CrazyLazyCat

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  1. alright for me, as long as the itens can stack up together
  2. I have a dream, that one day I'll open the steam browser and see a new TLD update with the description: -Removed condition from itens: Matches, Cured itens, flare shells, tin of coffee, herbal tea, AND, as a bonus - you can now unload the oil from a lamp -Lamp oil now works like water, they will stack over one slot, and you can drop as much as you like (portions of 0.5L, or less, will be placed on the small tin, and above that up to 5L will be placed on the jerrycan) Please! make this dream come true
  3. Except hunting your first Moose for the satchel, hunting those animals are pointless on stalker or bellow. For food, yeah maybe, but you can also get a lot of meat from wolfs for much less trouble... On my first playthrough on stalker I did craft all the animal clothing, I thought it was a no-brainer choice, since they are hard and require lots of skins time to make. On my second playthrough I started to compare them with industrial looted clothes and realized they don't stand a chance. With further research I discovered that the best industrial clothing are not available on interloper, and for that reason, crafting animal clothing is a thing. For all other difficulties, crafting animal clothing is a bad choice. Now when I kill a bear, I don't even bother getting it's leather... that's is sad IMO, you should want this resource. For that reason I suggest a new skill in the game, maybe Leatherwork, witch increase the quality of the crafted clothing at every level, or even better, simple reduce it's weight.
  4. crafting the special recipes requires some effort, they require limited resources, and the temporary buffs provided just don't worth it. Getting something small like +5% of stamina, +5% condition, +1% crit chance with a weapon, could make it a lot fun to go for it.
  5. How about we get a permanent buff for eating a special food for the first time? nothing too game breaking, just an incentive to craft the plate. As it is right now, I don't think any of the recipes worth the trouble to make them...
  6. yes, this is so much needed. Got the disease twice, I'm now so afraid to even click on raw meet in my inventory that I sometimes drop the item before it so it select automatically the raw meet without need to click on it.
  7. -See resources when preparing for sleep I often have to keep coming back to see if I'm properly fed before going to sleep, so I don't take thirst damage - See resources when on inventory I don't like to leave left overs, when I'm going to each a piece I like to make sure it's gone, so here I also have to keep coming back to see how much hunger/thirst I have in order to eat certain food. There's also the problem that some food also recover thirst, and I have to double check if this is going to waste or not. - Visible status of clothing (when fully repaired) It took me a long time (more than 300 days into voyager + 100 days into stalker + Full campaign) to realize that the condition of a clothing changes it status dynamically. First I thought I just needed to keep it well above breaking, and that was all. So I use to compare all clothing as it was, before equipping, that led me lose so many good and better clothing, become it was on bad condition. When I realize that condition would affect it status, I had to rely on external sources of the game (Wikki) to see a clothing status before deciding to repair and keep it. The game could show us the "current/fully repaired", or "Current (Fully repaired)" status of a clothing - Quick Stats (default Tab) should show your stamina - Hitting "forward" should cancel auto-move This is how it work on most games, so I think The long Dark should abide. Here it will only cancel auto-move if you hit "backwards". It almost got me killed quite a few times by walking into a cliff's edge - Option to Unload Storm lantern What I do get the oil out is harvest it, which take 1h. - Pain / headache could disable stereo By disabling stereo you can't tell the direction of a sound source, it could be that or having the sound coming at random positions at you. I had this idea when playing with my speakers inverted, so I realize how dangerous it can be, you automatically keep facing the sound source, even when you know it's not right. Not knowing where a wolf or a bear is could be your last mistake. This is to give pain and headache a more impactful menace, because as it is now, I just don't bother with them. - Option to bind a key for every item or Have a specific key for flare gun I'm not sure how to make this better, but my problem is the following: When I hit "weapon" shortcut the character pull the weapons is a specific order: Pistol - Rifle - Bow - Flare gun. So when I'm hunting bear/moose I like to drop my bow on the ground, so from the Rifle it goes to flare gun (if things get nasty), and that's really cumbersome. We could be able to: Change the order of the weapon on our menu-wheal (so it cycles the way we want) OR, a simple keybind specific for Flare Gun, due to it's importance and urgency.
