Old Hermit

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Everything posted by Old Hermit

  1. @ThePhoenics Great story indeed! Fortunately u can see as u didn't lose much more than a CHARACTER'S progress. After all, their activity contributes to raise achievement's numbers, and mainly, YOUR own learning is never lost. YOU will always remember which way is a region/s exit, or remember potential loot areas, and remember the value of a simple stick fire, a cup of coffee during a cold travel or climb, and remember never forget to equip some basic items before leaving a base. The player's learning passes inherited through all characters. I died many times on survival modes, before i get the feeling of the game. Now i'm on my second "serious" save. The first has gone, because i started to try stupid things, as eat ruined food, running downhill when heavy encumbered, etc. so i was already full troubled and a doggy shown up. Many times i almost embraced the eternal cold, only because i forgot to carry my bedroll (caught by a blizzard very far from any shelter, and tired as hell), forgot to take some cans to boil water before a hard climb, forgot to reload the revolver (that day was crazy). The thing that kept me "alive' was the willpower and a self-imposed cliche: "think, idiot. think!" (english is not my native language)
  2. Some interesting points. Personally, i love random generated content. Re-pleyability and near-unlimited exploration. The way it is now, AFAIK, there is already a core randomizer for many elements (loot, wolves areas, rabbit spots, bear dens, even some houses that could come burned or blocked) Maybe u are thinking in some random generation for the geography itself. It could be hard to implement, unless it comes as a new game mode, in which the map would be made of premade tiles, containing spawning spots for this or that element. But turn EVERYTHING into procedural would be a huge task. And about combining all areas in a single-loaded world map... well, this would make my bread pc to explode in seconds =D
  3. In the world map, it should jump to a region map when we click on it's name. Sorry for my english
  4. During my second run into Ash Canyon, i forgot to take all my recycled cans when i had to clear my inventory to face a double rope climb (i always carry 2). When i noticed, i was kilometers away from them, and it almost kills me thirsty and by coffee abstinence =D So, i think that a more severe dehydration system could give a "little push" to inattentive players ^^
  5. I'd like to see a region that incorporate together some game mechanics that were presented in other regions separatedly: rope bridges, passages blocked by harvestable bushes, rope and/or ivy climbing, thin ice mazes, underground water (flooded floor and waterfall crossing), and so on. the way is it now, u can see clearly that they were implemented in different moments of game development. Could be interesting seeing some of them working together, and it's synergy effects. Example: after a fail to attempt to cross a piece of thin ice safely, u have to build a fire and heat up, but is a flat and windy area, and u must find a shelter on a cave surrounded by those thorny bushes. more time outside freezing, more challenging. following, u have to cross an underground waterfall (freezing again) or alternatively rope climb a stalactite. and so on. I know, it is a pretty stupid example, but i'm not so creative now ^^ About the environmental concept, anything could fit. i trust on the dev team.
  6. Old Hermit

    "Realism"

    I agree, but only when the minigame is intended. And even then, there should be some coherence on what object is preventing u from moving. A tiny mound of snow, or even a mattress on the floor, should stop no one in the multiverse. Anyways, most of time is just a little tip of a branch pulling out of snow, or the snow itself which modeling had to be polished. To my point of view, realism is about immersion. And something that breaks immersion that way becomes (to me) anything but realistic.
  7. Old Hermit

    "Realism"

