Old Hermit

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Everything posted by Old Hermit

  1. Well, maybe i'm just mentally tired of so intense and fast paced game style. I play video games since before the Atari, and always preferred the hardest titles/modes, mostly scrolling shooter arcades. Maybe i got overwhelmed after so many years ^^ I guess i'm on a slow down moment, so i'm trying to have a more balanced approach. And yes, i love puzzles and games about resouce management. I simply stated that i find none or little fun on interloper mode, due the feeling of urgency and lots of concerns to worry about. (using google translator)
  2. Yes, i'm with you, but none of them are survival sandboxes.
  3. Instead a ladder, i'd prefer to see something like a grappling hook (craftable or lootable, dunno). But for a matter of game and level design, i think it would bring more troubles than solutions =D
  4. That, or implementing a system that allows perform "minor" tasks while wait for hours fishing (feeding the fire, reading, etc). It seems absurd that the survivor gets his/her attention 100% in a fish line and forgets to warm up ^^
  5. And I personally don't play interloper too much because i find not fun, since most of time you are extremely busy and worried about things to do next, and left no time for "savor" the moments, and not even for doing whatever you want. That's why i never past 30 days. Maybe after then the things change a bit, but i don't enjoy much the process until that point. I'm very averse to this kind of game design, where u do the things only for results optimization, despite enjoying (or not) the experience itself. I'm sure that there are many players totally comfortable with that (and that's why interloper exists). But i'm not one of them ^^ Even in stalker, for example, i wanted to climb the Timberwolf Summit twice. The first time i went only for the loot, and i mostly grinded it all, carrying down several loads under extreme weather and low visibility. I needed to climb up again, some time later, just for the feeling of savoring the experience. I think the core of a sandbox design lies in the freedom for the player to play at will. Freedom inside a box. Interloper, as i see, is a box extremely smaller to play.
  6. If it's just a permanent FOG, that impairs only visibility, i'm okay with that. after all, we have it already on varied depths. But i don't know if a "toxic fog" would have some place in TLD.
  7. I compare it to putting invisible barriers in every ledges and cliffs (in some games). I'ts an overprotection. You could only know the range of the damage after the first fall. Let the danger teach us through the pain.
  8. If you mean that feature used in battle royale games, in which the available area constantly shrinks, i say no, thanks =D
  9. The fact the survivor being not able to craft some quality tools (not-so-improvised) bothers me a lot. If a commercial pilot / a doctor has the skills to produce fine leatherworking pieces without training, why not be able to do the same with metals, spending maybe 10 times the amount of resources and time to produce a really good knife, for example? I mean, in late game, when there is no need for improvising anything.
  10. Yes. We have coffee for a little bit, but it's not a great deal. A little offtopic, but one thing that bothers me a bit is that tiredness and sleeping necessity are the same thing, and should be separated, although yet linked somehow. I mean, if i sleep for 12h consecutive, and then i go walk/run/climb all day, i should not get sleepy. i should get exhausted, and could be (totally or partially) repaired passing time, or doing other minor activities (reading?) while sit quiet. I don't know how it could be implemented ingame. As i said, is just one thing that bothers me a bit. (using google translator)
  11. I partially agree. If the game system forces the player to use an unaccurate map, while the player could be able to make a sketch more useful himself (and i did it in paper sometimes), i don't see any problem in adding some outside information. But of course, using these informations too much could be equivalent to cheating. Furthermore, as i see, Mackenzie is an averaged experienced pilot, so i wonder if he shouldn't be able to make a better map. That's it.
  12. Following this approach, would be nice a workbench similar to that in Sheltered, where u have a board over the workbench displaying the available tools, and u can add more other tools as you find/craft them, until complete a set (excluding the electrical ones, of course).
  13. I tried it once and, as far as i noticed, there is no reset. I hit the first shot (rifle, in this case), but the bear was so close, then i reached the house's door. Some seconds later, i tried to get out and watch the situation. The bear was a little farther, but still could detect me, so i hit the second shot, tried to ready the third but he charged, so i had to get inside again. Some seconds later, i went out and the beast was over a blood pool on the ground. So, i think that repeatedly enter/exit buildings has no effect on spawn reset. Actually i guess it accelerates the bleeding effect, perhaps, if you don't spend some time inside (my guess). edit: it happened near Quonset garage, Costal Highway, in one of the houses with the canadian flag. IDK if there are different results in other types of buildings.
