Razum

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Everything posted by Razum

  1. Addition: You should be able to put snow in a bottle and melt it with your own body warmth. You won't get Hypothermia from it (assuming, you're not stupid), because you don't put it directly on your body, but rather over the second clothing layer or something. Obviously this should only work, if you already have a jacket or something warm. Also snow in bottles should melt in buildings when it's over 0°C or near fires (so you don't need to put it directly on the rare cooking places). All this would make it more usual to just have melted snow but not boiled/safe water.
  2. Razum

    Avalanche!

    On goating there's already a discussion: https://hinterlandforums.com/forums/topic/41402-“mountain-goating”-feels-like-it-cheapens-the-game I'd just say, change the op physics and let the player just slide down. But I like your idea, too. I'm a bit sadistic, too
  3. Razum

    Rushlight

    Yeah, I think, we need some options for dark times, which means: light. Nobody would use kerosene lamps as they are burned out after 2 hours. Keeping a fire would also be very expensive. Something like this would be practical. You could combine this with updated weather, so that there are cloudy days, where you don't have much light indoors (too little to read).
  4. I like the idea of a boar spear more. It would be more balanced. https://hinterlandforums.com/forums/topic/42233-new-weapon-boar-spear
  5. Theres a mod. Read about the mechanics here: https://thelongdark.fandom.com/wiki/Hunting_Rifle#Bleed_out_time, https://thelongdark.fandom.com/wiki/Survival_Bow#Bleed-out_time, https://thelongdark.fandom.com/wiki/Hunting#Wounding The bleed out times vary greatly. There's a bleed out mod, which makes Moose bleed out, too, and also makes wound close, so that animals don't necessarily die when bleeding. Also multiple hits accumulate bleeding, so that hit animals die much sooner when doing so. https://hinterlandforums.com/forums/topic/41104-climbing-axe-rifle-scope/#comment-230926 https://hinterlandforums.com/forums/topic/39863-just-an-idea-i-cooked-up-the-hunting-rifle-scope/#comment-218600 https://hinterlandforums.com/forums/topic/42012-weapon-attachments/#comment-239448
  6. I like it. There should be consequences of breathing in toxic gas afterwards and how you described it would pretty much be the way, Hinterland would have made it. When reading the title, I thought of damaging your lungs through breathing too much cool air. When you ran in cold condition in reality outside, you will notice that after a bit your lungs hurt. You can't do it for too long. So this would also be a neat addition, if you would run for too long, that you also get lung damage. In that case drinking warm tea could alleviate the cold a little and thus avoid lung damage or something. Either way, I'd like to see a more dynamic and less binary way of treating needs and afflictions. I discussed it here: https://hinterlandforums.com/forums/topic/41551-more-dynamic-needs/#comment-234589 So you could make a variable that stands especially for the health of the lungs and the corresponding affliction is only shown when it's health is critical (like the cabin fever affliction) or stuff like that. This could open up a complex dynamic. Things like: Even breathing toxic gas for a second has a minor effect on you lungs health. Your main health takes damage when your lung health is low (because there is not enough oxygen for your organs or stuff). You are slower with low lung health. The power your body can bring is dependent on both the fresh air you breath and your lung health. When you stand in toxic gas with already damaged lungs, you are can't run nearly as fast (or do things quickly) as when you stand in toxic gas with a healthy lung or walk through nature with a damaged lung.
