who use climbing ropes when you come down from Mt. Timberwolf? I think devs know about such "mountain goat" players, but it seems that it is not an easy problem to solve. To prevent/balance such "mountain goat" exploiting meta, let's introduce concussion + forgetfulness in this game as a physical and mental affliction. Let's assume, that if players get injured their wrist or ankle in the mountain especially when the player attempt "mountain goat" when climbing down the steep terrain, they also received the head injury, which brings concussion based on random chance. Steeper the cliff/hill, more chance of concussion. And, let this concussion brings forgetfulness to players for some amount of time. This way, players need to take a huge risk when they attempt "mountain goating" from the top of the mountain or cliff. To prevent too widespread concussion and forgetfulness, I think it would be better to limit the region to induce a chance of such head trauma. Like, the famous "mountain goat" region in Mt. Timberwolf, and other steep cliffs where players are supposed to go down the hill/cliff using ropes. It would be better to leave the normal hill or very localized terrains with steepness out from concussion and forgetfulness. Because this can be annoying. All times in these posts are in-game time, not real-time. Symptom A. Concussion 1) Bleeding from the head. - Same with other bleeding. Requires bandage to heal. 2) Loss of sense of balance/spatial orientation - Stagger, and slight loss of control (The same effect when player condition almost reaches to 0 and about to die. ) - Blur around the screen. - This lasts for 5~15 minutes after head injury. There's no way to heal. Just sit down and get rest. 3) Headache - Randomly appears for the next 2~4 days after head injury/trauma. - Reduce concentration = increase the chance of failure of craft, repair, read, and any activity requires concentration under the influence of headache. - Very annoying = slow healing rate during sleep and during normal. - Random wake up during sleep. - Requires painkiller or rosehip tea to remove symptoms. But headache will continuously reappear for the next 2~4 days in random fashion. B. Forgetfulness Now headache is over, but the player would still suffering from traumatic damage to his or her brain. For next random 2~6 weeks, the player suffers from forgetfulness. - After the player finishes their meal and move, there's a small chance to drop one random item in the backpack, during any random moment of the first 2 minutes after they finished the meal. - After the player wakes up, there's a small chance to drop one random item in the backpack, during any moment of first 2 minutes after they wake up. You forget something? You better go back to your route to check~! I will add more if I can think more.
  13. Wouldn't it be cool? "I see dead wolves" And I'm sure such hallucination is very possible and reasonable outcome after such traumatic events. Regarding other mental conditions, you are probably right, and the exact reasons behind the beginning of OCD or ADHD is still not 100% clear. But in this case, I'm just suggesting as a brainstorm effort, try to make a reasonable cause of these in TLD world. I know these are not 100% correct.
  14. This is a brainstorming effort, all these numbers and contents are just rough ideas so please don't be too picky about these ideas. Regarding the system, I'm thinking of something like Hunt Showdown. But it may not need to make a dedicated MP server, which might create more burden of budget and manpower to Hinterland games. It might be OK with TCP/IP or something similar type of MP? I don't know. I also need to think about this. Anyway, here are some brainstorming efforts from mine. 1) MP starts with one person (host) creates a lobby/game. Then, another player joins the game made by the host. I guess 2~4 people MP would be good enough? Host decides the all custom options and difficulties for the game. 2) I think it would be better to create a new game mode for MP games. Using single play survival mode character to MP would be great, but that would be challenging. Because, some key aspects of TLD should be slightly modified for MP play (like all other time accelerating activities). 3) Similar to MP of Hunt Showdown or Escape from Tarkov or Diablo, the player starts with items and gears from their latest save file. If a player has expedition parka and rifle at the latest save of latest MP game and finished that MP session, that player should start a next MP session with the same expedition parka and rifle and all the same gears and items from the last game's last save file. 4) Similarly, skill level and all other processes of the player should follow each MP session. The Player's skill level, journal, map, and etc should follow and be continued from the next MP session. 