Skuopbahdwoop

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  1. Oh no I totally agree! Wolf attacks are fun because you can't ever expect them, and it's always terrifying to just be wandering around the area, admiring the scenery, and then see a shadow on the hill below stop and look over at you. I meant something more along the lines of accessibility- sometimes with all of the different parts of a scene I can find it difficult to notice or hear where a wolf bark is coming from- like when the wolf is actively charging right towards you and escape is inevitable unless you know where it is. Having a simple HUD icon kind of like the sprain risk, that activates around the time someone should hear the wolf barking, is probably the best option; since if the icon appeared just whenever there was danger of a wolf attack, that would give people an unfair advantage in the game, and I'm not really about that. I agree about the HUD style, though- the Long Dark is so beautiful and too many notifications would get in the way of that. And your ideas about triangulation are neat! Kind of like proximity volume and stuff would be really cool for immersive purposes.
  2. Started playing the Long Dark again, and it's been really fun, but I've gotten my fair share of funny encounters. So for reference, I'm playing on Voyager and I had survived about 20-30 days when this happened. Spawned in Mystery Lake as a beginner for a while, and decided it would be a cool idea to go to Forlorn Muskeg and make it to the Spencer Family Homestead to use the Forge there (because, for some reason, I thought it had a lower difficulty setting than Coastal Highway, plus I had gone there once or twice when I played Story Mode, so I knew the area a bit better). So I make my base at the poacher camp (I know it's not a great base, but it's the only location on the map I knew about), and after a day I set out to scout the railroad leading to the entrance to Mystery Lake. My big plan was to hug the corners of the map and make it to the bottom right (where I thought the Homestead was based on the wiki directions), and then scout from there to see what was up. Turns out, on the hill next to the railroad tracks on that end there's occasionally a wolf. First round, I was confident. Had a piece of ruined meat I could drop as a decoy, and my rifle with a few shots. I was still running on a high of being able to snipe my first wolf point blank. I figured I'd let it take the bait, crouch down and shoot it, and then quarter it and bring the stuff back to the base. Then I almost died and restarted the day; since this is my first playthrough where I haven't died on the first week, and I /really/ didn't want to lose it because I was stupid. So second time, almost died again. Third time, I finally remembered I had bait I could drop. The wolf stopped for a second, and we both collectively looked down at where....I had dropped fresh gut. Not meat. Because I had apparently forgotten I had gut in my inventory (which probably explains why the wolf kept sneaking on me to begin with). The wolf gave me a look for a second, like "are you really this stupid?" and then proceeded to maul me. I kind of sat there for a second, watching my condition drop, thinking "Well, the definition of insanity is trying the same things an endless amount of times expecting different results, so maybe I should try something else." Then I realized I risked permadeath so I immediately fought the wolf off and restarted the day again. Gathered my firewood again, failed at starting a fire for a few times, cooked up some meat and water. Figured maybe the homestead was too difficult for me to get to at the moment, and I should scout more around the camp to figure out what was what. So I decided I'd try to hit the Northern radio tower and see what was up there, since I knew from the maps I looked at it was somewhere near the poacher's camp (in case you haven't noticed, I'm terrible at navigating by map). So it's a cold day, kinda foggy, I'm carefully walking across the ice patches (because I've fallen in and gotten hypothermia a few times on other playthroughs, and I didn't feel like getting it again), when I look up and think "hmm. That rock looks like it's moving. That's kind of weird." Turns out, that rock was a bear, and turns out bears don't particularly like when you get too close. Needless to say.....I restarted the day again. Now it's cold and I go "ok, so I can't go to the homestead, can't go to the radio tower. Let's go across the railroad tracks, where it is nice and safe and I hopefully will not die." So I drop every single thing in my inventory that could draw animals to me, even my bait. Because I just want to explore and figure out where I am, for goodness sake! I want to find the cool things! I walk across the tracks for a bit, admiring the sunrise (it's seriously beautiful, guys. This game is wack in terms of art)....and then I run into a pack of wolves. At this point I've restarted five times and I'm /really/ getting tired of having to gather up all my morning firewood if I'm just going to get attacked a few hours later because I lose focus and forget that there are a bunch of animals who want to eat me at every corner. So I restarted again and figured I'd just wait for better weather before exploring, and I'd stay inside. Then I realized, I don't have much firewood. Maybe I should fix that. So I go around and break down some fir/cedar limbs, get hypothermia risk because it was cold and I forgot to make a fire, and I for some reason think "oh hey, the bear is gone now, weather's not that bad, maybe let's give that radio tower another shot! I can make a nice fire over there, gather resources, have a fun time. I'm pretty sure it's close enough, and my clothing's warm enough that I won't get hypothermia before I get there if all goes well." Turns out, when crows fly overhead and they're not going to a carcass, it means the weather will change. And it turns out, fog is actually very common in Forlorn Muskeg. So I'm wandering around this icy patch in a giant circle, get the weak ice indicator....and I got hypothermia and had to run back home before I died. It was a fun week. If any of you guys have funny stories about poor planning or wildlife encounters, please put them below! Hope this post gave some of the more veteran players a chuckle at my expense; I am horrible at this game even if it's really fun. It's a wonder I've been able to survive as long as I have even without restarting when I'm going to die.