  7. In principle I like the idea. But it should be implemented carefully, so that it doesn't turn the balancing upside down by still being useful. Noisemakers are a good example of such, as they fill a niche. For the boar spear the right niche would be semi early game. The moment you have a weapon other than the boar spear you would always take it (whether that's the rifle, revolver or even the bow), since it's much safer and you don't get hurt. Hunting with boar spear at that point is pointless. And just having it for safety is a nobrainer, too, since the revolver for example is much lighter and does the same even better. So the only reasonable time to find it for it to have used, is before you find a rifle or revolver. And that's what I would call early game. It gives some protection and the ability to hunt, before having other useful weapons. For Interloper it would be especially useful for when you haven't yet crafted a bow. Without a bow you have no weapon in Interloper. That's pretty sad. So I would welcome the boar spear. But especially in Interloper it would shift things. The boar spear of course should be stronger than a hatchet. So when having it, there's much less need for searching for the heavy hammer and then voyaging to a forge. So again: implement it carefully. Maybe it would be better, not being able to find it and instead needing to craft it yourself under consumption of much resource (time, material), since it's even much bigger than a hatchet. Then you would be back to the heavy hammer being the first priority in early game. I don't know, which way would be better, they both have pros and cons. So now: what to do with late game? As I stated, the other weapons exceed the boar spear in utility, weight (except for rifle) and risk. So one way (the TLD way) would be limiting the other weapons usefulness. TLD is in my opinion about doing the best out of what you have, while what you have isn't much. So reducing the amount of ammo you find would make the boar spear a serious competitor, since you don't need ammo to use it. You could use it to finish a bear or moose after having hit them 1 or 2 times with another weapon. It could be useful even in late game, but still having quite a risk (you don't know how much damage you take, but you know, that you will take damage). For hunting wolves it will be pretty useful, no doubt. I think throwing it isn't that useful, since you won't it throw very far, without much damage and once you've thrown it, you won't be able to use it anymore.
  8. I'm just gonna keep going. This now isn't about loot randomness but about randomness and I don't wanna start a new thread. I think, it would be fun, if the player character's abilities would change randomly per run. Traits like strength, speed, weight, size, energy consumption and consumption of the other needs could change in a pretty small frame, so that every run you have to play slightly different, because your abilities are different. In one run, you can fight off wolves pretty well due to more strength, in other runs, you really shouldn't let it come that far, because you would loose almost certainly. I'm not sure, how much of this should be communicated (as a stat or something) or just let to be experienced. Similarly you could change the traits of animals randomly, like that one wolf will notice you earlier than another or one wolf will follow you farther than the other, be more aggressive, has more fear of fire and so on. In the same sense, different moose could be more or less aggressive, deer react faster or slower and run faster or slower. That would shake up the pretty static hunting experience.
  9. Agree, in my opinion the current system is too flat, especially for a survival game. Not fullfilling needs mostly only plays with your health bar and when you 'fix' it, the negative effects are gone. Like you could 'cure' 3 days of dehydration with 1L of water and a night of sleep. I have shared my approach, but yours is also a way. See it here: https://hinterlandforums.com/forums/topic/41551-more-dynamic-needs/
  10. Ok, I got something more. I would argue, it would be beneficial (again for replayability) that you don't at all get the same overall loot between two runs. What I mean is, there are currently things, that you don't know where to get, but you know, you probably get it eventually. Like wool longjohns. You get them at the start or the end, but you know, having looted most of the world, you're gonna have two and you'll never give them away. I would want stuff like this to vary between runs, so you have runs, where you can't find them at all and have to live with 2°C less temperature. Another example: in the other thread https://hinterlandforums.com/forums/topic/42150-fishing-rod-lures-and-sinkers/ there was this idea of finding fishing rods in the world. My take on distribution would be: You may find it in any house near the water or in fishing huts. But sometimes (and with sometimes I mean in like one of three runs) you can find many of them in one spot. Maybe in the house of someone who repaired/manufactured them, maybe someone who gathered them (then, like I described above, you would find none of them in the area). This kind of distribution would require, that you don't necessarily need these things in the game (just like fishing rods, since you can craft fishing tackles yourself). The additional fun beneath needing to adapt on each run is (I hope), that it describes a different 'world' each time. You can think of the things that happened there, that lead to the outcome, the things you find.