5) Each MP session should be a new game. All loots and items should be renewed for each game. But maybe the host can modify the custom option for item amount, to introduce an assumption of the gameplay in already-looted world. Or, it might be good to introduce an additional custom option for the ratio of opened and searched loot boxes in the game when the game starts. (On the other hand, maybe it would be better to continue in the same world with each MP sessions, to give MP players the feeling of "continuation".) 6) For sleep/rest, I think TLD MP could use the system of MP of The Forest. There, players need to vote to rest, and if the vote passed, everyone sleeps together. I guess TLD MP can use this for time acceleration of rest/sleep. "Past time" should be the same. Players agree with rest/sleep/spend time, and they rest/spend time together. This will limit the freedom of players, but this is inevitable. TLD MP would be collaborative party play, not the competitive FPS game, so I think this should work. 7) I think time acceleration for harvesting can be replaced by acceleration-via-collaboration. A. First, remove time acceleration during harvesting, but only for MP mode, increase harvesting speed for a single person. Let's say, reduce the default harvest time to 70% of current harvest time. 30min harvest time will be 20 minutes for a single person in MP mode. (This is why MP mode game should be totally different from SP game) Still, 20 min of harvesting is long. B. Now, introduce the collaboration, which will boost the harvesting speed. Other player joins the harvesting, and speed of harvesting increases. Introduce faster harvest speed with more number of people joins harvesting. 20 min harvest time reduces to 10 min with 2 people, 6 min for 3 people, and 5 min for 4 people. (These numbers are just rough ideas and should be modified. I'm just giving an example.) C. Like the current SP game, players can stop harvesting and continue later, but they need to melt the carcass first. If players think it takes too long time to harvest, then they can do part by part, step by step, or spend 5 minutes every day for their moose. 😎 The same goes for crafting and repair, their process could be accelerated via collaboration instead of time acceleration in MP TLD. Reduce the base time for crafting and repair, and let the collaboration boost the time cost for any crafting and repair activities. Crafting/repairing should be able to be continued later, so players can decide/plan their time schedule. Like, let them invest 10 min for craft and 10 min for repair every day, and then enjoy the other things. This way, people can perform crafting, repairing, and harvesting alone or together, but they will try to do these activities together to save time, and players will try to act based on their own schedule. 9) Cooking time should not be accelerated by collaboration. But I guess this wouldn't be too much problem. Let players start cooking, and let them enjoy the other things during cooking time and come back before meat burns. 10) Now, fishing is the issue. Fishing cannot be collaborated, yet the current system takes too long time. In SP TLD, we can go fishing for the entire in-game day, but it only takes a few minutes in real-time. Amount of time acceleration is too much. So, for MP, entire mechanics and balance for fishing should be changed, which won't be easy. I suggest to reduce the time for each "fishing session" to 5 minutes in real-time, so that players can do fishing and talking together, or players perform separate activities. But fishing will not become an enjoyable content for MP TLD players I guess. Can we get some hint from fishing PC games around? This needs another idea. I will continue later if I can brainstorm more. Welcome other ideas and suggestions. PS) I understand the development of such new content regarding MP will take a huge amount of time, manpower, and cost for devs. This post is not intended to push developers. Again, this is just a pure brainstorming effort.
  15. If you played interloper, you will survive WE easily, so many lootable supplies and gears.
  16. Removing wolf from the game looks reasonable, but they are also difficulty factor IMO, especially very early stage when player has no weapon yet. In interloper, flares are very hard to gather, so my only way method was rush to the building, and rush to Riken for bow and arrow. I wish if there are custom option to manage the spawn of normal wolves and timberwolves during game. Currently we can only see timberwolves in BI. But I think devs will eventually include timberwolves in other area... Well, I'm not that "great" at this game yet, wolf struggles gave me some challenge to acquire enough cloths at some point of my game. But yeah you are right, in my interloper game, my character also wears almost all leathers. Well this is not exactly what I have in mind but these settings gave me some idea and insight. Thanks to share this post.
  17. Thank you. I wish to see WE mode as a new difficulty setting between Voyager and Stalker, and play this mode as it is. But well, I respect your decision. Thank you for great works!
  18. +1 to this idea, and I also like low temperature in WE and blizzard frequency. It would be great if these options are introduced in custom in the future.
