Vareta

Members
  • Posts

    65
  • Joined

  • Last visited

Everything posted by Vareta

  1. Well, now that I think about it, it would be kinda stupid for people to shoot each other instantly. In that scenario people would probably try to hudle together as much as possible, yeah sure there would be some struggles but I dont think anyone would resort to an outright shootout. So unlike TLD, this fictional game, could be about survival in a group instead of alone with rare occasions of agressions between humans.
  2. this is not a wish (although it is in the wish list...😅) its just a way to share a concept that to me is pretty cool.
  3. Oh god I just realized I put this on the wish list. Totally unintentional. If any moderator is seeing this can you please move it to discussion forum ?
  4. Well yes Will and Astrid do not have to be the protagonists, to be honest, I don’t care. What I really like is the idea of seeing the effects of the flare on a more...civilized setting. Though I believe it would be best to keep the permanent winter, I mean it’s kind of the main theme, also changing it would imply changing the art style which I absolutely adore.
  5. This is just some food for thought, but imagine that after TLD, Will and Astrid leave great bear and go to the mainland. There they find a broken, frozen, urban landscape, where the effects of the flare are especially felt. People start to panic, essential resources run low, ellectricity goes down and fighting starts to happen. Now what is left are small groups of people who steal and kill each other in order to survive. While radically different from the original game, it would give room to certain systems that first game cannot include. Dont you think this would be cool ? Remember this just a discussion about a game that does not even exist.
  6. Im sorry but I do not remember what you commented, so that probably means that it had nothing wrong with it. Either way, just as the title says, this is a discussion, negative opinions are more than welcome, Ive learned a lot from those... 😅
  7. First off, I am not, in anyway, trying to criticize the way TLD is being updated. I just want to understand what the future plan for this game is. While watching the forums, I’ve seen many extremely radical propositions: multiplayer, shotguns, chainsaws...(I’m not saying any of these should be added, specially multiplayer). But the point is, what is acceptable ? Should the devs only continue to add new regions and some misc items ? Do you think that implementing something new and quite different could be good ? The thing is, that just like most games, old players tend to dislike big changes, not for all of them obviously, but it is something that happens, and so I see a lot of old players refuting new ideas, most of them rightfully so I’ll admit 😂. But sometimes I see something that is extremely interesting and then theres a lot of replies saying that it doesn’t fit the game, or that it’s unnecessary. So what do you think ? Please share your opinion. Thank you
  8. I don’t want to force anyone to do anything, I just stated a consequence that would eventually happen if this were to be added. A consequence that mirrors the already existing weapon system, for example. Now about how it would work. I’ll take you through my thought process. Originally my first idea was to use a limited repair system, basically a piece of clothing had a limited number of repairs it can do before ruining. Now this had a problem, when you were repairing something that was, for example, at 90% condition, you would lose one repair, for only a 10% condition gain, when you could have gotten maybe 30% if the clothes were a little more damaged. So instead of that, I thought that clothes should have a limited amount of condition you can repair. Thus when repairing something at 90%, you get your clothes in a perfect state, and 10 % is removed from the maximum amount of condition you can repair afterwards. Try to understand this with the other coat example I gave. I don’t think I can explain this any better, I mean it makes sense to me. I also do not see how anything would have to be changed to accommodate this, I think the current decay rate can coexist perfectly with it.
  9. Even with this addition, you’d still be able to do that exact same grinding process. Let’s make an an example: - you have a coat that is at 25% condition, and the maximum amount of condition you can repair is 200%. Now you repair it to a perfect state. In that moment you’d have a 100% coat of which you could repair a maximum of 125% condition. Mind you this is just an example, not how the numbers would go. When you level up, that maximum amount would increase, thus making clothing last longer. I simply cannot see how this system would be at odds with the current sewing skill. Also you said that you aren’t actually forced to do anything, yes it would take a massive amount of time for you to be “forced” into doing something, but presumably it will happen, no matter how well you manage your resources. Of course no one would ever have the patience to do such a long run, these systems aren't meant to starve you of resources, but give them more value. If you could make ammunition presumably infinitely, you’d stop caring about saving ammunition. This is the situation that clothing finds it self in, theoretically, it can me maintained for eternity if you craft enough fishing hooks and beachcomb for cloth. I believe this addition fits perfectly with the idea that “everything eventually decays” that is embedded within this game.
