With the Blackrock update having been out for a while now I am not sure how I have not thought of this.
Just like how McKenzie starts with a sharpened piece of metal, shanks and shivs should be available to craft.
1 scrap metal, point anywhere with concrete and sharpen for an hour.
Low durability make it useless late game, but if knives were harder to get it would be useful.
I understand there are the ‘improvised’ tools in game from the forge, but I envision a fire and forget type tool.
I would like to see the Forest Talkers more involved in the game. Maybe show how they are guerillas and some sort of cargo defense mission (as annoying as they can be). Maybe stealth?
When fighting wolves a think an extra chance before struggling would add more depth to the game and combat. Similar to a QTE you would get a quick moment to tap a possibly random button to hit the wolf. You could only do this with the rifle, and for more damage you could equip the knife to rifle for a bayonet. To balance the system there would be like a 30% chance the prompt appears, so as to not have players reliably hunt using this method; saving it for defense.
I think it would make more sense to have a lower-to-the-ground army crawl than crouch. It would make sense why “Kneeling confers added stability” instead with a prone position doing a better job. It would also make sense why you would have to be a certain archery level to use a crouch (now prone) position.
This is not a problem that I would take much issue to as the variants exist, but the standard rifle of TLD seems to be an SMLE MKIII not a number 4. The sights are different from the actual in game but you seem to have a plan for that anyway. I would like to see distance sights though.
I was imagining the skill would work through the games point of view as: if player shoots or punctures animal (wolf struggle) wait a certain time limit to prevent upgrades from head shots, and then if player interacts with corpse skill goes up. Blood trails could be really useful in areas with common blizzards, and making this a skill could let devs get away with making harder aspects of the game.
I must say, while episode 4 was not a bad episode, I was disappointed. Not so much by the game but my expectation I had created in my head; I was so sure there would be sneaking around a prison, hiding contraband and such from the people guarding. All I’m saying is I would be really excited if episode 5 had some stealth/escape from Donner scene or theme. Don’t take away that I didn’t like ep 4 though, it was really fun at times.
Tracking should also be a skill. When finding an animal previously killed by player it will upgrade. Max skill might be better blood trails/something like that.
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