Old Hermit

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Everything posted by Old Hermit

  1. Upvoted. Some alterations on game elements, without reshaping everything. I don't know if the cold weather is growing over the whole planet, but yet the game environment is already cold beyond normal, i guess. Then, there could be a sort of oscilation between a cold weather (the current game mode) and a hyper-winter, or otherwise a mild weather, both altering temperatures and snow/fog/wind behaviour, and perhaps even vegetation partially respawn, being seasonal on each 365 ingame days played. Imagine an Interloper playthrough where each winter season becomes more and more aggressive, due the constant decreasing world temperature... of course adjustments could be needed. (using google translator)
  2. A nice touch. Simply add more music variety would help too
  3. It would be very nice. But still has the chance of that gear being burned or fallen on the chasm or lost somehow in the plane crash. About the aeronautical chart, it was my very first thought when i started to play TLD. A commercial pilot surely would have some minimal navigation info document.
  4. I think they made it intentionally, so it's harder to spot them in dark rooms, maybe.
  5. The current medicines use system makes no sense. When u use pills, u should use ON YOURSELF, and not on the illness. Theoretically, the body knows where is the problem, and fetches the proper substances to heal itself. The player's decisions should be related to choose the right medicine. For the natural ones, decide if it should be brewed as tea, or smoked, or chewed, or put directly over the wound, or whatever. Another problem, that i think is a little offtopic but yet related, is the insta-heal method. For example, you get a sprain and barely can walk, then use a bandage and voila! New again, seems nothing has happened. There is not a heal over time, and the applying itself is too fast to notice. It's just a matter of having a bandage ready or not, turning it a insignificant thing, not a real problem. Still about healing over time, you not even should know if the medicine works at the moment you use it, but keep an eye to the effects over time somehow. Back on topic, it seems to me that the game designers got a problem (we have only 2 kind of pills) and tried to resolve the worst way possible (let's give a bunch of choices for the players to take only with these 2), instead trying to increase the variety. @Stinky socks your proposal would be a step on the right direction, i think.
  6. Interior lighting is totally weird and non-consistent. Interiors with few or none windows can have minor light, and interiors with plenty of windows can become pitch black. Stoves and barrels gives a radial area of light, and that's it. No more light. Any minor light source as a candle should be able to give MINIMAL light for a room at any distance (as long as you don't put it on your face and be outshined)
  7. I suppose that the caves to be randomly blocked by shrubbery (great idea!) is meant to be the non-explorable, shelter caves, isn't? Blocking the transitional caves and mines could leave to many disasters in game design, so i think @UpUpAway95 refers to the small ones, noh? Anyways, i have no problem in having some of them blocked permanently by rocks (the island has too many earthquakes) or fallen trees, or whatever. About the loot being more randomized, i'm all in favor of it. I never seen a loot table, and there is no reason to me look for any. As someone said above, part of the essence of TLD survival mode is being crashed in an unfamiliar place. If the player is already familiarized to the terrain, it's just like to visit a place to where you traveled many times. So, there's no much "despair feeling" left, which is, for me, the soul of TLD. Maybe some unpredictability on items spawn could bring that feeling, even if a little bit. Let's keep in mind that these changes could be implemented as optional on custom, and not necessarily on standard modes. (using google translator)
  8. I see your point. I totally agree, and i extend it to other random generated contents, like the ruined cabins around the map, or some abandoned campfires. That is a great feature. I wonder if there would be nice to have some cars randomized too (most of them could be pre-defined, of course). You could find a car, a truck or none, adding randomness to loot, shelter and storage on some locations. Unique experiences on each gameplay. I love it.
  9. Brasil. Sensação térmica atual 35°C Brazil. Feels like temperature 35°C now
  10. I agree with @odizzido on that. The structure of a bladed spear is not too different of an arrow, or even a hammer (metal tip thing on a wooden stick). so, it would fit to be repaired on a forge, using metal and heavy wood. About the weight, i'd be comfortable with a little exxageration, for game balance purposes. I see that spear showing up in several discussions on forum, and i think it's a very viable implement. The mechanics already exists. Maybe some rework on model and/or texture would be needed to match the 'improvised' survival mode look (personally i dislike it a lot).