  14. It's a risky maneuver. Although i like the idea of having more options available, if it's not carefully balanced with the overall array of mechanics and resource gathering methods, it could be the coup de grace on the fishing activity, as OP mentioned about late game fishing only for fuel.
  15. I always choose hatchet for the struggle. I keep it between 70% to 90% durability, and i always use wolfskin and deerskin clothings as outer layers for torso and legs. Mysteriously, the damn wolves seems always bite my face, since most of damage goes on rabbit hat and the ear wrap thing. Anyways, in the end is one less wolf to deal with ^^
  16. wait wait is there a risk to self cut/rip during wolf struggles? wtf
  17. I've made a suggestion about Climbing to have a skill progression, but i meant to do it using rope climbing. Add free climbing to it, and we would have a even more complex and interesting system. I like it
  18. But they take damage from wolf struggles. I suffered 2 wolf attacks, while using the Crampons on the exterior slot, that together dropped the Crampons durability to 84%. And i was constantly monitoring it's use, so there is no other way to have taken that tamage. I still didn't try to go at milling station to repair it.
  19. Someone there already tried to ignore the stalking wolves and just go ahead? I did it some times and it is even funny. At some moment, when i noticed it barking on me, i started a 2 seconds sprint, only to keep a safe distance, then i simply followed my way, ignoring the wolf, and i noticed that the distance between us rarely changed. So, i walked up all the way from the gas station garage in Costal Highway to the upper mine, with a doggy on my heels. This was the first time i noticed that behaviour. the second try ended in a struggle, because i was pushing it to the limits, to see how it works, and i stopped to browse inventory. I tried several other times, checking if they would follow me inside caves, or through different areas, etc. We can even walk through rabbit areas, and at some moment the rabbits will run towards the wolf, taking their attention, and giving us the opportunity to go away or easily fire back. (using google translator)
  20. I was totally in accord, until that part. I don't think that someone spend 10 min to dress a set of clothings.
  21. Storage don't makes the survival aspect any easier, IMHO. It improves organization and practicality, as mentioned above. So, i don't see any problem in adding as many containers as possible anywhere. Ok, having less containers around serves to u can choose wisely your bases and camps. But this is not challenging, is annoying IMO. By the way, my Stalker saves are crowded with empty containers, mostly in weird places where i'll never go again (using google translator)
  22. I tried to use the charcoal maps in the beginning, but i found them too useless for the purpose. I only use them now for fun, as i'm registering the locations i've been pass. Currently i almost don't use any map, except on areas where i'm really curious about it's possibilities, and it's when i use google.
  23. I think it's important to figure WHEN the meat would vanish. Could i set guard outdoors during all night to prevent it? Or when the sun rises, the stuff is gone? Or it happens when i leave a region? Or when i sleep, even if a little time? And if i sleep on day time, not night? What should be the trigger for the action? (using google translator)
  24. I partially agree. There is also (for me, at least) that feeling of hopeless settle for the situation. After several months, or even years, someone could realize his/her fate: Everyone on the island is already dead. Nobody will come. So, why not improve the quality of life in one place or another? Someone on forum suggested an action for Cleaning a room. I push forward, suggesting a function on the quick menu thing, with a broom icon The useless and misplaced objects would be removed, as torn papers and clothes, broken dishes, smashed cans etc; the minor furniture as chairs, little crates, rearranged (on preset positions perhaps); the normal collectable items could be let where they are, except maybe books could be rearranged on shelves, and so on. A bunch of time and calories required, of course.
  25. @zoryxxabout snow shoes: If you didn't noticed, the snow is never thick enough to impairing the movement, or it is very dense, to the point of we can walk over it and don't sink into. So, i think that for a technical issue, or simply for game design decision, snow shoes are not possible and not even needed, since walking through snow covered terrain is not a problem. about a common spear: that also would be my first thought in such survival situation, involving the presence of predators. Let's hope the devs implement something on this direction.