Vareta

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Everything posted by Vareta

  1. There are a multitude of possible homebases in all the regions but theres only one in which i feel like Im actually home. The trapppers homestead, its always been there since the start, its cozy, clean, has everything i need and most importantly its isolated. I like to think this little house embodies what this game is ! Do you have something like this ? If you have please share it here ! Thank you and a merry christmas to everybody !
  2. Yeah right now theres really no incentive in crafting it over the satchel its one hundred times more useful
  3. Yeah that sucks and is unecessarily annoying. But unfortunetly it happens, so you should try and share that warning system idea to the community and devs, it would deffinitly be an improvement to the game . In the mean time try to create another save maybe you ll find it a refreshing to start a new untouched World . Good luck !!
  4. Its kind of strange to see that the rarest, most difficult to craft clothing piece, has some disapointing warmth and windchill stats. I only suggest two things: - buff to windchill from +4 to +7 -reduction of weight from 4 kg to 3.5 kg or 3 kg This would kinda make it into the ultimate outer layer, having awsome protection, insulation and windchill bonus while having mediocre warmth. This also wouldnt make the expedition parka useless, each having their own benefits and repercussions.
  5. Yeah that would probably be the best option, that way you can always choose what you want, thought i doubt that this would ever be implemented. This actually gives me an idea ! wouldnt it make sense that the controls in each weapon improve, when the respective weapon skill grows bigger ?
  6. I play on console and the only real thing that kinda bothers me is aiming, Im pretty sure it is easier on pc. I have no idea if gyro aiming would help as Ive never tried it, but it does sound interesting.
  7. I believe that bone harvesting has already been discussed a few times, but Im not sure if it wouldnt break the game by allowing such an amount of tools and weapons accesable. Either way cool suggestion !
  8. Im really curious about in witch part of the world TLD is most played ! In Portugal almost nobody plays it... . Id go ahead and bet it would be in Canada but Im not so sure. Please if you have any information on this share it! And if you are willing and have no problem with sharing your own nationality please do ! Thank you
  9. Thx for the advice! yes Ive seen the Custom game settings and already experimented with them. I just feel like some tweaks to hunting mechanics would bea nice improvement.
  10. Ive never seen a wild rabbit, much less hunted it, but im pretty sure it would still see you if you were crouched one meter away from it. In my opinion hunting is too easy and a little too unrealistic, for example, I always hunt deer with a revolver, I simply get as close as I can, crouched, shoot them once in the head and done. I dont think you should be able to do this, it would be a lot more fun to, intelegently, track and shoot an animal from far away, this would obviously take more time and effort, which leads to another point, reward. Right now, a deer wields a maximum of 10 kg of meat, Im pretty sure a real one would have a lot more than 10 kg of consumable meat, thus, making them "fatter" is acceptable So basically, what I propose, for each animal is: Rabbit: bigger detection radius, a little more meat, and a bigger knockout time (so that you have time to grab it). I think these changes would also make snares more useful, because hitting them with rocks would be a lot harder and actually require "skill". Deer: bigger detection radius, more meat and maybe make them more durable. This would make a hunt longer, in case of a not critical shot, promote tracking and make it more rewarding. Moose: bigger detection radius and when shot instead of always running away they will sometimes charge against the player. Because moose do not bleed out, tracking isnt as viable, as such making them more aggresive will make this prey a lot more dangerous. Their spawnpoints shouldnt include a safe spot from which to shoot. Wolf: its more probable that the wolf is going to be the one hunting you but I still believe that it should have a bigger detection radius, and when it detects you it should always be able to "catch up", basically it means that you shouldnt be able to completely avoid them by walking in the opposite direction. Bear: Bears are too easy to avoid, they are extremely slow when not in a charge, and to trigger it you need to be like 5 meters away from it (not accurate). I think they should be more agressive and actively pursue the player. When wounded instead of running away mindlessly they should try and head to their respective cave. I believe these changes, would make hunting a bigger, more fun challenge.
  11. Being in the frozen wilds of Canada would not only test your physical limits, but also your mental fortitude and the capability to handle the crushing loneliness that comes with it. This is a factor which I believe would be an interesting and apropriate addition to the game. Sometimes I think what the actual survivor we play must feel, I mean his constantly being ambushed by wolves, plagued with frigid temperatures, sorrounded by the frozen bodies of others and his reaction to this is, respectively, mindlessly killing, walking and looting. Seriously this guy`s first reaction to a dead corpse is seeing if it has a chocolate bar in its pocket, I mean he must be some sort of psychopath to do this. So how would this "morale" system work, well it would ultimetly fall in the hands of the devs, but Ill just share my idea of how it would go. There wouldnt be a "morale bar" just a display of your psychological status, like: "the survivor is bored" or "the survivor is frightened" so on and so forth (not saying there should be a bored or frightened status, just an example). With this there would obviously come positive and negative afflictions such as a depressed affliction or a happy affliction(not a very good name I know). These would affect your fatigue, the effeciency of crafting and the behaviour of your character, and by behaviour I mean, for example, the survivor refusing to eat because of depression. I would also like to see a psychological evolution in the survivor as the game progresses, such as a fear system, I mean anyone would be terrefied if they saw a growling black wolf coming their way, but once more our psychopathic killing machine of a survivor proceeds to either shoot it, stab it or smash its head with a heavy hammer. This fear would include trembling and maybe a fatigue hit when the danger has passed, as the game evolves and you become more experienced the character stops fearing so much, and becomes much more efficient at doing the dirty work. Of course, all these little things are unimportant, I just think adding a little to the character instead of adding more items would be a good idea. So please, be sure to post your own ideas on this, even if you disagree with it, so that a good discussion can be made.
  12. I really like this idea especially the storm, kinda makes me remember the final storm on frostpunk, and just thinking of hauling up in the trappers homestead with -20 degrees even inside, is extremely interesting and exciting. Even lorewise it makes sense, its not hard to imagine that with all the aurora shenanigans there would be extreme weather.
  13. Interesting idea ! I can certainly imagine a more urbanized or industrialized area. It would be diferent from other, mostly full of wilderness, regions. And it also wouldnt conflict with the lore.