Sammida

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Posts posted by Sammida

  1. On 7/19/2023 at 9:00 AM, Dan_ said:

    Pemmican
    Calorie and protein dense delicacy and the weary traveler's most trusted fuel. A gift from the children of the prairies. 

    • Ingredients:  1kg Moose, 1kg Bear, 4 Rose Hips, 0.25l Water
    • Cooking Level required: 5
    • Calories: 500 
    • Yield: 4 pieces
    • Prep + Cook time: 2h
    • Weight: 0.1kg /piece

    Comment:

    With this recipe, you are getting almost no calories more than you put in and having a long prep time ( trying to emulate drying the meat and rendering the tallow from the bear with water ). The trade-off is that this is a super-low scent ( Jerky-like ) and low decay rate food that is very portable. Rose-hips could be optional, and of course there's not enough tallow percentage wise on a given bear or moose meat slab like the game gives us after harvesting to produce shelf stable pemmican, so you have to believe that the bear and moose meat here are particularly fat pieces. 😁

    Having jerky and tallow as separate recipes would be better and make the pemmican make more sense, but I'm trying to make Pemmican work as a standalone recipe.

    I'm honestly surprised that pemmican and rubaboo haven't been considered by the devs (maybe they have, idk). They'd be perfect for Frontier Comforts.

    • Upvote 4
  2. 8 hours ago, Dum_Gen said:

    If the devs feel too busy to post extended responses OldMiltonMailbag-style, they could at least post short answers to the most important current questions.

    E.g. episode 4 - dev diary promised some news in January 2021. Its March already, no news at all.

    I concur. Making one of these should only take an hour or two; three is generous. Though, three hours every few months is not a large sacrifice for interacting with the community.

  3. Having even a meagre allusion that there were once natives on Great Bear would be interesting. This would heavily depend on where Great Bear Island is, though.

    B.C? If it's near Haida Gwaii or the Discovery Archipelago, totem poles, carvings and other art pieces would be beautiful in the art style. I could imagine a few instances where this could be ominous, too.

    NWT or Nunavut? Very unlikely, since no one on the island speaks ᐃᓄᒃᑎᑐᑦ hitherto in the game. Despite it's unlikeliness, it would be interesting to see inuksuit dotted around the map.

    This would not even need to be a strong presence. Having any hints and pieces would significantly aid the world-building.

  4. I always think about the services of Great Bear. Like, I am aware that it is a very independent island and we never get to see a significant portion of it, but there are countless vital services that just don't exist. For example:

    • A ferry terminal. How did the inhabitants get here. Maybe with an...
    • Æroport. I guarantee not every one who wants to travel to the Island needs an amphibious ærocraft.
    • Fire department. They have the fire watch towres, but who will extinguish the fires?
    • A destination for the trains. You mentioned the train yard, but where would they be hauling their fraught to? A ferry terminal?

    There is probably more, but these are the first that come to mind.

    • Upvote 1
  5. 1 hour ago, Schrodingers Box said:

    I can tell you are playing an easy level. Keep in kind there is far more to the game design than just the level you are playing.   In interloper, the sooner you visit HRV the better and depending on my routing, I very often use DP for my forge run instead of FM.  In fact only BI is the unnecessary zone in Interloper- unless they made it so you can repair crampons at the mill. 
      But even in your easy level- why on earth would you NOT visit AC if only to get the crampons and tech pack?  Seriously??? Are you kidding me?

      I think when you get some experience playing the game you will quickly change your tune on this.  Until then, think globally, not locally about the design. 

    I frequent Stalker. So no, I would not necessarily count myself as new to the game. This post is almost exclusively about the design. I was still hesitant to include AC on the list, but seeing how far it is from other regions, the two goods are the only reason to go there. 

    I am not saying that these regions are 100% useless, just less-so for me.

  6. Regions with only one entrance and exit: BR, HRV, AC and DP (TWM almost counts). Of all the regions, I find these to be the most useless; especially BR, AC and DP. I'd go to HRV if I am seeking a challenge or if I need some nice meats whilst I am in the area, and TWM if I want to mount the summit. Though, for the other regions, I usually never need to go thither. 

    BR, as every one knows, has a forge. This is, personally, left desuetudinous by FM's forge. The only reason that I would need to go to DP is for that forge if I happen to be in CH, though. I would only ever make maybe one late-game trip to AC for the two goods—that is it.

