one_shurbbery

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Everything posted by one_shurbbery

  1. @Nordique I really love these. I definitely think it'd be nice to add more edible or medicinal plants or fungi, or better yet, more uses for existing flora in the game. Some more examples could be: Bryoria or horsehair lichen could also be used to create primitive bandages, as an alternative to nonrenewable cloth ones. Using cattail down to insulate clothing like socks, increasing there warmth rating. Would add more usefulness to cattail heads after fire starting level 3. Rock tripe (Umbilicaria). A famine food found throughout North America when boiled. Was notably eaten by soldiers of the Continental Army at Valley Forge. Chicory can withstand winter temperatures and it's roots have historically been used as a coffee substitute. Originally from Europe, it has now become naturalized throughout North America. Using old man's beard lichen and birch bark to create fire bundles that carry leftover smoldering coals. Fire bundles could last about 6 in-game hours and light a fire.
  2. @ManicManiac Could make it so scrap metal can be harvested from recycled cans.
  3. I like the 5th and 7th ideas; water freezing and making guidelines for blizzards. Water freezing sounds interesting but I like to imagine the player's water doesn't freeze because he/she are using arctic canteens, like this one: Carried water could freeze based on the player's warmth rating. Maybe the arctic canteen could be an special item found at places like the ranger station in BR or the signal hill in PV, that keeps some of the player's water from freezing. The idea for making guidelines incase of blizzards or heavy fog sounds good, however I doubt many players would take the time to make them. I assume it'll work by using climbing rope then connecting it between to stationary vertical objects, like from a post on a house to say a telephone pole or tree. Giving the player that level of preparation for blizzards, while interesting, probably isn't necessary. Generally if I see snow falling I get the f**k inside. I know there's been discussions on the possibility of crows flying overhead indicating weather in-game, however I can't confirm if that's true.
  4. I gotcha. I also don’t really use the spray paint either in my runs, mainly I try to memorize locations or use notes. I believe rock caches show up on the map automatically as a map icon (I might be wrong). Spray paint icons also show up on the map, except some don’t show during low visibility conditions which doesn’t make sense and should be addressed imo. Personally, I like the current UI setup, although I would like to see journal a little bit more streamlined to be easier to navigate.
  5. There's a notes section under the journal menu. Also with the added spray paint you can spray paint different symbols on things that show up as markers on your map.
  6. Alcohol actually further complicates 33% to 73% of hypothermia cases, and is the dominant cause of death in urban cases of hypothermia. Alcohol causes vasodilation (the widening of blood vessels) of blood vessels near the skin, which gives the feeling of warmth, but if actually causes heat to be lost, and also negatively effects the body's natural responses to cold, such as shivering. So being drunk in cold is a terrible idea irl. https://www.wemjournal.org/article/S0953-9859(94)71099-8/pdf https://pubmed.ncbi.nlm.nih.gov/1811578/ https://en.wikipedia.org/wiki/Hypothermia#:~:text=Alcohol consumption increases the risk,one is actually losing heat
  7. @ManicManiacI sincerely apologize if I insulted you, it wasn't my intention. I was trying to make an analogy to our contrast in viewpoints. My mistake. That's fair. I also don't want the game to become Green Hell. Two very different games from what I understand (haven't played Green Hell yet, I hear that the nutrition system in it has definite downsides that need to be addressed). I agree with @Mroz4kthat any changes to gameplay should be thoroughly tested before implementation, which is the current model Hinterland has been using for adding new content. I'm not suggesting Hinterland rush new content by any means. @Mroz4k I really love your suggestion for malnutrition risk being progression bar similar to hypothermia/frostbite/intestinial parasites risk. How does this sound? Being continuously ravenous for an extended amount of time or starving will cause you to develop starvation risk, similar to how hypothermia/intestinal parasite risk already works. As the meter progresses you'll gradually get de-buffs to fatigue, as you do currently by -2% per hour, until the bar reaches 100% and starvation becomes a full affliction, causing -50% fatigue, freezing rate to increase (starving should make you colder as you’re losing fat insulation), and carry weight to be reduced by 11lbs. It can be treated/mitigated by averaging your daily calories with your daily expended calories for at least two days. This way the game is more punishing for players using the famous hibernation exploit, while still allowing players to briefly starve for a short amount of time before it becomes a full affliction as you mentioned. The addition of a nutrition system. It would make calorie consumption a more careful decision process and force players to hunt/fish more instead of hoarding canned foods in one spot. Different foods could have different nutrition stats along with the current calorie counts showing fats and proteins. For example: rabbits being extremely lean are mostly protein, bear meat containing alot more fat in comparison. Protein poisoning (rabbit starvation/mal de caribou) could be another risk bar players could get if they don't get enough fat in their diet, with the full affliction causing fatigue and hunger rate to be increased. Both the bar and full affliction can be mitigated by consuming more fats and less protein till the bar becomes lower. Too many fats in someone’s diet could cause headaches or fatigue to drop a little. The new Well Fed buff would also offer added cold resistance as well, similar to the cold fusion feat, and be achieved by preventing both protein poisoning risk and dropping to starving for three days. In addition deeper cooking mechanics being able to mix/cook like different foods to make higher calories like stews or pemmican. These recipes can be something unlocked through cooking skill level. They could also add necessary fats or proteins to different foods. For example; rabbit stews could yield a little bit of fat content in comparison to just cooked rabbit meat.