  11. https://hinterlandforums.com/forums/topic/41941-what-do-you-think-survival-mode-needs-the-most-for-his-next-patchdlc/#comment-238281 https://hinterlandforums.com/forums/topic/38808-season/#comment-208911 https://hinterlandforums.com/forums/topic/41787-seasons-in-wintermute/#comment-237159 https://hinterlandforums.com/forums/topic/41227-many-wishes-a-bike-growing-plants-seasons-candles-cooking-second-survivor-domesticate-wolfes-etc/page/3/#comment-235375
  12. So, I corrupted my save file of my longest interloper run yet. Well, I copied it in the saves folder, but then there were 2 saves with the same name ingame. So I renamed one of them. But then the other one had the same name, suggesting that they are somehow the same. Knowing that there are 25 slots or something, I opened the save file in text editor and there was some text suggesting exactly that. So I changed stuff and saved it for testing. But just saving from text editor apparently corrupts it. At least the saves aren't shown ingame anymore. I doubt it, but is there a way, I can possibly rescue that save file?
  13. Razum

    Desired features

    I forgot to bring the links for the mods I named. You can find the multiplayer mod here: https://www.youtube.com/c/filigraniChennel/featured All other mods you can find here: https://xpazeman.com/tld-mod-list/
  14. Razum

    Desired features

    Hi, welcome to the forum. I'm just gonna say what I have to say to this. Getting all these features in one update is ridiculous. I don't wanna front you, but you could have considered a better wording. I like the idea of the zip-line. That could complement the rope climbing system. But I wanna critique every point of you suggestions: Taming Wolves: This feature wouldn't be realistic I think. Wolves are wild animals and aren't really tamable IRL. It would also go against the spirit of the game in my opinion, which is the loneliness and everything against you. As an aid, there's a fox companion mod. Driving vehicles: This wouldn't make sense in in game logic very much, since all electronics are dead. If you don't take that: Try to start a car that's been standing around for weeks in ice cold. It would also destroy atmosphere, when you can skip dangerous paths. The walking simulator critique is understandable but for me part of the game. As an aid, theres a car mod. Multiplayer: Main consraint: Skipping time wouldn't work. Just look here: https://hinterlandforums.com/forums/topic/41105-multiplayer-probably-wouldn’t-work-but-i-think-it’s-a-cool-idea/#comment-230928 https://hinterlandforums.com/forums/topic/42077-used-worlds-option-on-new-playthroughs/#comment-240677 But there is a multiplayer mod. Zip-Line: Like the idea, right as you described it. I don't like the current climbing system anyways. Parachute: Don't like the idea very much, don't see it working. Fly around in the world with developer console mod and you'll see that the maps aren't made for view from above aka any place you can't walk. A feature where you could potentially be at any point in the air would cause tremendous follow up work on the maps. If you would implement it realistically, it would be so bad, that nobody would really use it. What I mean is: You can't take much stuff with you, pretty much only yourself It would only be worth on high mountains like timberwolf mountain You could find a parachute in the world, crafting is pretty much impossible, since you need special fabric. But who would use a parachute in that environment, so why should it be there anywhere? It's freezing cold, you would very likely just freeze in the air. It's damn dangerous, assuming you (as a ingame character) didn't do it before and have no idea of how to steer it, you would just break your everything on the first try. I maybe could go on, but it's enough Volcanos: Yeah, don't see that working either. I like the idea of volcanos, with the art style such a place could look amazing! But I don't see heat as a gameplay thing there. The game is about cold, not heat. You don't take damage when forging for hours fully clothed. This mechanic in a plausible way would be a niche thing but some work, because you need to change some fundamental things of the game. Could be possible, but I don't see it. You can't just turn around a concept, theres often too much follow up work to do. Sorry, if I frightened you. I love when peoples bring new ideas and despite my criticism I loved reading your proposals.
  15. https://hinterlandforums.com/forums/topic/39552-better-mechanics-for-steep-terrain/#comment-215733 https://hinterlandforums.com/forums/topic/41402-“mountain-goating”-feels-like-it-cheapens-the-game/ I think, sliding would be great. As you can see by the links I have posted: I don't like the current system very much.