    So, I am hoping that all five of these regions get extra purpose in the future, aside from exploration, hunting opportunities, and 'I happened to be in the area so meh why not.' I would like most of these dead-end regions to have an other connection. Maybe two new regions could connect BR to HRV; DP to AC. This would significantly increase the likelihood of me passing through any of these regions. Because, as it stands, I never usually feel the need to visit these regions.

    TL;DR: I never feel the need to visit BR, HRV, AC nor DP. Connect them to each other and then they will have a purpose to me.

  7. 40 minutes ago, ajb1978 said:

    About the only place this would be a problem is along coastal regions while beachcombing. I don't know if you've ever fallen through ice in real life or not, but the biggest challenge in self-rescue is that you have practically zero traction on wet ice. You're kicking your feet up behind you in the water while trying to seal-crawl out of the hole on your forearms, and you're just slipping all over the place barely making any progress.

    This is what I mean. Great Bear Island is an island (I think that most people have established the Island as being in Northern B.C) and, unlike the prairies, coastal ice is a pain. Even if sliding for half a metre on ice aftre walking served no purpose, it would help remind the player how cold it actually is.

  8. On 1/12/2021 at 1:08 AM, odizzido said:

    I think it would be neat in the intro of the story mode to see Will pull out a compass to try to figure out where to go and see it spinning around uselessly.

    Why has this not been apart of Wintermute yet? So much story-telling done right here! No dialogue or needless exposition! This should be a, 'Show, don't tell,' kind of game, so this would be perfect.

  9. What I think would be cool is for it to be random. So that each time that one boots the game, it has a different background (with corresponding theme song because they are all lovely).

    Or, they could change based on the last Wintermute episode that one has played. Episode 1: The first background featuring the Trapper's Homestead, etc.

    I would find it a treat to open the game to a different peace of the game. But I do agree, I do think that they should all be used in some way. Especially with the theme songs.

    • Upvote 2
    • Like 2
  10. Kind of like what Call of Duty: Cold War zombies does. Instead of how one would usually end the game by dying, there you can actually escape by helicopter.

    I would actually like that in TLD. It would have to be difficult to pull off, but it would be cool to have the ability to close the storybook without erasing your character from existence. 

  11. I have said this before, but I wrote a little too superfluously, which probably turnt people off from reading what I had to say.

    I have noticed, in several circumstances, that the English language used in the game is very American—naught inherently wrong with that, but for a game that prides itself on being Canadian, it seems counterproductive. Examples:

    • Rumour is spelt rumor on a book about Sasquatches.
    • Burnt is spelt burned.

    Amongst other things, of course. I really enjoy etymology and language, and would like to see some focus on this aspect because I do think that this meagre issue detracts from its ultimate goal of being wholly Canadian... Albeit slightly.

    • Upvote 1
  12. This may seem like a petty issue, but I do think that it will enhance the "Wholly Canadian" aspect of the game that the developers emphasize and that I love. And it is localization and spelling. 

    When I find a Canadian game that uses Canadian dialectal aspects, I light up. And I did have this ecstacy with The Long Dark. Though, there are a few things that missed the mark in terms of the language portion in my opinion:

    1. I noticed "rumor" appear in a book item description. Naught inherently wrong with that, but it is a non-Canadian spelling of "rumour".

    2. "Burned" appeared for burnt food. And, aforementioned, "burnt" is the more common Commonwealth spelling.

    I am certain that there are other instances of this, but these are merely two examples. Again, this may seem like a very meagre inclusion to the game, but I vy to argue that it would enhance the Canadian image found throughout.

  13. Hello, I had an idea that I think would work well whilst not combating too much with the already-existing game. My thought is of expansive regions. Regions that may be very large, void of many roads and buildings, and may offer more nature-versed surviving. Perhaps these regions could occupy the empty parts of the map North of where the game centres on and act as an optional filler area. This way, not only do these areæ make the whole map larger but offer optional, high-difficulty places for more advanced players seeking naturalistic survival. Vast valleys, wide, cascading knolls, and dense forests to test your skills may be compatible with the current regions—where a ten-minute walk will find you a homestead.

    Aforementioned, this is just an opinion. Thank you for reading this far.