Neko-san

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  1. I expect this to require an animation system deeper than what's currently used by Unity; which is technically possible and would be cool but... might be outside the scope of the time, effort, and monetary resources Hinterland would need to implement such a thing (AAA-grade animation system)...
  2. We've kind of come full-circle here with this question; I didn't want to say this before because I'm the OP, but my intention was to point out design choices that unnecessarily make surviving a more tedious process. Clearly though, not everyone agrees with that line of thought (masochists Lol)... I get TLD is a survival game but, hell, I'm trying to highlight the "game" part of that even if it's a small thing. Not to be confused with nitpicking though, I totally get that, I'm just saying that I'll just never get over a built-in suicide button with no safety mechanism - which is hilarious when you think about how even guns have those IRL.
  3. I was initially thinking that the QTEs could be automatic but its difficulty might also be dependent on what tools are available, picking the one decided to be most useful by default. As for the bow being out, I'm not sure, perhaps? I defer for Hinterland to mull over deeper implementations for it, though those were my thoughts; I don't expect this to be "hyper-realistic," so to speak, so long as this or a similar thing is done to balance them out in core functionality.
  4. I can understand that sentiment; although, I would prefer consistency concerning the game's functions, especially since survival mode doesn't explain any of them aside from button prompts, the status, and crafting menus. If condition meters affect actions, I think they should behave consistently across the board instead of "coincidentally" and arbitrarily deciding that the most important one be exempt from the rule while simultaneously being in direct contradiction with an established status effect; which, is supposed to be like what you mentioned: a means to make players suffer consequences. If hypothermia *wasn't* a status effect with meaning in the game already, I'd oblige that point, except *it is* already established and regardless wouldn't excuse the idea of a perfectly healthy person essentially instantly contracting it and dying without doing *anything* about it; it's ludicrous, even for a game, and feels more like getting trolled because of how there's no way to cancel the action in such a scenario once it's been started. Similar to your point, one could argue that waking oneself up from sleep is hard, but a "game could just be a game" and give me literally any way out when I see my condition plumet just as the screen fades to sleep.
  5. That clarifies exactly what you were referring to, and while it makes sense in that specific context, in the case where the player has the clothing to not need a fire and there not being a function for handling that similar scenario is indeed an odd oversight... Humans can tell the difference between drops in temperature rather well; we don't have fur or thick hides to really ignore even slight drops in temperature (ever been asked who touched the thermostat? Lol)
  6. Death from hypothermia and just having hypothermia are slightly different; it's a status condition in the game but to die from the cold hypothermia is also a prerequisite. It's implied if your condition drops to 0 from the cold that you died of hypothermia, but if you don't actually *contact* the status affect it's also expected that you *don't have* hypothermia (which sounds contradictory, I know). That said, you have to be cold enough first before reaching that state, and that would guaranteed wake any normal person up first.
  7. Neko-san

    More Feats

    Looking over the currently existing selection of feats, I can think of a few that would be a decent addition to what's available: Increased carry weight - (Over-encumbrance is easily achievable in TLD) Weapon affinity feats - (Usage bonuses for particular weapons such as: more rifle stability, a balanced "snap" functionality for the revolver, being able to use the bow crouched, etc) Insomnia - (While not a good thing, there could be a feat that provides a theoretical bonus for having it but with a drawback) Herbivore tracking - (A feat that can provide an ability to more easily track down herbivores) Feel free to add any ideas; but these are a few that come to mind for me.
  8. I've personally experienced the example I mentioned on Voyageur, so I don't see how it's difficulty-based. : / And while true that other options could be available, this not being consistently enforced is definitely a "foot gun."
  9. This is moreso a QoL feature suggestion but, I found that in some painfully "specific" scenarios, charging wolves are just unavoidably lethal with absolutely no way of survival if condition is beneath a certain threshold. Say, you're desperate for food in an advanced area (because you're traveling through it to reach either an intermediate or easier region - like the area adjacent to Broken Railroad - I forget the name) and the only thing that can found to eat is wolves. Now, because this region is harsh, you've barely managed to achieve a stable warmth state for a while but, if you don't eat, you're going to have a bad time. So, you go out in search of wolves *intentionally;* but when a wolf approaches you, you miss the *one* shot that would save your life before a struggle. Assume condition is below 50%, say between 30%-45%; in this scenario, all options presented to you during the struggle are meaningless because the wolf is about to straight-up kill you and possibly even before you can even fight back. To balance out the the straight-up death problem, I'd propose that a QTE (quick time event) system to prevent the struggle in the first place be considered a possibility with the following conditions to balance itself as well: The window for succeeding the QTE shortens with each successive wolf pounce; one can only narrowly escape such a thing for so long in succession With higher difficulties, this can either be shortened to scale -or- be made invisible to make the player guess the correct timing based on experience alone A balanced CQC (close quarters combat) struggle skill that effects these encounters and can be improved by performing these interactions correctly and by reading a related book This possibly being more difficult with Timberwolves I think doing this would assist in alleviating excessive difficulty with wolf encounters, considering how common they can be, and would still give wolves a chance to do their jobs without nerfing them.
  10. I've noticed that it's painfully easy to die to the cold in the game by simply going to sleep in the cold without being woken up by the cold if the player isn't even in a state of hypothermia. I discussed this with someone on The Long Dark Discord server about this, and their rebuttal was that hypothermia is the cause, but had no reply when I pointed out that every other condition meter has exactly the same prevention system for various tasks such as being too hungry, tired, or thirsty to focus (etc) and that it's both inconsistent that being woken up by the cold (if you were perfectly fine) isn't a function and that the lack of it doesn't make sense, especially if you don't have or contract hypothermia. Perfect example: You exit out the back of the hydro-plant dam in Mystery Lake There's a blizzard but it's blowing from the direction of the dam, thus the wall shields you from the wind You are adequately dress to survive this if you stood here doing absolutely nothing (no temp drop) You lay down to take a nap Wind changes direction You die Congratulations, the player just committed suicide in a bafflingly unrealistic scenario where their nervous system completely deactivates while sleeping and lost sense of touch and could do nothing after committing to this task to stop it I'm sure you've followed me so far where this not only doesn't make sense but is also incredibly irritating for anyone who accidentally navigates to fast to perform a similar task but completely forgot that this is a problem to begin with and probably knew that the better way to avoid it, if they wanted to nap, was to drop down a snow shelter to sleep in instead. This should be rectified; I understand that the original intent was likely a similar train of thought as the rebuttal but the problem here is that the implementation has an obviously painful design oversight and should be reconsidered to be far less dangerous than essentially an instant death.