  16. Two things I wanna add here: There's a multiplayer mod for TLD: https://www.youtube.com/c/filigraniChennel I've created a thread with a similar idea, where you would find dead corpses of survivors who went through the world before you: https://hinterlandforums.com/forums/topic/41986-factors-for-loot-randomness/#comment-238942
  17. I like the idea, but still won't fit perfectly in my opinion. Like Leeanda stated, you wouldn't be able to use weapons with sprained wrist for 24h. And you wouldn't be able to run for 12h, which would make it much more annoying than it is now. My proposal to this: Make all of it more dynamic and less static. Sprained ankle should be cured after 12 hours (I'll just go with your proposal for the moment). At the start you can barely run at all, with time passing you can run faster and pain goes away. But: The affliction can reset by chance (just like you got the sprained ankle by chance). When you go on steep terrain, when you run and also when walking normally, it's possible with respective multipliers that you sprain your ankle again, since it's still weak. The chance decreases as time passes. You can decrease that chance happening by weighing less, wearing better shoes and not doing these activities (which also decrease the chance of sprained ankle in the first place). Best after a sprained ankle is to rest for an hour or so. Bandaging your foot makes it that the chance of respraining your ankle is massively reduced. You can also run and walk faster. But since realisticly you would'nt sprain your ankle in big boots, it becomes obsolete in these scenarios. I believe, it should be possible to bandage your foot preemptively, but for that some parts of the clothing menu would need to change just for that. Sprained Wrist should work similar. It's cured after 12 hours (I think 24 is a bit high) and it's effects vanish over time until cured. The effects are: You can't or only weakly draw a bow, which means, arrows deal much less damage. Your aiming is bad (more shaking). You can still use the rifle, but when shooting you will probably sprain your wrist again (and reset the affliction). Your aiming is bad. Climbing is possible, but of course much more risky. Chance for slipping is way higher than normal. Sprained Wrist is much less severe in most situations, since you don't depend so much on both your hands than on you legs to walk. Chance for a reset isn't higher than the normal chance of a sprain, so it only resets when using a rifle or walking on steep terrain. Pain: The current system is pretty much trash. When taking pain killers, you stop pain everywhere, not in a specific spot. So here are my proposals: The more pain there is (as a simple description) there more the screen blures. When spraining, the whole screen blures for a second. Dependant on the curing of the affliction, the blur decreases. When respraining the screen should blur much more then when the first sprain occurd, because you are much more sensible there. Spraining multiple times makes the blurring stronger and longer lasting every time. Taking pain killers makes the blur go away for like 3 hours
  18. Lighting a torch makes much more sense to me. I already wondered here https://hinterlandforums.com/forums/topic/42020-arrow-keysenter-for-all-items-in-game/#comment-239749 why you are not able to use the space menu while still walking. The only option if you are chased by a wolf is to use number keys to cycle through. The cup of coffee thing is also a good point. So you've convinced me. With these things in mind, there are critical situations where it would be really helpful and not being able to do it is a pretty unnatural restriction.
  19. You don't need an RTX for Raytracing. Atleast for the purposes I think of, which also are mentioned here. Rendering a fullHD image is still not or just yet possible in realtime. And for that you would need an RTX. But just for some more realistic lighting, a CPU or normal GPU is enough. There are raytracing shaders for minecraft which work without RTX, look here: 2022-08-12 17-30-53.mp4 You see how far the light travels? This is with my GTX 1080, which is not a that good graphics card. In comparison: 2022-08-12 17-32-40.mp4 This is Sildurs shader, a pretty common shader. It's pure rasterization. You see, that the light doesn't travel far. It just stops. You can see many differences more, for example sun reflection in water in the cave, which shoudln't be a thing. With raytracing, this doesn't happen. I get a much worse performance when using the RTX shader, but I mostly don't play without it, because it's just such a difference in ambience. So now to TLD: Just like in minecraft, you could use Raytracing for specific purposes. Btw, there is already a raytracing mod out there: 2022-08-12 17-54-15.mp4 This mod has some more features, but most importantly it has a great impact on ambience. And this without an RTX. It's difficult to build a mod from the outside to change these things and still be efficient. What could Hinterland do, if they do it themselves? I think of stoves lighting an entire room instead of just that texture appearing infront of it. A campfire in the night could light trees 10 or 20 meters away. Only slightly, but when it does, it has such a big impact on ambience. So I don't think it would be unrealistic to implement such thing.
