jajo88

Members
  • Posts

    6
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

jajo88's Achievements

Wolfbait

Wolfbait (1/4)

7

Reputation

  1. Hello Guys, @Usfarle I'm not speking about rebuild the world and let the snow be the ground. Just modifications in terms of temperature and consequences like some icy paths become weak and not be accessible anymore and wildlife that would change in behave like more bears more wolfpacks and some transition zone like the winding river that only have weak ice and would not be accessible anymore(if you don't want to die). @oplli more or less exactly what I had in my mind. not modifications that require a re-build of the world in terms of geodata and so on, just make some ice paths no more accessible(weak ice everywhere like in coastal highway, desolation point and bleak inlet) and modification in wildlife behave. @Old Hermit Worst weather already occurs if you play Interpoler I think. What was in my mind are at this point three season(in terms of temperature): summer: icy paths all weak. some transition zones(winding river)inaccessible. changing in wildlife behave; spring/autumn: the already implemented weather for pilgrim run; (two same seasons) winter: modification of the weather like interpoler in advanced gameplay(but just for the start). But I think that all of this stuff maybe would come in a sort of DLC(under payment of course) with several others additions.
  2. Hello everybody, I've just finished reading all the threads. I think most of people are right. A seasonal would ghange too much the game, but I've got an idea(silly of course) from this. Lets suppose only two seasons. Winter and a sort of Spring/Autumn. These would just cause a modification of the weakness of the ice in some regions like Coastal highway(where for example you cannot simply go on the ice) and change some paths in other regions like forlon and introduce weakness in regions like mystery lake. While other regions are less affected like timberwolf mountain ecc(and some connection areas like the dwon part of carter hydrodamn could be with all ice weak make a player chose other way). Speaking now about rivers(already icy), maybe some could start to make wet your dress! In terms of temperature: yeah maybe a rise of some grades could be the solution but for this maybe the wildlife starting to grow in number and be more agressive even at low stages of the game. In some regions snow drop could make your dress more wet and during the night freezing. I don't know if it's a good one but in this way the devs don't have to change he whole structure of the game but simply change status of some ice paths and so on. Tell me what do you think. Maybe this could make the game harder?
  3. Hello Guys, @RegentRelic I think you are right about the purpose of the Devs to make player's death a certain point(also because I think a single run of more than 500days requires a play time not negligible XD ). The purpose of flint blade and firestriker is like @oplli said, just introduce another simply tool instead the scrap metal(which I have to say I don't like very much to see spawnin some random location). Maybe this flint stone could be found only in some mountain regions. @k0s0ff yep! you hit the point these simpliest tools have to be with lower duration compared with scrap metals one! @k0s0ff about the random drops, I'd like to see less random lot and instead a more realistic spawn like stones near rock faces and stick not in the middle of pleassant valley far from the next tree. But I think this is just my personal taste to see the thing more realistic. In terms of gameplay you're right! I think random drops could make the game a good challenging compromises.
  4. Good morning guys, @RegentRelic yeah you're right! But if you introduce maybe other features like simple blade made of stone(flint) as well as simple firestarter(flint again) as i mention in the last parte of the tread can make the workbench even useful in late-game?! @oplli not properly everywhere. I thought just inside or nearby buildings creating a sort of permitted region(gree) and forbidden(red) like when you try to place a bedroll in wrong position. Of course this could also be starting point for other type of workbench. Going strictly to the point 5 @RegentRelic you're right again. Infatc I think that for a vet player the "firemaster, cold fusion, efficient machine" break a little the game but, because a player can choose to activate or not this "skills", I think that they make the game more userfriendly for someone who is a new player or give some opportunity to try stalker and interpoler in a "safe mode"(pass me the term). In this way introduce other feats directly connected to the in-game skill like "bowmaster" or "crafting master" or "fishing master" could make interesting and more personal a single run. The only doubt is if late-game in adaìvance difficulty level-run could be not balanced whit these. @oplli for the "flat stone" it's great and could be connected to my idea of "flint stone" for simple blade and friestarter and so on.. Only doubt is: introducing objects that make the single run "longer"(maybe infinite?? would be great) don't make the game boring expirience? So avoid from devs, who plan that a certain point a player would dye as purpose to start again ecc? But I love that a more deep crafting mechanic system could be introduced! This will give a great degree of freedom for a player tho choose how to play a run. @RegentRelic for the point 6 ahah! you're right! I'm starting think that would not be a very popular feature a character customization(it's a survival game not an rpg one) but again it's just a very personal thing I'd love as it makes the game more intimate! Thanks again guys! Let me know what do you think about the "flint stone" idea too.
