Honest

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Survivor

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  1. van Lierop's answer to the community reads like he feels emotionally offended by the reaction of parts of the community and he shows it through his words. In my perception his statement lacks some sort of professionalism because of that. But that just as a site note Scurvy: Key part that I take from his statement is that there are no plans to add an option to activate scurvy in existing games. I think introducing new gameplay additions, which only get active by starting a new run is just like a half-way implementation of it. Also that you can't separately opt-in/out scurvy in custom games is a sign of that. TLD is not a match based game, where you play a 5-10 minute match, won or lost, next game, but you play a run for days / weeks / months. HL should take this aspect serious, because it will be a recurring issue. Scurvy workaround: That I can't hope for that HL brings a patch that allows existing games to opt-in scurvy; is there a mod / savegame editor that can enable scurvy on existing runs?
  2. Cannot loading bug when entering an interior, odds are around 30%. This needs to be fixed ASAP
  3. not read the discussion to this point, so forgive me if I cook old stories. I not found out the real benefit of the cooking receipes. You can add some achievements for it (cook all recipes) and yes it is fun to craft/cook different things, but if the complex dishes give extra calories, this wouldn't make much sense to me. (as you cannot give extra calories to food by cooking it, so anything above +10%/+15% calories would be very unrealistic imo). ofc heat bonus from warm dishes. What would be the incentive to do the extra work to cook complex recipes? My suggestion to solve that problem: Introduce a 4th life sign indicator bar beside warmth, thirst and hunger: satisfaction (or name it: variation, amusement). If you listen to real world survival experts one thing always crosses the topic: every survivor needs small happy moments to keep motivation to survive and keep sanity. this can be a piece of chocolate, or if you eat the same food for weeks, just another kind of food. The satisfaction bar would not only need different kind of foods to get filled, but also reading books (not just research books), maybe also travelling different locations and so on. Maybe an idea to start thinking further with it
  4. noticed about the snowshelter issue that I came back to this shelter yesterday and it seems that there were 2 placed in one another, one has 88% the other is destroyed. Maybe this is the cause of the issue or even a new one as it seems that there was an update the past few days and the coals are not stacked within each other in the caves anymore. But yes, a public list, updated regularly that shows all the current reported bugs and the status of work / solve / implementation would be a good thing that would help the community to make this "bug bounty" a bit more efficient
  5. 1. crafting items on the workbench seems to increase repairskill, either this isn't intentional or I missed this in pre-update. 2. it seems to be impossible to place the vaughn's rifle onto a rifle rack
  6. maybe just increase the necessary level that achieves "making fire without tinder" from level 3 to 4 or even 5? level 3 is reached pretty fast, so this could at least keep tinder a bit longer into the list of needed items for our survival games
  7. got a bug with snow shelters. Found one already existent near of clear cut/mystery lake, went in and I guess the bug was caused by reloading a revolver and switching to inventory. the view changed to the rear of the shelter and it was impossible to look around / get out of the shelter, had to quit the game and start from the last save checkpoint.
  8. I got help in solving this problem: pressing F8 while ingame records a screenshot on desktop together with some debug information. There is also the information that the DLC is in-use which should be the solution I was looking for to clarify this
  9. thank you, this actually helped me to solve another problem! 😄
  10. how to activate this additional informations on the upper left corner?
  11. sorry DaGnome for wasting your time on answering my question, which I asked unspecific and it was possible to misinterpret it. I was not asking about the savegames of the pre-update as I know they not working (besides using the time capsule feature on steam). My questions were referred to the situation after the update and you start a new savegame, but you do not know if the TFTFT DLC is actually really "active" within that savegame. (for cases like you have the client already running, then buying the TFTFT DLC, directly go into the game and start immediately a new run)
  12. is there any possibility to check a savegame if it runs with TFTFT or without the DLC? But not by going to the airfield or waiting for the loot of the DLC-items or waiting for the glimmer fog? Anything that goes fast to check it, even if it is something like a console command? Second question: Gets a non-DLC savegame automatically transformed into a DLC savegame when buying the TFTFT DLC? Or is it required to start a new savegame then to get the benefits of the DLC? Third question: What happens to the actual savegames when more milestones of the TFTFT gets released like new regions and items? Will we need to start a new game then for the benefits or will it get added to the existing savegames?
  13. the coal in the transition cave between milton and mystery spawns stacked and it seems that it spawns too often and / or too much compared to my experience prior the TFTFT update
  14. good criticism! Normally I play the game as a custom setting sandbox with x4 longer daytime (so playing a full day without skipping any time would take 8 hours instead of 2) just because it gives me a more realistic feel like the weather not changes so often, and the sun/moon don't rushes through the air. And it also gives additional time to rest and to look around and make more detailed plans, not being always fighting against the time. I can anyone recommend to give this settings a try. Of course it would need to slow down the current standard game speed for implementing such more detailed stuff, but I would welcome it
  15. Cold, Fire and to warming up is one of the biggest cores of the game, so fire starting is a very important task. Making a fire within a real survival situation can decide between survival and death. And firestarting, if you already tried it in real life and not using an accelerant and maybe just a firesteel and not perfect dry wood, you pretty fast find out that fire starting in survival situations is far away from a no-brainer. Ingame right now, fire starting is just a probability, if you miss, you just retry and at least after 3 tries you most certainly have a stable fire burning. This don't gives enough credits to the task that firestarting is in real life. My suggestion is: Turning firestarting into a minigame that decides if your get a stable fire or if the fire wont starts at all. You start deciding a fireplace like it is already in the game, but then you shift into a zoomed-in view to that fireplace and get a new interface that lets you to grab different kinds of tinder and fuel and let you to completely freely place them and staple it in the way you want and how much you want to use of them (for example you could just use 1 tinder and 2 sticks, or also 3 tinder, 10 sticks 2 books and 1 firewood). It would need a physic engine that leads to firewood to tilt over and to calculate the flames and how they expand through your campfire build. This makes each fire unique and not just only something that has a remaining minutes timer and temperature. This makes it also a bit more complicated to take care about the fire as it usually would be the best method to start a fire with a few sticks and good tinder and to add more and bigger firewood as the flames become bigger. Then there are different kinds of stacking the firewood and sticks that leads to different success or can also cause fires that for example burn faster/slower, producing more glow and so giving more warmth for a longer time and so on. And finally this can lead to a better function of the research books, as it not only consumes time and increases skills, it also could need an overhaul: Each part of the book you read (1 hour) it additionally pauses the game and shows you a text and few pictures that explains you (in case of the fire starting) a few good techniques how to stacking the wood and so on