  20. On the one hand: it should be possible, because it's realistic. On the other hand: why? Is it important. You will always find a place where you can stand while eating and drinking. So I wouldn't think it would be worth the change.
  21. Realisticly speaking: Donner is a tough guy. The detonators blew too early is what we know. It's unlikely that Donner really got killed by this accident. He may die due to the smoke, but he has a realistic chance of survival in principal. Very likely he still got hurt bad (either by the explosion or by smoke). But the better question for stuff like this is "What would the author want to do with their characters?" So we have to ask, which story does Raph wanna tell us. I just wanna bring some argumentation against the 2 points "Show it" and "we wouldn't know if our efforts are worth it, if he died". They both bring the point of 'good storytelling'. Showing something is often better than just talking about it. And now we have Donner being described as really bad, but we don't have prove of it. Still I think, in this case, it's not a deciding argument, meaning, I wouldn't want Donner in ep5 BECAUSE of this argument (or something like it). There is so much bad stuff talked about and never shown. For example the school fire in ep1. They only told us about it, they didn't show anything. Is this bad? I don't think so. Still we know, these are really bad people and have a clear understanding of what happened. When we see Mathis first in ep2, we experience the presence of evil persons again. Now not only a half dead prisoner on the bench telling stories, but a fully capable one. And just for fun he janks a hatchet through our face. In ep4 this goes on. We don't need to see Donner, to understand what evil means or what evil persons do. The 'show it' part is done by Mathis and in my opinion it makes everything told believable enough. So we don't need to see Donner for him to prove how bad he is. Btw, not knowing something is a feeling very adequate for a apocalypse survival setting. So back on track: Would Raph want Donner in ep5? There is no need for him to be there, since every role he would play in the story could also be hold by Mathis. For the story he is not necessary. His role in all the story is just the reason for Mathis to go to Blackrock. He is just like a MacGuffing and that's it. He doesn't need to be more, so I think he won't be in ep5. If he is, it doesn't have much meaning, since Mathis is there. I wouln't like to see Donner. There are so many ways, it could influence the story in a bad way or just be meaningless. If Donner doesn't come up to the promises made, he becomes just laughable. If he does come up to the promises, it would probably overshadow the whole story. The fifth episode would just be Donner chasing Mackenzie as defeating him early would make him laughable again. Since ep5 is the last one, there must be a resolution and I don't feel like there's place for Donner.
  22. Very good point. I have another thing not so much worth opening a thread so I'm just gonna let it here: Why do I have to stop when opening the space menu? Or when selecting which lighter to use for lighting a torch? Just make WASD still work so I can choose the lighter while still walking away from the wolf.
  23. I think, it's a really simple feature which would be useful to some. As you said, mostly for streamers. Maybe when I wanna show something to my little brother. I wouldn't go farther than that, there's no need for complex communication, since it's still a singleplayer game. But the pointing finger thing is cool.
