Old Hermit

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Everything posted by Old Hermit

  1. Energy Bar, absolutely! I mean, it's 0,1kg for 500cal. 5 of them is worth 2500cal, compared to MRE (0,5kg for 1750cal) although it doesnt increase thirst bar as MRE. But it is a lot of calories in a tiny weight cost, and my faved to long travel loadouts. The other bars (chocolate granola etc) are also well served, but it yet has a thirst cost.
  2. I think that the journal lists the locations visited/not visited by name, in each region separatedly, noh? Mysteriously, my UI shows the revealed locations at bottom of the list, and i need to scroll it totally to see them. Maybe im having some minor bug on it.
  3. Obtaining every all collectibles (cairns, polaroids AND their surveyings, visited locations, etc) could be a big achievement objective itself.
  4. I have a similar feeling with the camera freezing during these and other activities. Maybe a limited camera movement could be allowed when starting a fire, or other activities, similar to the camera movement during dialogues on Wintermute mode. So, the mechanics already exists somehow. And yes, i think could be interesting to do some things while walking, even if a percent slower.
  5. Struggles are also influenced by your current Tiredness, and the tool/weapon selected for the struggle. Did u observe it on those different moments?
  6. It's funny until we crash on a tree or rock at full speed I like that idea hahahahaha
  7. there is no point of mine. i was only curious about your opinion about flares, in comparison do including candles in game.
  8. dude, only you are talking about lanterns. read it all again.
  9. So, it is a redundant item (a windproof torch) do u agree? Then what is the problem on including a non-craftable and single-use light source for indoors use? Because it would be redundant? I reslly didn't get the point.
  10. @Schrodingers Box Now i'm curious about your opinion about flares ^^
  11. Yes, i'd dare to say that the snow flakes takes the day/night ligting into account, BUT yet keeps a high level of self-illumination for texture, and that's why it glows in any environment state. And it perhaps is causing discomfort on OP and other players. I personally think it could be adjusted properly, but for artistic purposes, as well as some other particles and textures on the game, but is just MY opinion as concept artist.
  12. Nice. Thanks for clarifying, i know very little about electrical motors. That is the "exotic feature" on the game hahaha
  13. Manic, if i may, i think u should not analyze the particles from screenshot, since there are other factores that can influence the final RGB output, as environmental global lighting, background colors and values, fog density (if any) etc. To a proper approach happen, we should have access to the engine's values for self-illumination, opacity, textures and/or RGB values for the given particles. Please, dont get me wrong. Im saying it from an enviro design and technical perspective. I know your point is valid. But the screenshot output is not a good source of "pure" data, so to speak. sorry for my english.
  14. We can see that is a "problem" with the particles when we look the waterfalls splashes at night. They are as self-illuminated as the snow flakes. Sorry i don't have any screenshot for that. If it is an intended feature or an oversighted item of enviro design, is another question.
  15. Maybe these comes in an excessive, overcharged way, not a shortage. IDK how an EMP works in real life, but i wonder if i'ts a similar way, perhaps. Anyways, i think Mackenzie could do nothing on that situation, since he lost not only engine power, but all of the controls (i guess they are electrical, not mechanical). But the way that Aurora (ingame) works is really little contradictory. First everything stops working, but also everything regains power
  16. I'm divided between Costal Highway and Timberwolf Mountain. Pity i can't vote twice ^^
  17. Some ppl don't understand, and some ppl don't want to understand hahahahahahaha I'm in accord with @Satouthedeusmusco IRL health issues should determine game design, not the opposite.
  18. We already have those flares (i collect them all around and never use a single one), that are a little redundant as a torch but with a windproof bonus, so why not a candle/lantern redundant? Make them not craftable, single-use spawnable (uncommon or rare perhaps). U r free to use it or not. I like the idea.
  19. Yes, with a skill progression, like Cooking or Archery for example, maybe even with it's own books and manuals to be read. In fact. I didn't think on those metal stands O,O
  20. I see your point, but i think that bone weapons are not a good idea. Bone utensils, on the other hand, sounds better. I already see the improvised tools that we craft as rough enough. I'd prefer an option to spend 10x time and materials to craft a freaking scrap metal machete, instead that pointed metal that looks made by a caveman.
  21. I think i didn't understand what you mean. Anyways, i dislike zombies and other magical/sci-fi elements inserted in a "realistic" environment. What i'm saying is that i don't mind with adding other survival items, since it widens the array of options for the player, and it not neccessarily makes the things easier, since there are several ways to turn the gameplay hellish harder by other ways. But not adding these things is also irrelevant to me, since the game is already well balanced and "coherent". Sorry for any misunderstandings
  22. I'm a player generally in favor of the implement of as many options as possible in survival games. This is not a challenge regulator at all (or shouldnt be). Give us every all options of resources, and tune up the difficulty through environmental harshness, wildlife behavior, shorteness of food or clothing, et cetera. By the way, most of the ideas that i have would serves to make the player's life HARDER. Someday maybe i share them here along the forums (wolves sniffing our footprints and tracking us down, one single rifle and revolver per save, etc) But i had to surrender to the "less is more" atmosphere of TLD. With some exceptions of course.
  23. My thoughts about Skills and progression: the bonuses obtained through skill improvement (calories bonus, no timber use, more critical chances, etc) are awards for using that skill many times, and not neccessarily a way to "make things easier", althoug they often really do. So, i think Hinterland could award players that makes consistent use of rope climbing, mainly those who like to set homebase on mountaineering regions, through turning Rope Climbing as a skill itself (long time i thought that, only now i gathered courage to type it) My suggestion: Level 2: now u learned a knot that allows u to rappelling slide down the rope with safe, making down climbs a little faster Level 3: u learned a knot that allows u to hold steady the climb (up or down) halting the tiredness bar and and getting "hands free" to browse the inventory, sip a coffee or just look around Level 4: A military technique (forgot the name) that lets u climb down a cliff and then retrieve the rope. For those areas that u know u won't never go up again. Level 5: Some rope grip improvement and/or calories reduction, reflecting being used to constant mountaineering activity. I know that Crampons already does it, but i mean an overall tolerance to mountain environment. U would use only one of the options to level 2, 3 and 4, and it would be selected before a climb Somebody mentioned attaching ziplines across ravines, but i think it would be a nightmare to implement, due the maps were not prepared to it. that's my try to contribute with this already amazing game I'm not a mountaineering expert or whatever, I just feel that the rope climbing is a underrated mechanic, and i'm trying to imagine a way to enrich it in some way. Critiques welcome
  24. In fact, the tools for leatherworking are a little different from those used for sewing cloth. Maybe it would be interesting if the leather coats would NEED a specialized tool to be crafted (bone needle, leather punch awl, whatever), instead a knife or hatchet as it is now. Although it would require a knife on inventory to work perhaps. But it would clash with the "minimalism" idea of TLD i guess. People already argue a lot about not being redundant etc