    What i see as a non-realistic feature, and that breaks immersion A LOT, is the inability to step over minor objects, as said @Kranium. I think that there are several ways to make a level design really challenging (even nightmarish if dev wants), without using that kind of imposed device. Goods examples are the damaged rails pass, the dam narrow section with a piece lacking, the wooden planks walk above the barn, and so on. No need to trip on snow or stones or whatever for challenge purposes. Not to be able to raise the feet over a 20cm object is totally nonsense for me. (Google translator in some parts)
  8. I think that the calories cost/benefit would not be worth. How many man/hour are needed to cut down a large tree IRL with an axe, not chainsaw? AND there is no need for that amount of firewood in game. Alternatively, there could be some harvestable logs randomly spawned around wood deposits and logging houses. It could be a lot more time-consuming than harvesting tree limbs, and require a proper 2-handed axe to break them into current cedar or fir wood, which then can be moved. The idea of someone carrying a 1/4 ton log to a base camp is simply no way. (using google translator sometimes)
  9. Rest In Peace 😃 Avoid them even more, or prepare for hard times. I didn't notice any difference between the wolves. Didnt know about a timberwolf (i not even know what this means, i don't know a sh** about cold weather fauna). Anyways, i didn't explore all the regions yet. Is this timberwolf at TWM? All i can see there is the regular wolf (i guess).
  10. A way to add some teamwork for our so hated fellas. Could be too "simple" like an area around the wolf. when it barks at the player (detection), other wolves inside the area (that didnt detect u yet) are alerted and tries to flank the prey. Not a too big area, to avoid unfair situations (or the area could even be proportional to the survival dificulty level). So, not every wolf in the pack neccessarily would be alerted. only those closer to the one detector. Other ideas could be thought, of course. I just tried to think an easier (if it is possible) way to implement that.
  11. By the way, u don't need any weapont to catch a bird... only a twig, a fruit spiked on its tip, and some plant sap to use as glue
  12. Hello fellas Personally i don't feel the need of more weapons (although it could be entirely possible a remote northern island with plenty of weapons for hunting or used for defense by all the the workers and residents). Just because the game don't need it so much. I'm in accord with @ManicManiac wrote above. Maybe the spear could have a legit role, given the moose and bear mechanics, and that's it. Not because it turns the game easier or harder or faster or slower. But for a matter of role fulfilling. Sorry, english is not my main language.
  13. It could comes along with a new achievement: 10 years ingame carrying excessive loads Toughness is a tough thing to acquire
  14. I think that all the animals are affected by the magnetic event thing (i didn't play story yet), so raise a dog or puppy may be impossible. Not sure.
  15. "...I'm living on the gas station workshop for a week." "Wtf i am at the same place right now" despite that kind of possibility, i love the idea 😃
  16. I'm not in favor of implementation of compass, BUT alternatively give us better ways to orient ouselves, as examples: 1 - Stars (mentioned elsewhere i know) 2 - Draw our own maps (i know it is impossible, or at least very hard to implement, although would be a great feature). Sometimes i feel that i can draw a better sketch with closed eyes 3 - More accurate/detailed charcoal drawing. Too many meaningful spots missing. I see an interesting mark (a ruined house or boat dock) and pull the charcoal and start to survey the surroundings, just to see that it was not included on the sketch. Sometimes it lacks even road indication. sad 4 - The sun itself, and i know that there are some issues involved. 5 - Crows migration (IDK if there is already a pattern on fligh directions, i'm including it here just for don't knowing that) I know that wind can change directions regularly, so ot is a discarded option. I think that anyone in a survival situation, with no compass or gps to orientation, would want to use every single visual and non-visual resource to avoid getting lost (even further). Of course i know that it's a game, not real life, but TLD is about resilience, not?
  17. Learn to use the tools u have is part of the game learning to survive, just like the totally screwed and kid-sketchy map. U complain about that bad decision that drived u to eventually die, it happened to me to die, not once but three times, only because i was not able to find a way to leave pleasant valley (hate that place with all my heart) using the game maps =D Learn to use or die ^^
  18. Yesterday i caught myself spamming Ctrl key to help preventing hypothermia after a fall through thin ice 😃 Some squats wouldn't be a bad idea after all ^^
  19. It was my first thought when i first saw a corpse (it was indoors). Bury them. A little bit of humanity still breathe inside the character (or should =D), so going there and bury the dead, even unidentified, could be nice. Personally i like that aspect of roleplaying. No need to dig a hole on the ground or snow or ice. I think a stone mound could fit very well, with some simple stick or rock as tombstone, and i imagine that it's not so hard to implement (i guess ^^) I think the "less crow feathers" issue is not a problem at all. Just adjust the number of feathers per deer carcass for balancing. Awesome game anyways. I just can't stop playing, i'm glued on it for 1 week nonstop hahahahah
  20. Olá, grande samurai baiano e demais membros. Também sou do Nordeste brasileiro (RN) e também recebi esse presente 😃 Como artista, e fã de cenários pós-apocalípticos, eu simplesmente pirei com TLD. Eu apoio totalmente essa fuga dos gráficos hipperrealistas e tal... a direção de arte acertou em cheio, com esse estilo de pintura em tela. Fantástico. Hello, great samurai from Bahia and other members. I am also from the Brazilian Northeast (RN) and also received this gift As an artist, and a fan of post-apocalyptic scenarios, I just freaked out with TLD. I fully support this escape from hyperperrealistic graphics and such ... the art direction hit the nail on the head with this style of painting on canvas. Fantastic. (Google translator)