Dancewithknives

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Everything posted by Dancewithknives

  1. I’m saying to remove that and only make it appear after you combine stripper clips with a rifle.
  2. This is kind of a feels good thread. What was that moment, just a simple point in time that sticks out to you that you enjoyed TLD or it kind if just clicked for you. here’s mine: to summarize, I am amazed in games when something can happen organically, something that you experience that wasn’t completely scripted or arranged that you happen to notice. (IE, the opposite of cutscenes). Well, on my first time playing the game, I log in to Wintermute and begin episode 1. I have a bit of a stint trying to understand the controls, and how all the different aspects work, but i begin to understand how to play the game. shortly after meeting Greymother, I wait till morning, and decide to go investigate the truck side mission. I leave Milton proper as a blizzard begins to pick up, i see a car and jump in the passenger seat and begin to search for supplies. I didn’t find anything, until i get the idea to check the visor. i look up, flip it down and HA! Found some pain pills. I grab my prize, flip the visor back down, and right outside the car I see a wolf, stalking through the blizzard on the prowl. i just remember dropping the controller and holding my breath as the wolf slinks away and disappears into the snow.
  3. If they’re that inept, then they shouldnt use Ironsight at level 1.
  4. Wait, are you kidding me? Really? God thats so dumb.
  5. Erhm..... well..... the Lee Enfiled SMLE that the game’s rifle was based on was the main small arm of all English Commonwealth forces in both World Wars... so... Anyway, joking aside, about half the things I mentioned are already in the game(Iron sights, magazine, stripper clips) they could just be taken away or used differently to give the rifle more character. Less firearms in that game would be interesting, but I think there could be a whole added meta in making one rifle marginally better while hunting down parts in the world.
  6. Civilians can own bayonets as relics and antiques( well, Americans can at least) . Be it family heirlooms or collector pieces, full matching parts war rifles are worth a lot of money. I personally own a Swiss K-31 and a bayonet, which the Swiss Bayonets are known for being unusually sharp. I wasn’t sure about the Enfields, though. also, I think the bayonet on the rifle could be useful to help protect the player against bear attacks. I feel like there needs to be something besides the flare gun that can easily fend of bears, and i think it would be an easy attachment for the rifle.
  7. First, I just want to say to improve the range on the thing. Ive wasted so many rounds with what should be solid hits on wandering bears and wolves that were outside of range. I’m not asking for a 1000 yard effectiveness, but if i can count the antlers on a deer in a bright day in Pleasant Valley, I should be able to hit it. Next, i’ve found that theres no real need to carry a rifle in survival, as theres usually 1-2 in almost every region in decent shape, so I thought of some simple attachments or upgrades the player can seek to become more attached to their rifle. Maybe some parts could be scavenged off found rifles, or things could be found alone in the world and added to the gun. Iron sights: some rifles could spawn without their irons attached, making aiming rather difficult until they have the irons installed. Diopter: i don’t know if Lee Enfields had diopter sights, but it could be an interesting alternative to installing a scope on the rifle. Magazine: Lee Enfields have a detachable box magazine, while I don’t know if they would function without the magazine attached, if they could, then the rifle could function as a single shot weapon until the 10 round magazine is installed. Clips: simply find the 5 round stripper clip for the enfield and the player can load 5 rounds at once. All you need is to find one to use them. Bayonet: the enfield bayonet could be installed onto the rifle and it could be used as a 1 time get-out-of-jail card for a bear. Essentially the player, if they have a struggle with a bear like in EP2 with the spear, you could raise the bayonet and the bear will fall on it, breaking the bayonet but causing damage and run away immediately. Also, i want to note that I’m not familiar with the Enfield bayonets. They could possibly be used as knives or not if the bade itself wasn’t designed to be sharp. I would appreciate if anyone could clarify that detail. stock pad cushion: this was a bit of a ghetto patch job I saw once, but a friend had a gun with a broken buttplate, so he wrapped duct tape and whatnot on it to compensate. I think that bandages could be used to make an extra pad on the rifle to make recovery quicker after taking a shot. Stock wrap: I have one of these on my rifle. Its a 1 size fits all zipper compartment that wraps around the body of the stock. It has loops for rounds and whatnot. I think that it could be used to either increase the speed of reloads or to half the weight of ammunition in inventory. Rifle sling: simple enough, a rifle sling could be attached to either increase equip speed or to reduce the weight while in inventory like how worn clothing weighs less than un unworn clothing in inventory.
