SaabGripen

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Everything posted by SaabGripen

  1. This is a proposal for Wintermute #5 or a new campaign that will be added as DLC in the future. I think it shouldn't apply to survival mode, as I think it's a bit out of place with survival mode. IMO, the difficulty of this game drops drastically when we get out of the 'early' stage. As for getting out of the 'early' game, I'd define it as the point at which we (even if not top-notch) have just enough cold-weather clothing, exploration tools, gathering tools, and self-defense methods. At this point, the player character is practically complete. Of course, we still have to find warmer clothes, we don't have enough tools and medicines in stock, and there are many things to craft. However, we don't play as tense games as before. However, there are many people who agree with this but don't want to increase the difficulty level when the start new session. The problem is that no matter which difficulty you choose, the actual difficulty of the game decreases after a certain point. Why some people feel this way, when obviously the temperature gets colder over time, and there can be bad weather? I think the reason for this is that there is nothing to whip the player. In the early stages, if you don't move, a long darkness comes. If you're outdoors, even if you're protected from the wind, you'll notice a noticeable drop in body temperature, and you don't have enough supplies. However, once you get out of the initial stage, you can survive even a blizzard that lasts for 2-3 days. And when you get to the later stages, you feel like you're going out on expeditions not just to get supplies, but to explore everywhere, get your hands on all the items there, fill the map, and so on. At any stage of the game, the amount the player character eats and drinks is always the same, even if the temperature or weather gets worse. The consumption of firewood is rather reduced. Food consumption is also reduced. This is because having tools will consume less time and fewer calories than gathering with your bare hands. However, it would seem very strange to have the player character consume several times as much firewood, food, or water as they initially did simply because time has passed. So how do we solve this problem? In a way, it's simple. This is solved by having more people to consume firewood/food/water. You may recall that among the wintermute, there were missions that required a supply of firewood or food. The solution I'm going to propose is similar to this. There are refugees who consume a certain amount of firewood/food/drinking water. Early in the game, they make up for their consumption by searching for the supplies they have and shelters. However, when the Shelter's supplies start to run out, players' help will be needed. They may even request repairs to damaged areas of the building. Well, players can no longer enjoy a leisurely two-week expedition. It's because someone in the shelter is waiting for the player with a hungry stomach and a dry throat. Obviously, it is better not to wander outside during a snowstorm. However, food reserves may not be enough for players to wait for the perfect windless and sunny conditions to explore. I think this might be too late to apply to Wintermute #5, but I think this system could be applied to other campaigns that will be added as DLC in the future.
  2. Is fixed in this update that Steam Tunnels Control Room Door?
  3. No, the scurvy I mentioned is an example of one type of penalty for encourage the malnutrition system, and I'm not advocating that "player should get scurvy if he/she eats only meat".
  4. Wait! Of course, building a fancy mansion in devastated post-apocalyptic Northern Canada is nonsense. What I'm talking about is something different. Currently, the only way for players to create paths is to place climbing ropes at specific points. What I'm going to suggest is an extension of this idea. Like climbing points, there are specific pre-set points at which players can work on construction projects. Simple bridges, wooden ladders, rope ladders, sheet rope, stairs, etc. The Cannery workshop in Bleak inlet is a good example of this being necessary. We can think of several more examples for new exploration experiences. The player found a 2-3 story building and entered it. However, the stairs to the second floor are destroyed. (Perhaps the owner of the house is wary of marauders?) After setting up the path, the player will find a corpse along with some resources and tools. The door of the house is blocked by a fallen tree or barricade. Dismantle it with the hatchet and enter. There's a two-story house over there. The doors and windows on the first floor are tightly barred. The player climbs the ladder to the balcony on the second floor and opens the door with a crowbar. Players are located on the 2nd floor or higher. However, the player can't head to the first floor for some reason, can't use the door on the first floor, or has to go in the opposite direction to the door on the first floor. (If there are wolves in the front yard and fortunately the front and back yard are separated by a fence, the player will have to go out to the back yard.) Install the sheet rope on the window on the back yard and go down. In addition to creating new paths like above, slightly different concepts are possible. The player has found a suitable building to use as shelter. This building is not completely in ruins, but the windows or doors, or parts of the roof are damaged. Until the player repairs it, the inside of this building will have the same temperature as the outside. I think that "visible" results like this will give players a sense of accomplishment. What do you think?
  5. I want us to be able to eat a variety of foods other than just grilled meat. And a system that encourages players to eat a variety of foods, which can lead to several types of malnutrition, such as scurvy.
  6. Is the Hotfix scheduled after all the items listed here were released? Or will the schedule be announced as soon as it is ready regardless of the list listed above?
  7. I hope that we will be able to access Hotfix as quickly as possible. Wintermute's bugs(unlimited shit & blocked control room door) have bothered us enough.
  8. I realized after I piled up 100L of safe water. 'Where did all these plastic water bottles come from?' Only then did I begin to notice some awkward points. Brew tea and coffee and it comes with a nice mug. A 1000 ml water bottle can be divided into two 500 ml water bottles. My proposal is to implement containers for drinks such as water, tea, and coffee. The first container that comes to mind is the plastic bottle we are familiar with at current TLD. It can be easily found in many places: corpses, caves(survivor's trace left), abandoned vehicles, indoors, etc. They come in a variety of sizes and are lightweight. One more option: Just as we finish the canned food and we end up with recycled cans, we can also leave plastic bottles behind when we finish drinking beverages in plastic bottles. (If I remember correctly, there were no sodas or juices in plastic bottles, not cans.) A thermos flask has a smaller capacity and is a bit heavy compared to its capacity. However, it keeps drinks warm longer. Leather water pouchs are more likely to be found in some places, such as the Hunter's lodges. They are heavier than plastic bottles, but they can hold water anyway. We can even make this ourselves on a workbench. Some buildings may also be equipped with water storages capable of storing large amounts of water. (Toilet, bathtub, kitchen sink, water dispenser's tank, etc.)
  9. I thought of one more option: We might even wipe ourselves with a damp cloth.