  10. This game forces you to do a lot of things. Eventually you will be forced to use magnifying lenses and use the bow exclusively, for example. How is this different ? It gives more value to clothing, thus promoting its collection. It would also give a little more reason to hunt, as at some point you will need to make another set of clothes. And I mean, realistically this makes sense, you wouldn’t to “patch up” a piece of clothing indefenetly.
  11. I disagree with you. First off, your only focus is on one difficulty type, Interloper, in which yes, crafted clothes are a priority, but I think you missed the fact that the limited repair would also apply to this clothing type. Also, I do not see how this would conflict with the base sewing skill, when you level up, the amount of regained condition on each repair increases, and with this so does the maximum amount of condition you can repair, in one piece of clothing, increase. These two modifiers do not interfere. About the socks and underwear, because they are an inside layer, the rate at which they degrade is staggeringly slow. As such it would take an obscene amount of time to ruin every single piece of socks and underwear in the map. So it’s just a matter of finding them.
  12. I have absolutely no idea if this was ever suggested but here it goes. Right now clothing basically lasts forever, no matter how many times you get attacked by animals, you can simply repair it. I’ve never sewed anything before, but I’m pretty sure that after 100 repairs it would look like something straight out of Frankenstein. Basically what I propose is that clothing have a limited amount of condition you can repair before ruining. This maximum amount would vary with your sewing skill, and the tier of the clothes, for example, an expedition parka would have more repairs than a ski jacket. This would imply that, eventually, you would be forced to use animal derived clothing entirely, though this would obviously take a lot of time. Also this would promote the hoarding of clothing, as I find myself in late game not picking up looted clothes at all because I simply don’t need them.
  13. I cannot if you are joking, being serious or being sarcastic 😂.
  14. You may be right about that one. But I don’t know if it’s worth putting that much effort into one challenge... maybe adding it to wintermute, like you mentioned, would make more sense. Kinda like the bear spear.
  15. I can understand the point of allowing a difficulty change during a save, but for it to work it would have to have at least a couple rules, to not allow someone to, for example, change to pilgrim during a bear encounter. Things like that, but otherwise I guess it could be done. Even then I think the complaint you mentioned still remains. I like to think animal companions would fix it at least a little, but hell maybe the devs intend the game to stay the way it is, maintaining an atmosphere of complete isolation, and that is completely fine by me, will continue playing it that’s for sure !!
  16. Guess I can’t argue with that.đŸ€ŁđŸ€Ł. You really want to eat the damn dog don’t you ?😂
  17. Why is it ridiculous ? Dogs have been used by humans for millennia for a variety of reasons including ones that help in survival situations.
  18. All your points are justified, and so are mine, it’s really just a matter of opinion to be honest. I made sure to not expressly state my ideas on how such a system would work, as I believe that is useless to a discussion. Though I do feel like saying that dog probably wouldn’t try to attack the survivor instantly, because they are not as wild as wolves...it would be a problem during an aurora though, which I think that would create an interesting dynamic.
  19. I guess that would give a “fitting” end to survival mode. Although I’m not sure that would be very appropriate since I think the idea of survival is that there is no end to it.
  20. I do not agree with this destroying the solo aspect of the game, in the end it’s just a dog, no matter how much time you spend with it, it just doesn’t compare to the company of another person. Though I do admit that I’ve started to doubt the viability of such an implementation.
  21. Well no matter, I‘m sure that if the devs ever intend too add any sort of animal companion, which they probably don’t, they’ll think of this and find a way to get over it.
  22. Wow, I really didn’t think about that. Well , I guess in the situations that you don’t spend a lot of time in the climb zone, leaving him temporarily could be done effectively, with some risk involved. In the cases of TWM, for example, the only solution I can think of is Dr. S.’s proposal: Though that would obviously come with yet another fatigue inducing action, which is...not very nice. You’ve found quite the loop hole in my dream of having dogs in TLD with goddamn climbing ropes. Gee thanks😂.
  23. I consider the pup idea impractical because it would just be too much of a pain to play with, and too implement. A 50 day growth time is just too unrealistic, and even if we are being realistic, it would take at least a year for a pup to grow to adulthood. Can you imagine having to babysit something for an entire in game year ? It would be boring as hell. And then the wolf problem, lorewise, I guess you could push it and say that because you’ve trained it won’t attack you, that sounds a little sketchy tho. Another problem is balancing, following in game logic, if you had a wolf friend, hunting rabbits and deer would be completely free, as for wolves they would probably become either a non-threat or a very small one. These two outcomes are unacceptable. I can understand that the thought of nurturing and training a wolf sounds cool, but it just doesn’t work, not with this game.
  24. Yeah...I’m sure that with certain updates the game will give you more and more reasons to survive longer and longer