  8. I saw those things and was like “.... What am i supposed to do with this?”
  9. I think primarily this knife would be a combat knife with a guard and built in brass knuckle guard. If sharper, I would venture to say it wears FASTER than the hunting knife but does more damage in a wolf struggle and slices things up quicker (best times for gutting animals).
  10. In my idea, the ship was destined for another place and was forced to port due to damages before the first flare grounded it. Most of the idea was inspired by the exxon Valdez. Depends on what the chemical is as well, old school chlorine (mustard) gas from WWI was known to deposit in trenches and craters. I think that could be used to justify an environment where you either are forced to use PPE or stick to high ground to safely traverse an area. If not, then i can hardly justify an area existing as just a mashing of Bleak Inlet (cold, wolves) and Mountain Town(suburban) with some industrial faire to it. Further, i’m going to be honest, i expected toxic gas and masks to be in the game already with how there are so many deep mines in the region. Leftover chemicals and deep deposits of radon seepage are a real issue in certain parts of the US in some people’s basements. I was expecting a contaminated mine to be the final set piece to EP3.
  11. I was trying to think of what the unique gimmick or danger would be to a mostly urban or industrial setting, and I think i have an idea. I was trying to think of a special animal or weather effect, but all i thought of sounds like a reskin bleak Inlet. since most of this hypothetical region is man made, then the danger should be man made too. at the “Harbor” region, a cargo freighter experienced damage during transit across the pacific and was en route to the harbor for repairs with the assistance of the Canadian Coast Guard. But, as the ship was brought to port, the first flare occurred, and caused it to crash into the town. Its cargo was industrial chemicals, and containment was breached, so the lowlands of the harbor town are shrouded by a plume of toxic mist. The gas scared away the wildlife, and fluctuates based on the weather. There is a catch, though. The gas is confined to the town and industrial areas, and only affects the streets, basements, and ground levels of buildings, and more importantly, it can be safely traversed by the player if they equip a gasmask and CBRN filter. the entrances to the region are all on the higher ground, and the real reason why survivors would come to this place (besides the abundance of man made loot) is the Canadian Coast Guard base located in the hills on the opposite side of town. Further, the armory/ treasure trove people seek is locked and needs 3 keys, one located on a soldier in the Harbor, one located at a soldier’s home in milton, and one located on a soldier who was performing an exercise out in the wilderness. It may come off as kinda cringe, but that’s my idea to make it sound unique.
  12. Hi, i just started playing challenges, and although I haven’t played all of them, i have read a summary on the wiki. I think these would be different than what we already have and could be change of pace for the game. Laid to Rest or Mercy Killing: you start in the camp lodge in Mystery Lake and your task is to hunt a number if rabid wolves. Notes and Polaroids can help you find members of the pack, and ammunition caches can allow you to play as you want. You cannot eat the meat as it is infected, and the game ends when you kill all of the infected wolves and bring their hides to the camp office. If you wound a wolf and lose it, it will respawn as a carcass in the “wolf den”. The Guardian: a tougher version of the survivor rescue in episode 3. In certain maps, you need to rescue random survivors and bring them to a safe spot and treat any afflictions. (Grey mother’s house, camp lodge in BR, farm house in PV, Camp office in ML). Fool’s gold: you start at either Mackenzie’s plane crash or at a place that will be your exfil point. You play as a crook tasked with stealing as much as you can before a massive storm hits the island. Your goal is to grab as much cash and other valuables as you can and get to your evac point before the storm hits. Cash is an obvious objective, but high condition expensive clothing (expedition parkas), poached animal furs from houses, or special items could be added to the mode for loot (drug packages, jewelry, gold bars, etc). The end goal is to weigh the option of superficial junk vs. your survival( like a can opener vs how much it weighs in cash) . Also, the last day of the mode is a near constant blizzard. Special loot drops can be marked by paint symbols or special lit flares. The key to getting out with a lot if loot is to not waste too maximize the amount if goods you take in each trip to the drop off location and to not retread old areas too much.