  11. Try to use a charcoal outdoors for sketching. It should to show your location on the area. I'm a PC player, and have no idea of differences to Console, but i guess it's a general feature. (using google translator)
  12. I think that the Crampons utility on wolf struggles was abstractly represented by the 10% Protection value. Although i don't know if that value is designed only for attacks on the feet, or if it protects overall. (using google translator)
  13. Please, calm down. If the drop rate is 1%, we could use it say 80 times before a break risk (assuming it occurs at 20% durability), and i think it's more than enough. The high decay rate would be for the arrows, due the bigger impact, hit or not. The reason that i think it would be better a very rare, is that the regular bow is too easy to acquire. The arrowheads are the main bottleneck for using bow in early game. If you are lucky enough and find that composite bow and some arrows or arrowheads early, you can play Rambo on day 4 easily, and it's not balanced on my point of view. And about being "marginally better than a regular bow", well... much more damage AND critical AND bleeding turns it even better than rifle, who has much critical and lesser bleeding effect.
  14. Same, along with a blizzard night in PV
  15. Upvoted this, with some adjustments: • It should be a very rare spawn item, like a flare pistol, or even more rare or unique like crampons. • The arrow loses 50% more durability on impact (or even more) • The bow can only be repaired at the milling station, and not the forge.
  16. You can interact with them... only dying By the way, i also think that there is little to do during an aurora, in terms of interactivity. Only computer files, a radio (with the same music forever), die electrified in cables, a lantern, and a milling station for late game. Beside that, use indoors light to read or sew (not a big thing) and outdoors light to keep wolves away. As i see, there is no reasons enough to wait for an aurora. If there were more opportunities to do things really meaningful during aurora, it would be more than just a lore factor. (using google translator)
  17. finally we'll have that stinky sled
  18. As i see, all the urban aspects of the island were swept by the nature and wildlife. If there were some stray dog or cat, they were killed long time ago by wolves or other wild animals. I mean, there are mooses close to human buildings, what suggests a generations-long period of non-habitation, so i think that any pet animal, even if they become or join wild packs, is no more possible. (using google translator)
  19. I may be wrong, but i think that the problem is not the time skipping feature issue, but mostly the modeling/animation required (u should be able to see your partner's movements). Modeling and texturizing several clothings and gears, animations for animal struggles, falling/sprain, use weapon, crafting, etc etc It's a ton of hard work. About the co-op interactivity and time sync, as some peoples said above, the solutions exists. Just balance it all and implement somehow. (using google translator)
  20. I personally love the way the blood smell and general scent works. I remember i once was heading to Mountaineers Hut, through the great corridor coming from Deer's Clearing, with some meat on the bag, and i could see those 'small black dots' at the limit of render distance, coming all hurried and interested ^^ I think that is the way it should be, and i play mostly Stalker, so i'm always surrounded by wolves. I'd prefer if Stalker would have the scents adjusted to maximum, not high (i know that there are custom settings, but i prefer Standard modes 'cos i don't unlocked all feats yet). The wolves ar not a great threat if you know how to deal with them and has some resouces ready. They are the main wildlife challenge, and i compare them to StarCraft Zerglings (annoying, high damage if neglected, shows up quickly, populate everywhere). If you remove or tune down their main interactivity mechanism, they will become simple and easily avoidable security dogs.
  21. With the proper balance adjustments, it would be really a great idea
  22. Red wagons in middle of Forlorn Muskeg. I was cooking something and heard it's grunts from outside. Pulled the trusty rifle and prepared. The beast was fooling around near a fallen tree. First shot, then it raised and roared loud. Second shot, then it became to behave in a funny way, kinda disoriented or undecided, pacing back and forth. More 2 pebbles and he fell on snow. I felt terrified but it was funny at the same time.
  23. Memorizing the last used options (as long as there is the item on inventory) would be enough. As when lighting fires, i want to use torches and cattails every time, so every times i need to adjust that. If would be amazing if the interface could memorize that, and back to default when there's no torch or cattais in inventory.
  24. In my madness, i carried down 100% of the plane's content (except for the reclaimed wood from crates), in a logistics nightmare. several trips up and down, dragging stuff to deer's clearing, and then to mountaineer's hut and beyond. I plan i never do it again ^^