  19. There is still a way to balance the sledge. This is my previous post about similar suggestion. I believe some tricks would work and introduce the "balance" for the game with drag, jump, and sledge, and etc. I suggestsd "Soft/hard snow" system and stamina system and I brought several idea. However, the problem is dev group's man power, budget, and schedule/available time for development of new contents. Systems like vehicle and sledge will bring significant change to game play and game experience of TLD, and it may change the meta of the game dramatically. If they decide to introduce vehicle / carrier system, these new contents will consume good amount of time and effort and budget for development, testing, and debugging. Carrier system will be a major change of the game. Current TLD is going well without such carrier system, so I think devs would approach to such idea of vehicle system in very conservative or reluctant way. Why they would hurt the game balance with the new system which would significantly change the whole game meta, which is already good? (But I still think just dragging of dead deer and wolf, without any carrier, would be doable in current TLD, it wouldn't hurt the balance too much. Introducing heavier stamina consumption and slow speed for dragging dead body, then balance will be fine.) I'm not a dev, and I don't even know what is the big picture or big plan of the Hinterland games, and I don't know what is their current and near-future priority. They should have some sort of big data and statistics of player behaviors and they may plan any new contents or new system according to such big data. I just wish they have carrier system in their minds, but I think chances will not that high. IMO, the I wish to see more late-game features for survival mode games.
  20. However, this post didn't distinguish between normal survival mode games and WE mode games. If you check the any survival mode game, whether the new one or the one you used to play before WE, you can also find Syrup and Chips over there. They can be also found in any survival mode games, not only in WE mode games. So, once the event is over and if devs decide to delete and remove WE mode and WE characters, chips and syrup (with filters) are still available in survival mode. So it does not answer my question. In addition, this raises another question: Is this "multiple save" includes survival mode games as well, when counting the number of chips and syrups?
  21. If the event period is over, then what will happen to event character, and what will happen to event difficulty? Will my character deleted when the WE event is over? Or will it be transferred to the survival mode? Also, what will happen to WE games? I mean, will WE mode game will be introduced as a new difficulty setting of survival mode game (and custom mode)? Or will it be just deleted? I'm curious, because if this event games and characters are only available for limited period of time, then I don't need to gather all supplies in this game.
  22. Thanks, I will check this more later. I think some conditions of interloper is not reasonable neither realistic. Some conditions are just there to push player to challenges, without any considerations to realism and real world physics/chemistry/biochemistry and etc... It is not like I cannot stand with it all, but sometimes I feels like some of these conditions are too ridiculous, which takes more immersion from this game. Aurora and EMP is also a silly story, but that is whole base of this game so I cannot touch that. However, some options, like cabin fever, and too fast decay speed... they are just silly. Is TLD world experiencing the invasion from alien micro organisms? No foods can be ruined in the snow or cold temperature like that, and it is impossible for parasites to survive in cooking temperature or extreme cold temperature. I value immersion to the world very importantly when I play the game. TLD is good in general, but these silly tricks makes me laugh and annoying. However, making decay option medium will make the game too easy. So I was looking for realistic custom mode but with some balance and challenge. Slow healing temperature looks reasonable and good idea.
  23. This is just brainstorming attempt, numbers and contents in this posts are purely came from my imagination. So I welcome any other idea or suggestions. I tried to make this list as realistic & reasonable as possible and tried to related mental conditions with what we call "traumatic" events. I'm not a health provider neither a medical expert, but I talked with some people who were suffering PTSD. This should balance the late stage of survival mode and should give additional challenges to players. 1) Claustrophobia In official terms, claustrophobia is the fear of confined spaces, and cabin fever is included in claustrophobia. In this game, cabin fever is criticized due to unrealistic triggering conditions, and it really looks silly at current status. So I tried to touch this one. Condition: First, we need to carefully define what would be the "confined place" in this game. I would suggest any types of cave, inside any vehicles, and any very small buildings within specific volume/size. If a character suffers any kind of damage and experienced below 50% health due to any reason inside the "confined place", or if the character is trapped inside the "confined place" for more than 3 days, then let the claustrophobia kicks in. Let it chance-based, but with a good chance. Symptom: Once claustrophobia kicks in, the player cannot get into such a "confined place". Or, let the player can get in the "confined