  13. Chairs and couches could act like beds but without the warmth bonus. You could sit and repair/ read with less energy consumption than by standing.
  14. hell, it’s a Lee Enfield. Instead of just checking the chamber, the player could remove the magazine and press down on the rounds to “estimate” how much more room there is.( for eight rounds loaded, the character says “I could probably fit two more in...”)
  15. Most likely not military in the sense of combat (unless they use it as a specialized training base) but i think that a coast guard outpost wouldn’t be too farfetched. I don’t know what the whole lore of the structure is, but the observation tower and radio relay in Bleak Inlet looks like it could relate to some sort of military or government function. either way, I do think that there’s going to be more to Broken Railroad in the future. Especially how its kind of odd how 2 of the 3 forges are located right next to each other in a dead end of the island. edit: i just had a thought. Instead of a strict military base, the “military outpost” could be a leftover long range radar/ weather system installed as a part of a missile defense and alert system from the cold war?
  16. Yeah, an industrial park/ area would make sense. I think it could link to Broken Railroad. It is like the pure opposite of Timberwolf Mountain, with little to no natural resources but dense with man made ones. It would need to have a very large danger related to it though. Also, i think a railyard, truck terminal, and military base or just a Canadian Coast Guard outpost would fit in this area too.
  17. I think the normal revolver could be buffed, and then a .22 lr gun could be added. if its a rifle, it could be a single shot bolt action. If a pistol, it could be something akin to a heritage Rough Rider. Single action, reloads via reload gate instead of swing out cylinder, so very slow. .22 lr could be used to scare off wolves, the report having a low chance of scaring off aggro’d wolves, but mainly, the .22 could be used to kill rabbits or other small game without wasting/ ruining the meat (i thought it was funny how a .303 wouldn’t straight obliterate a bunny). Also, .22 does very little to no damage to moose, bears, and deer besides scaring them off if not aggro’d.
  18. I bet someone already did this before, but i want to be sure. i recently got a set of lockpicks and I thought it would be a great addition to TLD. to start, unlike a hatchet or a fishing tackle, you first need to read up on lockpicking to get the skill first, so its not just find the tool, its find the tool and a book to increase your skill (make it easy like 5 hours or less for level 1). secondly, it could have some redundancies with other tools. I had to use a pry bar to open up the gas station in Milton in survival, maybe a lockpick can be used to open a door at the cost of time, wheras breaking into a place with a prybar will make it permanently colder with the idea that a broken-in door damages the seal/ breaks a window and lets cold air in. Also, you can’t pick locks at 0 temperature or freezing as your shaking hands are too clumsy. finally, it could be used for loot. Some items can be opened by force at the cost of the reward (think of it like opening a can without a can opener). Treasure chests could be found that are only opened by keys or lockpicking. Lastly, a new item could be added to the game called “lock boxes” which can be added to your inventory like a dead bunny (but they can be heavy) and can only be opened via a key or lockpick. The idea is to find a lockbox and take it to a safe place to spend an hour in game picking it. Items in lock boxes could be ammo, money, a pistol, matches, notes, maps, zap energy bars, polaroids, or even more keys.
  19. Follow up: so... out of the stuff in the game (i think im playing on.... owl?) what should i take with me out of the following: ammunition, medicine, flares, crafting materials, energy bars, soda pop, and saltines? as for safehouses, would it be a good idea to stock tools, medicine, firewood and matches at each base?
  20. Hi, sorry of this is in the wrong place, but I want to ask a few questions or get a few opinions on Survival mode. i’m in the middle of my first major survival run (died before in the first weeks, but this is my first successful run. 90 days) and i want to ask if there is an optimal way to keep supplies and food/ what the optimal way to play the game is. To sort of describe how I am doing, i am well armed and equipped with good clothing, but my biggest concern is my manufactured food. The trip that I am on is to clean out PV, and ive already salvaged food from the plane with the intent on moving supplies back to the camp office in ML. I went to TM and AC, got their stuff and when i got back to my base in PV, i noticed all of my airline food was gone. At this point, I didn’t know that food degraded over time in containers. Did i do something “wrong” or is there a better way to use my supplies? Also, is it fruitless to move all of your supplies to one in the world? Any other suggestions would be appreciated.