Old Hermit

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Posts 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.

    • Upvote 2
    • Like 1
  2. 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.

    • Upvote 1
  3. 8 hours ago, Adamo said:

    Hi I’m on voyageur and wearing a wolf coat. Just seems that the struggles so far in PH have been much more drawn out and damaging. Maybe it’s just chance so far of course. 

    Struggles are also influenced by your current Tiredness, and the tool/weapon selected for the struggle. Did u observe it on those different moments?

  4. 2 hours ago, Schrodingers Box said:

    No how is that redundant?  That makes no logical sense whatsoever. 
      how can you start a fire with a lantern?  and how can I protect against wolves while I get to the lantern in the first place with a useless torch in the wind and no weapons? 

       It becomes redundant AFTER I am supplied, thus the reason I don’t use them later as I already stated. 
       Maybe you aren’t aware you can’t start a fire with a lantern? But even if we could use the lantern for fire starting , it’s still not redundant with a flare because I have to get to one first and the odds are that several flares will come first, and the flares aren’t renewable so it’s still not redundant. Also you can’t stave off wolves with a lantern.

      I don’t follow your logic sorry. 

    dude, only you are talking about lanterns. read it all again.

  5. 27 minutes ago, Schrodingers Box said:

    Redundant and makes the game way too easy. If you need to read and craft at night that’s what a fire is for. To be able to just be productive all the time without have to plan for resources defeats the purpose of the game. 

    @Schrodingers Box Now i'm curious about your opinion about flares ^^

  6. 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.

    • Upvote 1
  7. 1 minute ago, Schrodingers Box said:

    The thing is it’s not an EMP. The magnetic pole shifted- it’s not disrupted or randomized. 
    We know this because dropping an arrow always consistently points in the same direction so the magnetic field is still consistent. Therefore, not only a compass will work- (it would just be off true north), but from an electromagnetic perspective there is no reason electrical motors wouldn’t function without the aurora because the commutators still have opposing poles, and there is no reason amperage would be prevented because electron flow would still move from anode to cathode. 
       Some serious ‘splainin’ needs to done to justify the situation both during and absent of this mysterious aurora
     

    Nice. Thanks for clarifying, i know very little about electrical motors.

    That is the "exotic feature" on the game hahaha

  8. 4 minutes ago, ManicManiac said:

    @Satouthedeusmusco

    It took a few minutes to get the screen shots in order... I figured sampling 3 should be sufficient, I picked from different flakes with different background elements (as well as sampling some that were more opaque and more translucent - comparatively).

    Day Screenshot...                                                                     Night Screenshot...
    1945137125_Dayflake1.JPG.98646669d8472e22046d4b78a8b8caea.JPG                          1125722208_nightflake1.JPG.fcd232c32776cdf48ed35c4fa7fa3d60.JPG
    428957526_dayflake2.JPG.89d9de663d90b0446f900699e0c38f38.JPG                         1180331551_nightflake2.JPG.bdd55a3f1525b36d101706a43b211fa6.JPG
    1496036962_dayflake3.JPG.a73f773f1274857b8382940a9b3b721c.JPG                               1779984827_nightflake3.JPG.faf98ada36191c16349335066b259a2b.JPG


    To me, it seems very evident that they are not the same between day and night... the night flakes are just darker, they're not the same.


    :coffee::fire::coffee:

    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.

  9. 48 minutes ago, Satouthedeusmusco said:

    @ManicManiac
    The snow in game is currently just as bright at night as it is during day. So too bright.

    I am aware how light works. It's basicaly highschool physics. The brightness of the snow particles in game at night is just unreasonable.

    screen_(686, 8, 254)_6673184b-8318-4485-8043-a2685a6ac088.png

    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.

  10. 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 :D

    • Like 1
  11. 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.

    • Upvote 1
  12. 2 hours ago, UpUpAway95 said:

    As a skill that starts at Level 1 for every filesave (i.e. not a feat that carries over from save to save), I'd be in favor of this.

    Yes, with a skill progression, like Cooking or Archery for example, maybe even with it's own books and manuals to be read.

     

    2 hours ago, UpUpAway95 said:

    As an aside, I'm not convinced that the Ash Canyon map hasn't been prepared to it.  I keep looking at the slope down from Homesteader's Respite to the Destroyed Fishing Hut and that metal stand similar to the one at the Gold Mine and can't help but think it would be a perfect spot for Hinterland to string a zipline just for the fun of it.  The back entrance to the gold mine is another steep slope where I think they could conceivably be planning to insert a zipline.  I don't think we'll be allowed to string our own lines, but they could easily put a few into the world themselves.

    In fact. I didn't think on those metal stands O,O

  13. 2 hours ago, Sherlock Holmes 18 said:

    Hey, you misunderstood. He gave me the idea to make a variation of the same device as the different things in the environment. 

    For example, now that it's about the bone. 

    We don't have an axe, and the only place to do it is a backgammon stove. "Old Hermit" thought we could make a temporary axe here with this bone. Or we don't have a knife, and he argued that the same device should be made in several way, like we could sharpn the bone and make a knife, which I agree with. 

    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.

  14. 2 hours ago, UpUpAway95 said:

    Add zombies... like other survival games, eh?.  TLD opted to go a more realistic route with the harshness of the environment and the behaviors of the animals and minimize the modern conveniences avaialble to the player.

    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

  15. 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.

  16. 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

    • Like 1
  17. 1 hour ago, UpUpAway95 said:

    I'd make it larger - a bone sewing awl and use it as an alternative tool to the knife or hatchet when making the coats and bear bedroll that currently can't be crafted with either the sewing kits or the fishing tackle.

    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

    • Upvote 1