AdamvR

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Everything posted by AdamvR

  1. I love the idea. maybe a simpler way would be to be able to warm up pebbles (or a sack of pebbles requiring a moose hatch and stones), which are heavy, takes quite a while after placed on the cooking spots to warm up, but would give off some heat for a while - a couple centigrades, that wear off after a while - in exchange for the extra weight to carry. as opposed to the torch, they could give more heat (in the beginning), and could also work in wind. although a similar mechanic already exists wearing heavier clothes, with the changing temperature it could be a completely new element managed differently. could also take up an accessory spot (in competition with the moose hatch/earwarmers/surefooting thingie.
  2. I would like to upvote especially the first part: to be able to select cardboard matches over wood matches. (if I have both, the game only offers wood matches). I am primarily using torches to light fires with and making sure only 1 match is used up, even if it does not work for the first time. For the same purpose, the crapcardboard matches are just perfect, but I have to drop the wood matches on the floor first, to be able to use the cardboard ones for lighting the torch, and then recollect the wood matches... quite tedious. Would also work, if the game was automatically using the cardboard matches by default, if I have both. Thanks for your thoughts and consideration!
  3. I have created an account actually to suggest the same, so upvote x 10. (it's been in my mind for a long while actually). Originally I've only used the cattails/tinder (above level 3) /stones (before the storage option) to mark if a place was visited (similar to the post writer), but found a much better use later: Namely, to create tracks on the snow, so I can find the way between key POIs in fog, blizzard, or at night (e.g.: fishing hut to shelter, way through Forlorn, or the ice on large lakes, where to turn in caves, etc...). Every 6-12 steps I drop a tinder so it marks the way quite clearly, and the next one is visible even in the worst conditions. Quite tedious with the current setup of having to open inventory, select the item, and quantity 1... - still worth it i find. The spray can is a bit inferior in my opinion for this purpose: much more items are needed to mark the trails, than the amount of spray-paint available... I've been thinking to assign a key (5 as default probably, but adjustable like all others) to drop 1 piece of the item I'd pre-selected automatically. To answer concerns about items with various conditions, the game could either automatically choose the "worse condition" item, or I should be able to set it on the interface when I'm selecting the item to be dropped (best/worst condition). What do you think?