  8. I mostly disagree. I see the concern in the game potentially becoming an overcomplicated mess with the addition of new mechanics and I do believe the simplicity on which the current mechanics are based on is part of the appeal of the game, however I also believe that in order for TLD to compete against other or future games in the genre, it must continually evolve it's mechanics or add new features to keep players playing. I don't believe that the OP's suggestions or my suggestions for changes to the hunger/calorie system would turn the game into a dreaded "nutrition simulator," I think those changes would benefit gameplay if implemented correctly, plus there's plenty of other in game stuff to worry about as well to, in my view, balance it out. It ultimately comes down to the dichotomy of "realism" vs. "it's just a game." What got me playing was the promise of realistic survival gameplay, so I lean towards favoring more realism or features that add to the existing immersion. It seems you are (to use political terminology) more of a conservative, and while I respect that view point, I guess I would be viewed as a progressive.
  9. I really like all of these, in particular the true lumberjack perks. I really think TLD needs heavier starvation penalties and could benefit from some sort of nutrition system as well. The only question I have is will this body type system replace the existing Well Fed buff? I think this system would work great as visual cues for the player seen in the clothing/affliction menu. "Natural weight" being the vanilla look of the survivor. "Malnourished" the survivor looks more gaunt; face holloed in a little, ribs showing. "True lumberjack" the survivor is jacked from those gains.
  10. A simple solution would be to make the pine bough beds something we could craft and then place in one location. Shittier than an actual bedroll or snow shelter, but at least you can rest in a cave if you have nothing. The game already has bough beds placed in some caves so I don't imagine it being too much of a stretch for them to make it a crafting item. It's something I can only see effecting new players starting a interloper run though.
  11. Yeah, definitely poor planning on my part. I didn't have enough firewood or birch bark tea, or energy consumables though, nor anything to build a snow shelter. I was climbing ropes down the summit and I had to escape a bear attack by climbing back up, by then I was too fatigued to move so I decided to sleep a couple hours. Then the blizzard came and wrecked my shit lol. But in this game you die and learn.
  12. It'd definitely be convenient if you fall through ice or if you sleeping on a ledge on the Timberwolf mountain summit while, unbeknownst to you, a freak blizzard rolled in while asleep leaving you to find all your clothes frozen solid and your bearskin bedroll ruined, only to fade into the long dark before you can even strip off your boots and coat. Yeah I'm still feeling that last run
  13. I thought of some ways it could work, so here's a better explanation. Starvation could become an affliction after 3 days of being ravenous or starving, that could cause your fatigue and freezing rate to be possibly doubled. You could cure it by bringing and keeping your calorie intake up to mean your calorie expenditure. This should penalize the famous starvation exploit. A nutrition system could expand on the Well Fed buff. The Different foods could have different nutrition stats along with the current calorie counts showing fats and proteins, both have their plus and minuses, and their own well fed buff. For example: rabbits being extremely lean and mostly protein, bear meat containing alot of fat. Balancing fats in your diet you get a slight buff on cold resistance and a slightly slowed hunger rate, however too much and you get fatigued faster. Balancing protein offers the current Well Fed buff effects, however too much could lead to protein poisoning (rabbit starvation/mal de caribou), similiar to food poisoning but cured by adding more fats into diet and decreasing protein intake. Both balanced together would offer either a 5% (as offered by the original Well Fed buff) or 10% condition bonus. This would add a bit of challenge to getting the buff and make food consumption more of a careful decision process. Instead of hoarding canned foods in one spot, it could force players out to hunt more. As mentioned by others, my only concern is it potentially over complicating the simplicity of the game, however I think it should be considered.
  14. Starvation would cause you to become colder, as you're loosing fat insulation. You could lose a degree in temperature as you starve (not sure if that's the case irl). Fat could become an important mechanic, as it is in real life for people living in arctic conditions. Different foods could show how much fat or protein is in them along calories, allowing players to better balance their diet. More fat providing the aforementioned insulation, while more protein providing less fatigue. Too much of each having their own negative effects.
  15. This, but not permanently. One of the most aggravating things is being stuck in a dark building fully rested and having your only option be having nothing to do but waste a few hours and calories doing nothing of use until daylight. Happens to me all the time. I would rather spend that time fixing my gear or reading. Having a guarranted source of light w/o fire would, on non auroras, be useful. Would save on match use too and be a lighter weight option compared to a lantern and fuel. Plus those 3hr emergency candles would not be any stretch of the imagine to find in someone's cabin. My only other counter is that we already have lanterns, and lantern fuel can already be gathered through fishing, making craftable candles kinda unnecessary.
  16. Otzi the iceman was found with charred birch bark containers used to carry smoldering coals, insulated with green maple leaves, over long distances and for long periods of time. I think this neolithic skill would make a great addition to the long dark. It would save on the amount of matches used and the lifespan of firestrikers. Fire could be made out of crafted birch bark containers and use rubber from car tires all around most of the maps as an insulator. I have some other ideas as well that I'll list below: Being able to make pemmican from animal meat, berries or raisins, etc. as a high calorie (over 2,000 calories) foodstuff or ration. Basically a craftable MRE. Adding an additional slot for gloves. Being able to get fuel for cars via siphoning or puncturing the fuel tanks. I don't think adding other animals is necessary. The only animal I can think of adding would maybe be cougars, but keep them specific to a future map and give them a good gimmick like either stalking the player character for days or only coming out at night, that way they aren't just reskinned wolves. Add the bear spear, or an improvised spear for wolf or if added cougar attacks.