  5. Thank you guys for your replies. I didn't expect someone could care about my proposals. You're great!! Yes, I see that, as you pointed, some of the ideas I shared may change the game(and force the devs to change some mechanics, like the binoculars) and others are just already popular(sob thought I had some original ideas). I would just reply point to point to clarify why I thought some could be fine. @UpUpAway95 Yes, you're right maybe this could break the purpose of the devs of exploring and moving. But I thought about it in two ways. As a late-game mechanic(maybe depending on some other actions). On the other side, I think it does not break too much the exploration spirit, because you need to loot, find materials, tools to use the workbench. It was just a fancy thought regarding have a base like in a small cabin(jack's rabbit or mystery lake ones). Yeah, you're all right it is more or less useless since for example better place for harvested meat is outside. But maybe as for the workbench you could also create it just nearby a building and not only inside it. Sort of admitted area along the building walls. Again just for fancy and not have the meat all on the ground outside(I know that if you are a vet or maybe after the first 50 days you would spend more days outside, like a cave than inside buildings). @UpUpAway95 you hit it! I didn't think about the spawn mechanics and the field of view. But as I already said I think it has good exploration mechanics. We've got a map, binoculars and a compass are missing. @oplli yeah, I understand the compromise between a light-pack and useful tools. but if someone doesn't know every region and the tracks of every wild animal(like me) maybe could come in handy? The flashlight @UpUpAway95 and @Lycrist I think you're both right, but since they introduced it, maybe make this mechanic a little bit more realistic would be great(for the players who find it a good game companion). Here same as point (3), compromised between light-pack and useful tools is a player choice I think. The specialized feast was in my mind just because, as long as they introduced it, I thought about the consistency of the feasts someone could choose and the skills receiving a benefit from this. For example, for me, cold fusion, efficient machine and fire master are great and have coherence with the progression of the game outside every single run. Just because I'd like to start a new run as an archery hunter or a rifle one or a fisherman. @oplliI know it's completely unuseful since we play in the first person, but in the status/clothing menu you can see your character. Yeah, for a hardcore player time spent in these menus is negligible. I thought about it just to fidelize/empathize more with our character on a single run. But for sure I would like to see gloves on the hands if I put them up. Maybe just another fancy modification could be the night sky during the starry nights (I know this is popular). Another thing (sorry). Maybe also introduce a stone-based blade? (like the primal) maybe could be a third sort of stone(stone, coal/charcoal) like flint(example: workbench + flintx4 + cloth/rabbitskin -> flint blade) and as a consequence reduce the amount of scrap metal found around? Also, these could use as a firestarter(example: workbench + flint blade + flintx4 -> flint based firestarter) changing a little bit of fire mechanics but making the game way longer I think. What do you think about my thoughts on these latest proposals?
  6. Hello Everybody, It's a while since I've started to play TLD(seeing the great work through the upgrades, from the beta) but just recently with a new fresh start, I've decided to study deeply the mechanics. This is my very first topic so I'm sorry if I missed something or I had to fill some other before. Below just a few thoughts and maybe ideas for the Devs that I'd like to share with you. I'm just a casual gamer and I've only read just a bunch of topics here in the wish list section. Thus forgive me if the ideas below are already submitted or silly. Note: All ideas are with the survival mode in my mind(that is the part I love more of this game) Possibility to create (example: quality tools + heavy hammer + scrap metalx10) and harvest the workbench in other places (maybe just inside buildings or nearby to not break the game). This in terms of the mid-late game could be interesting to create bases in different places(like jack Rabbit's island or the forestry lookout that I love). I also think that could be considered realistic because create a workbench in the garage or basement it's a real activity someone is forced to face to repair or for hobbyist works. Possibility to create (example: workbench + reclaimed wood) shelves and some storage(maybe only inside buildings again to not break the game). Again could be also considered a realistic action that not would change the game. Introduce binoculars. I think TLD is a survival game with quite deep exploration mechanics. So a binocular could come in handy during hunting or preventing bad encounters. Again I don't think would change the purpose of the game but maybe make it user friendly and realistic?! Maybe change the mechanics of the flashlight. I don't think the flashlight working during an aurora can be considered so realistic. Maybe leaving the flashlight near a socket inside a building during an aurora could make it charging and using it could make it discharge. (Think this is silly compared with other modifications from Aurora) Add more specialized feasts: like archery or hunting with rifle or fishing instead of "Book Smarts" ( so become more like "Fire Master"). Thus a player could do more personal runs through the game. Maybe different levels of specialization. So skill<-> feasts. Please, please let us have a little character customization. Just a bunch of faces, color/type of hair/eyes, body sizing(just for appearance). This make player thinks about the game in a more personal way, like empathizing more with the character they are playing. I think is enough! I hope my little suggestions could be discussed or be the point of starting for other members/Devs ideas/discussions. Cheers!