  3. Totally! Quarantine has been a huge incentive for me to get better at the game.
  4. I thought about this when I got surprised attacked by my 5th wolf of the day. Could there be a visual HUD indicator when a wolf/other dangerous animal makes a noise threateningly at you but it's not within your eyesight? I've messed around with volume variables but it can be difficult at times to focus/triangulate a wolf bark before I get knocked out. It could be something even just turned on or off like camera movement in the accessibility options. It wouldn't need to be overpowered, either- just a visual hud on the screen that something dangerous is around you so you have to find it, like when you're on a steep incline and it warns you you're at risk for spraining; or the weak ice warning. Just figured I'd throw this out there as food for thought!
  5. Does it need to be either one way or the other? I understand players who want a really challenging, non-renewable experience. That the only goal of survival mode is to survive, and that players who want to survive should be more conservative with their resources. I'm not discounting that, or trying to complain like "waaahhh!! the game is too hard because I don't have 7 guns and 50 pounds of food I can find outside my door!!" The Long Dark is built on the idea that eventually, the resources you have won't be enough. There will be, inevitably, death. And a lot of players prefer that experience. But at the same time, it seems somewhat unrealistic there wouldn't be some renewability beyond beach-combing, especially where plants are concerned. If rosehips, mushrooms, saplings, and old beard plants can exist for multiple in game months without rotting or freezing to death, it stands to reason there must be enough renewable plant life for them to exist. In addition, herbivores like deer survive in the game for years- surely there must be enough consistent vegetation beyond what the player interacts with so they can continue to live/respawn. It wouldn't be much- but if after maybe one or two in game years there was a respawn of certain items like a few scattered birch saplings, or some mushrooms- that would be believable to me. I mean, we're talking about a game where a freaky Aurora makes wolves glow wild colors and sparks broken-down technology that's been frozen and weathered to life again. If that's something that's possible, why can't a bit of renewability be as well? Plus, snow is rarely stationary, and since the game's lore is based in a geo-magnetic event that drastically changed the region's geography to the point that survivors either had to move from suddenly dangerous areas/couldn't access new locations (as seen in survivor notes), couldn't that also be explored? Maybe something like rare earthquakes or avalanches that occur throughout the regions if you survive long enough, uncovering new locations/items you may have not had access to in the current geography. It would inspire players to explore the regions again, combing for things they missed/couldn't get before; and could prevent the inevitable stagnancy where you've either used up all your resources and the only way out is death, or you've locked down one region and there's not much incentive to go back to it. It adds more playability to survival mode. And in the end, I would imagine something like this could be tweaked in the custom options- like you could spawn a world where there is eventual renewability, versus a world where you could switch that off if you wanted the game to be more challenging. Plus! It wouldn't even need to be overpowered- just makes it more accessible. And I do understand that the developers have tweaked things like wildlife behavior and game mechanics to make the game harder- such as how it only takes 12 hours before you dehydration is fatal, rather than in 3 days irl. Plus, wolves rarely circle around humans and attack en masse. That's just the way the game is played. But I don't see why renewability couldn't be some variable you could change in a custom setting, as it could be a good safety net for newer players that could give them a chance to get on their feet and learn when it comes to natural resources, instead of just ruining their whole playthrough. In my experience, something like that could be equally inspiring and demoralizing- making it less accessible to newer players interested in the game but haven't followed all the updates. To an extent, at least- it just makes sense that something like this could be customizable for different player experiences. Sorry if this post seems rude, I genuinely don't want to offend anyone. I'm a newer player myself, and I'm not really...very good at the game; I just killed my first moose a few days ago, for instance (and it took me a couple tries because I kept missing my arrow shots). But it just seems logical, at least in the lore the game establishes, that there's something to be said for sparse renewability; which could be manipulated like wildlife/weather behavior to tailor the game's experience to your play style.
  6. Thank you for the kind words! Yeah, I had figured salt would have been something introduced before, even if it was just in a forum. I do think it would be a neat mechanic to have salt or smoking abilities to preserve meat further, and have less of a smell- would even help conserve weapon condition, since if you just get a moose and preserve the meat then you could save a few arrows in the late game. And also, why not have stew!! It would be such a cool game mechanic to have fancier meals, where you get a thing of stew that spoils really quickly but when heated up it gives you a big hunger bonus. I do think that if salt was implemented though, it'd need to be balanced a lot to keep the game challenging. That it would either take a lot of salt in order to preserve meat, or "curing" it with the salt would require multiple in-game days for it to dry out, etc...just to balance out the benefits you would get from being able to create a meat with longer-lasting condition and a reduced scent gauge. Plus, I'd imagine if you got a high enough cooking skill things like salt preservation for meat wouldn't really matter, since you could just go around eating ruined meat without fear of parasites (at least, I believe, in easier difficulties). But at the very least, I agree that it would be an interesting thing to explore in future updates. (also sorry if things I'm talking about have already been implemented in the game- I have the PS4 version and I've only been able to get the update to 1.31, or the update right before the cooking system got overhauled to cooking pots and stuff. So my experience with the cooking mechanisms is just sitting by the fire watching the circle HUD while time is sped up.)
  7. Oh jeez, first time posting on this forum but here goes! I had wondered when I was boiling water on one of my play-throughs, about some kind of salt mechanic. Like if you could boil out water and get salt, or find it in stores/indoor bases (because I'd find it hard to believe that there wouldn't be bags of salt anywhere on the island). If you got enough salt, couldn't you use it as a meat preservative, to make its condition last longer? It's a stupid idea, I guess, since there's already jerky and if you get a high enough cooking skill condition doesn't matter as much on the meat- but I figured I'd post it here if nothing else. Maybe someone could make something better out of the idea, at least? Have a wonderful day!