one_shurbbery

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Everything posted by one_shurbbery

  1. I agree somewhat. I might also add that I think the rabbit skin hat should also have a higher warmth rating.
  2. A sled or travois has been something requested a thousand times before, it’s just something I’m not for. With the new technical pack, the moose hide satchel, and maintaining the well fed buff, you can carry up to 99lbs of gear, which I feel is plenty of equipment for traveling region to region. Adding a sled or anything else to increase carry weight beyond what’s already in game would take away from the need for weight management. It’d even be difficult to travel with as it would slow you down and you can’t have it equipped while climbing ropes or whatever. Also unless it’s a equ
  3. Rock tripe (Umbillicaria) is edible and has been used throughout history as a famine food when boiled.
  4. Something I've been hoping for is for cattail heads to be used in crafting, mainly as added insulation. Maybe the down could be used to modify socks to increase there warmth rating. Cattail down could be something required for the bearskin bedroll, instead of cloth.
  5. That's actually a very good idea
  6. I agree. I also would like to see the rifle be a more effective long range weapon. Right now range increases with skill level, which I also disagree with somewhat, I think more realistically rifle stability should be affected instead. However, I understand this is most likely the case as it seems the bullet travels based on the center of the screen. I'd also like to see some basic bullet physics to compensate for this longer range, nothing as extreme as say Arma 3, but something like trajectory being affected by wind. I doubt bullet drop would become a serious factor due to the size of the cur
  7. Reminds me of this video My only concern about cougars are them becoming game ruiners or just reskins of wolves. If they just came out of nowhere and attacked the player, it'd piss of alot of people lol. Hence why I think they should give some audible warning (a hiss or a scream) and attack based on line of sight. They would also have a morale system similar to timberwolves. Imagine going through an area like ash canyon at night and you hear this blood-curling scream, then frantically look all around and then finally see just a pair of glowing eyes coming towards you. It then tr
  8. I love the idea of timberwolves moving to different maps over time, presumably in search of prey (aka you).
  9. Could be something to cool to find in a ranger station on maybe a new map or something. Basically I imagine it being a tougher version of the existing knife, that doesn't lose condition as fast. Maybe a bayonet for the Enfield, although I find it unlikely that Canadian Rangers would carry one. It'd function like a spear would and be useful for only wolves or timberwolves, especially if you've run out of ammunition.
  10. I think this is a fundamentally good idea, would help especially with the lack of bandages in the long game. Bandages used for sprains should be fine to reuse after maybe an hour. For and after bleeds though is a different story. Dirty bandages though shouldn't be useable in my opinion, you should have to boil them in potable water first before they could be used, granted with condition lost,. Plus considering all or at least most bleeding injuries in game come with infection risk anyway, a dirty bandage should just cause immediate infection.
  11. Great idea, I like reading conspiracy theories so this would be something right up my alley. I assume you're referencing HAARP (High-frequency Active Auroral Research Program) based in Alaska. It's a popular target for conspiracy theorists who claim the US is trying to weaponize weather. Notably it created the first artificially produced aurora back in 2005. It should also be noted the weather weaponization has been something done by the US military before, notably during Operation Popeye where cloud seeding was used to flood the Ho Chi Minh trail. The military ended HAARP back in 2014 and sin
  12. Hallucinations were an idea I’m sort of open to, regarding the topic of added mental health effects. However I don’t want to see a sanity meter in the game. To me it’s a mechanic I think would detract from my immersion, but I digress. I’d be down for something like auditory hallucinations or simulated tunnel vision for long term starvation, dehydration, or cabin fever. Subtle things like the survivor breathing heavier from anxiety or the growling of the survivor’s stomach sounding more like the growling of wolves. Tunnel vision where the peripheral vision on screen becomes more blurred overtim
  13. @Mroz4k Thanks for commenting, sorry for such an exhaustive list. In all honesty I actually appreciate the bluntness. You made alot of great points so I'll do my best respond to some of them for the sake of furthering discussion. 1) To clarify, I was thinking that maybe being at starving for 24 hours or ravenous for 30 hours would work before starvation risk sets in. I must've missed typing that in the original post. I further go into some of my thinking in a prior response. What I'd really like to see is the system working off the average calories consumed and average calories expended s
  14. Using them as auditory navigation aids during blizzards is cool. I definitely like the idea if recycled cans are used to make them.
