Shadowin

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Wolfbait

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  1. I've been tossing this wish/idea around in my head for a little bit, and I was curious what other people might think about it. (I apologise ahead of time if this is already posted somewhere, and I just missed it.) They ability to drag a deer or wolf to another location for butchering would be so helpful. When I hunt a deer I often drag it away from my hunting spot before butchering. Now I know there are a lot of differences in these scenarios, particularly in deer size, lol. But, **SPOILER** if we can carry people around in the story mode, why can't we cary/drag a wolf or deer carcass to a better butchering spot? - I realize a large male mule deer might be a bit of a stretch, but I would still qualify it as midsized game. Now, I don't mean for this to be an easy out. It should definitely come with side effects/limitations. 1. To be able to move the animal it must not be more than say 25% frozen, at least when you start carrying/dragging it. 2. You should not be able to bring it indoors or across maps. Basically anywhere that involves a loading screen. 3. I think it should be fairly stinky since it has been killed (I presume it is loosing blood some how), and maybe it could leave a blood trail similar to what a wounded one leaves. 4. It is heavy, so moving the carcass should make you over encomberd and unable to run. It should also put some higher level of drain on your fatigue. Maybe similar to climbing but not quite that severe? Maybe a different level depending on whether you are dragging a deer or wolf? 5. Maybe you could be required to craft some sort of harness for dragging it? Or maybe you could be required to have a climbing rope to move it, but the rope is not consumed in the process? 6. Maybe once you move it, the spot where you butcher it stays stinky for a day or two? - this maybe a bit far fetched Basically, I think it would be nice to have the option to move a carcass to a halfway sheltered place for butchering. It would be a risk to try to move the animal, but if you could drag it to a sheltered rock face or outdoor shed where you can build a fire and keep it going (except probably the worst of weather) it could be a life saver.
  2. Hey @Skuopbahdwoop , I'm new to the forum too and glad to see your salt mechanic post. I'm totally in support of it, and I don't mind to help keep the topic rolling. Personally I favor the idea of salting meat for jerky over smoking, and hearing some of the ideas in this post have made me even more of a fan of it. Particularly the stew idea. It would be cool if you could cook a stew that either healed some of your current condition or had the ability to give you a slight condition buff for a time. That being at the expense of the stew having a very short condition length and/or it having to be eaten hot. I don't know, that may make things too easy, but I think there should be some benefit to cooking something besides just meat; even if it was just a major hunger filling meal. Maybe a stew would require ?oz of salt, ?oz of meat, and either prepared rishi mushoorm or ?number of cat-tales.. I totally agree there could be a lot of ways to implement salt into the game. Ways that have the to potential to enrich the game play. Maybe salt could be used in the hide tanning process to speed up the curing, but at the chance to ruin your hide. Or maybe just salting cooked food in general would increase it's caloric value, but as mentioned previously it would reduce your hydration. I do understand @ManicManiac's point that it is not needed with the game play as it is. And really, the way cooking works now adds a bit of simplicity to a game that is made to be difficult in other ways. I would hate to upset the balance of a good thing.. That being said though, I really do like the idea of having a stew option and being able to make your own jerky. I prefer the idea of eating salted meat that has sat around a while to eating plain cooked meat of the same age. Anyway, I hope this isn't too rambley... I am only hoping to provide some ideas and keep the topic going. Also, I don't mean any offense to anyone. I enjoy discussions, and I know my opinion is but one of many.
  3. I think this is an interesting idea. Maybe for an event or challenge they could have several legendary or tall-tale like beasts (like an albino moose, an extra tough predator, or even a rare fish that can show up in one or specific location), and killing or catching all of them under some specified conditions would result in a badge. I can think of two ways this could be implemented in survival, if it was popular enough. Lets say for both cases that these creatures had an extremely rare spawn rate. The first way would be similar to the original post. Maybe you would only have a chance of say one or two of these creatures spawning into any given game and they could drop an exceptional hide that could be used to make a respective item with boosted stats. Maybe things like a lighter bearskin bedroll, a wolf skin coat with better wolf deterring ability, or maybe a better moose hide cloak or satchel as previously mentioned. To keep from making these Items too over powered perhaps you would need your mending or harvesting skill to be maxed out before you could actually craft that item. Second idea would be granting a feat for having either observed or killed the rare creatures. If they were to implement them in survival and not just a challenge maybe you would have to go through multiple playthroughs to actually see each of these animals. That way it is not too easy to get this feat. If you are expected to hunt, fish, or capture these creatures than maybe the feat could be like a sportsman feat and it would grant an increased starting level to ranged hunting (archery, rifles, or both - to account for interloper).
  4. Hi, everyone. I'll go by my dogo's nickname, Shadowin. I've never posted on a forum before, but I love this game and thought I might try to participate in some of the conversations. I've been playing the long dark for about 2 years now, and it is one of those games I enjoy returning to. Anyway, looking forward to seeing what is in store for the game and enjoying some discussions! See y'all around!