  24. A while ago someone started this thread https://hinterlandforums.com/forums/topic/39694-more-loot-randomness/ about a thing which would in my opinion greatly increase replayability of the game. The more I play TLD the more I know how items are distributed. And the more boring I find it. Typically you have a semi fixed route depending on your spawn. You directly know the best route for travel so you can loot everything. You know where the Flare gun spawns. You know when you go into a house how much loot it's about to have (in terms of food, clothing, water, etc.). The normal things are just distributed pretty evenly over all locations and you're about to find the same stuff in one house then in the other. I don't just wanna rant again over the advantage of more loot randomness (just read the old thread), I just had an idea, that really excited me. We see many dead corpses over Great Bear. They obviously did something before they died. Some of them maybe traveled around just like we as a player do. So they must have looted some places like we do and then freezed somewhere (or died by any other circumstance). So it would be logical, that the places where they went would be (almost) empty and they would have the loot they found on themselves. So when you find them you have much loot, but before it's really scarce. So if you find a normal distribution of things, there was nobody to loot, but if you find nothing, there might be someone in the area (in any cave or car or just on the street) who got all the stuff. Of course they are all dead, I don't wanna question the loneliness part of TLD. I think, factors like this (loot of an area combined in a corpse) would freshen things up greatly. I also think, you could autogenerate text for notes to give hints where you can find loot. I'm thinking of texts like the ones in the 'Milton supply caches' side story. Just take a standard text and replace some words, like in one game the person put a revolver somewhere in another one it's just some food or a hatchet. Such a system would allow to put rare stuff anywhere and give hints about it. The maps are big, but you don't have to search at every point, since you know where stuff is. With such a system, you wouldn't need to search every last corner, just look at places described by notes. But maybe someone else found it, too, like described above and took it, so you won't find anything there. Then you have to search the corpse. What ideas do you have guys? And what do you think of mine?
  25. Lol, this really makes some sense. I discussed in this post [https://hinterlandforums.com/forums/topic/41973-where-did-molly-find-astrid/] that the tunnel where Molly found Astrid (leading to Milton) is likely the one in Keepers Pass South. We wondered there, why Molly was so far away from Farmstead just for hunting. But she probably searched for the inmates. Why? How does this make sense? So obviously the prisoners came to PV before or at least at the same time as Astrid, since we as Astrid find all the dead corpses in ep 3. Since they obviously didnt follow Astrid through the tunnel, they must have found another way. This must practically be something we don't know (yet). There are 2 prisoner corpses and the one guard. My prediction is, that the 2 prisoners and the guard split from the group. They then killed the guard by the heartbreak bridge (for whatever reason) or he just collapsed when Molly was near and shot the one prisoner who then just stumbles into the near shed (blood trace). The second ran away and made a fire at the forest cave, where he got shot when Molly found him. The cache is from the other prisoners who then went to carter hydro dam. It seems like carter hydro dam was an important location to them (Not sure, if that is mentioned, possibly for the stuff Mackenzie was after, too). They went a long distant to it before going to Blackrock. Very likely they were there a while before we got to know Mathis, they were just trapped in the lower part, because the elevator wasn't working. Then they probably went back through PV again to go to Blackrock and episode 4 then starts in Keepers Pass North where we hear the "arrow in the chest man" quote, because they found the 2 prisoners with arrows in the chest. Assuming that all, we go on. After Molly shot the prisoners (the ones splitting up, the others went to CHD) she went to the tunnel where she found Astrid to see, whether there are more prisoners. And after the post above I think it's possible, that Molly became aware of the prisoners by a call (maybe from Jace?) telling what went on in Milton. So I think considering all this (it might not have happened exactly the way I described, theres some margin) it's very plausible that Jace and Molly know each other. Now I have a pretty bad prediction. Assuming Jace and Molly know each other and Jace knowing about Mathis' plans, she might have send Molly to look for the prisoners in CHD and stop them. In the first call of Jace and Mackenzie, Mackenzie tells her of Mathis being here and trying to free Donner and Jace responds with "Shit shit shit!". Maybe the women Mathis talks about who he shut up and didn't look so pretty anymore and stuff was Molly trying to stop them. When Jace learned that Mathis is in Blackrock Prison, she then would have known, Molly couldn't stop them and so might be dead. Just a thought. What speaks against all of this is the comment from Molly "it's just nice to have someone to talk to" (or something like this) in the end of episode 3. No proof against, but just a point.