  8. adding to Cartography -Each rank could reduce the time it takes to map -At certain rank you could see yourself in the map. (you can do it by using the spray, but it's pretty cumbersome to do, and leave a lot of marking on the map. As a limitation, it could only work on clear day, like the spray)
  9. The game is not as fun once you maxed out all your skills. I know it's a survival game, not an RPG, but the feeling that we're progressing is watch propel you to go forward instead of just hanging on a safe place "surviving". I wish there were more ranks to increase for existing skills, and also, new skills like: Cartography Can progressively give you a chance of no spending a charcoal upon use OR, progressively reduce the weight of charcoal. Can eventually make you not spend a charcoal for mapping Can ultimately increase the map quality, so you can see walkable zones. Once you reach that level, you'll need to remap the locations, and the new map will gradually replacing the old one, giving you reason to revisit old maps to properly map them Leatherwork Can progressively reduce the time to craft clothing Can make you imune and also reduce progress of Cabin Fever while crafting Can Ultimately reduce the weight of newly crafted clothing, giving you reason to recraft all your clothing. (The idea is make animal leather clothing actually useful on Stalker and bellow) First Aid / Medicine Can progressively reduce the recovery time of injuries and diseases Can progressively increase the condition restored on Emergency Stim Can ultimately let you use ruined drugs
  10. I think we should be able to get a item that would increase our accessories slots by 2, permanently, much like the Technical Backpack. A item like that should be hard to get, maybe something at the end of the void signal quest (which I didn't finish yet). I agree that most accessories can't compete with Moose bag / crampons. I pretty much only keep those 2 forever
  11. The benefis are not in a particular order and could be moved around and/or spread across skill levels, not aiming for balance now, just brainstorming ideas. Cartography - Reduce the weight of charcol at every level (due to beign eble to carry smaller bits) - Reduce the time it takes to draw - You can manually add notes to the map - You can see your postion o the map - (at level 5) you now draw a better version of the map Something like that, where you can actually see walking spaces. Could make for an insteresting new objetive to remap the world) First Aid - Reuce the weight of bandages at every level* - Reduce time it takes to apply bandages** - Reduce the dacay rate of all medicine you already found - Reduce the recovery time of diseases and traumas (looking at you broken ribs) *As a balance counterweight, 1 cloth produce 1 bandage. **As a balance counterweight, I think the time of mending should be increased, as it is way too fast on current version of the game Crafting - Reduce the time it takes to craft anything (5%/10%/15%/20%/25%) - Reuce the material required to build Rock cages and snow shelters - Let you build one container per indoor location - Newly crafted clothing weight less (Could make for an interesting new objetive to recraft all your animal clothing) I think upgrading skills level are a fun part of the game, it adds objectives you aim for, both short and long term. That beign said, I know adding more skills would make the game easier, and for that I think it should come with another overall to some mechanics, like Ruined food eating and food storage (meat left on the groud should be eated by predators/ crows). Another suggestion is Encyclopedia books, which, when read, increase randon skills that are not yet maximized, but I think I'll make another topic about this.
  12. Overall I think animal clothing is too heavy, on my current gameplay on Voyager I completely gave up bearskin coat for double wolfskin and didn't notice any diference on temperature drop, and saved 2kg of carried weight. I also never crafted Deerskin Pants due to beign twice as heavy as a snow pants and barely an upgrade. Maybe the world will get colder and force me to rethink, IDK, i'm close to day 300 and feels like temperature is not a problem at all
  13. I assume the rock cages preserve meat as if it was on the snow then... even then, I don't see motive to store meat there, other than astetics. I'd rather just lay the meat on the snow. besides despawning my ruined meat, which I can still grill to "revive", the rock cages are kinda "expensive" to build.
  14. Yes! I completely forgot about those. Tho I think sodas and medicine is dabateble since they have gameplay impact when spoiled. But yes, matches, tea, coffe, flare shells for sure
  15. thank you Also, even with no predators around, crows would eat the meat eventualy