place", but cannot sleep or past time, and cannot concentrate on any activity due to anxiety. Heal: Stay and sleep outside of "confined place" for more than 48 hrs. 2) Wolfphobia or Lupophobia Fear of wolves!! The life-threatening experience related to the wolf negatively influences the character, with anxiety. Condition: If character health reached below 50% after a struggle with a wolf, then let the wolf phobia kicks in based on some chance. Symptoms: a) Aim hardness: character cannot correctly aims to wolf, any gun or arrow, experiencing good degree of hand-shaking. Let the aim stamina circle always begins with red if a character have wolf phobia and aiming a wolf. b) Hallucinations-wolf sound: character continuously hear the howling or grrr sound of wolf and wolf footstep noise even though there are no wolves around the character. c) Hallucinations-fake wolf: character sees wolf slowly following him or watching him from distance behind the hill or beside the wall, but fade away or walks away if the character watches more than 5 seconds. It is a fake imaginary wolf that only exists in the character's head, so it cannot be hurt or interact with other objects. d) Visions: (Only if when the degree of fear is serious: If the character's wolf phobia is not cured but experiences the condition to initiate wolf phobia once again) character suddenly experience the wolf jumps to him or her, even in the building or anyplace, without any precautions. But once the character engages the struggle, the wolf soon fade away. Yes, the wolf is a lie! Heal: Kills more than 50+ wolves without experiencing any struggle against a wolf. You can make bear phobia and moose phobia in a similar fashion. For the bear phobia, introduce a higher chance to kicks in than wolf phobia, and heal the condition of 20+ bear kills might be proper. For moose phobia, introduce a higher chance to kicks in than bear phobia, and let's introduce 10+ moose kills to heal. 3) OCD (Obsessive Compulsive Disorder) Condition: If the character's health reached below 20% for any reason, introduce a very small chance of having OCD. Life-threatening experience makes the character to adhere to silly stupid behavior, something like superstition, which he ore she belives brings a bit of good luck and save his or her life. Symptoms: a) Adhere to 'lucky' object: The character must carry one specific item in the backpack and cannot remove the item for any condition until OCD is healed. b) Carry all countable objects in 3 numbers: The character must carry some types of items in number of multiple of 3. 3,6,9,12... number of bullets, rocks, coals, and etc. c) character need to repair something or clean the gun every 2 hours. d) character need to pick something every 30 minutes, anything is fine. These are just examples, there should be a better idea. Heal: No direct way to heal this. Just survive, but introduce the random time duration between 2 weeks ~ 6 weeks. But I welcome any other better idea. 4) Attention Deficit Disorder or ADHD, or concentration disorder. Condition: If the character's health reached below 20% for any reason, introduce a very small chance of having ADHD. Life-threatening experience makes the character falls in a continuous loop of negative emotion and continuous anxiety. As a result, he or she cannot concentrate to something at all. Symptoms: a) The character cannot read at all. b) Higher chance of failure of repair or mend or any activity which requires continuous attention more than 15 minutes, regardless of skill level. c) Aim penalty to guns and bows. d) Cannot sleep fully. Continuously wakes during sleep after a random time. Cannot go back to sleep for an hour. These are just examples, there should be a better idea. Heal: No direct way to heal this. Just survive, but introduce the random time duration between 2 weeks ~ 6 weeks. But I welcome any other better idea. 5) Depression Condition: If the character reached level 5 skill level for 6 or more skills, and if the character health is 100% for 5 days consecutive, and if the character experienced an average "feels like" temperature above 0 for 3 days consecutive, then introduce depression with a very small chance. The character gets bored with too easy and too comfortable surroundings. Symptoms: a) The character cannot read or stops reading very frequently. b) Cannot sleep fully. Continuously wakes during sleep after a random time. Cannot go back to sleep for an hour. c) Cannot eat fully. Eats very small calorie and stop eating. Then, refuse to it further at least for an hour. d) Heal bonus of sleep reduces. Heal: Continuous hunting and fishing to relieve stress, the character need to kill N number of fish or animals within specific amount of time, every day until Depression is gone. And should spend 72 hr outside of "confined space" There should be more idea. I also thought of OCD related to washing and hygiene, but there are no related mechanics in TLD so...
  24. I also like the idea of co-op MP, but the most serious problem would be time acceleration using past-time card game or sleep or reading or something. If one choose to sleep or past time or read, then what other player should do? If player A choose to read a book, 3 hr contents, within 30 seconds, then what player B should do if he was in the middle of fight with a pack of wolves? I think time acceleration would be the biggest huddle for Co-op MP. But don't get me wrong. I like that idea, and wish to see that. I'm just pointing out that it is not easy to implement in here. We need more better and detailed idea.
  25. I downloaded something. What are the detail of these contents?