  15. I like where your coming from, however I think it’d make the game way too tedious. Despite me usually wanting realism, the way all the clothes just magically fit is just one of the things I chock up to it just being a game. Plus I’d hate it if after searching everywhere for a pair of mukluks only to find a pair too small lol. Also great title.
  16. To me the actual player serves as the morale mechanic. I feel like adding an in-game morale or emotion system would make the game way too tedious and that the emotions of the player would outdo any implemented system.
  17. I think sweating could definitely be a mechanic considered, however I doubt it’ll be implemented in the current game, maybe a sequel. It doesn’t make sense for my survivor to forge inside while still having a bearskin coat and other gear on without getting drenched. I’d like the mechanic for situations like that. Being at feels like temperatures over 90F for awhile (say 30 in game min) could lead sweating, effecting inner clothing layers. I usually strip my character a little before forging for my own immersion, but I think having a sweating mechanic would add points to realism Maybe make forg
  18. I really like the idea of fish snares. Here's an example of a ice fishing snare from a old survival manual I have: I was also thinking about the possibility of crafting gill nets or small fish traps to be used in coastal regions like BI, DP, and CH. Would yield more fish, the only problem is braving the weak ice to retrieve it.
  19. I think I heard on a previous thread that plants will respawn after an in-game year, however I can't confirm if that's true or not.
  20. I think if the spear is added to survival mode it should be nerfed a bit. Maybe instead of using it on bears, it'll be useful for wolves, in particular timberwolves. I imagine a spear would be most useful for interloper journeys into Bleak Inlet.
  21. The root of Cichorium intybus sativum (aka root chicory) has been used as a coffee substitute throughout history. It is perennial, so it can survive below freezing conditions. After being brought over by Europeans, it has now spread across North America. I think if added to the game, it should be used as less effective coffee alternative.
  22. I have the same feeling in a way. I forgot this. I commented on a thread about candles, I forgot to put that on the list tho That's also my concern considering alot of my suggestions, which is why I wish to discuss them with people. I do think simplicity is something the game should balance when implementing anything, which I think Hinterland does a good job at. That simplicity is definitely one of the core tenets of the game. That and the degree of realism in survival mode is what got me playing and keeps me playing. Thanks for your comment
  23. @LoneWolf5841 Thanks for commenting You made some great points so I'll try to respond to some of them. 1) True. IRL, a human being under normal conditions can generally go 3 weeks without food. According to the wiki's section on hunger: "When no more calories are in the calorie store, condition drains at a rate of 1% each hour. Dying of starvation will, therefore, take a little while, and will require four game days if starting from 100% condition." Also from the wiki: "A player that remains starving for more than 24 hours will start to have their fatigue affected; the maximal amount of
  24. After about 500 hours, these are some of the things I think the game would benefit from or at least things I'd like to see implemented. Let me know what you think. Starvation as an affliction. Being continuously starving or ravenous for 30 in-game hours will cause you to develop starvation risk, shown as a progression bar similar to how hypothermia/intestinal parasite risk already works. As the meter progresses you'll gradually get de-buffs to fatigue, by 1% per every 5% of risk with a max fatigue lost being the current 50%. It will decrease by say 5% per every 200 calories consumed. Ho
  25. I think one of the problems is the time period the game is set in, although I'd definitely like to see some more allusions to native peoples that inhabited the island. It could be possible that at some point the native population left the island at some point for some reason. Maybe the aurora event we see in the game wasn't the first. The towns and areas we see in game could be rather recent developments; the new settlers failing to learn from it's previous occupants. One of the things I wish they'll add as DLC is a game mode based around the early 1800's during a previous aurora event.