Third Try

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Everything posted by Third Try

  1. This is a good idea! At least add the animals that are in story mode. Including the Big Bass, but have it super rare and you can only get it once (and maybe nerf the calorie content, lol)
  2. The revolvers don't already do that? They should have different equiping times. Lol, tell that to my deaf neighbour who can't see from one eye. Most people use shotguns for turkey dinner getting, not this guy 😁
  3. lol, I once made a charactor where I wasn't allowed to use anything from an animal source. This includes wool and leather, meaning I still don't have shoes (I have a pair of destroyed socks though!). Pretty sure the only shoes that aren't leather are the running shoes "lightweight shoes made of *nylon*" and Insulated boots "Insulated boots made of *synthetic* materials."
  4. I think y'all are crazy. On interloper it feels like a race to just find anything that could start a fire. Once you finally get a box of matches or flare the torches save you. Litterally how do you travel far distances without being able to chain light torches, taken en masse from a campfire? The wolves would eat you alive. Also, the fact that torches pulled from a fire are always low condition, but still weigh the same balences it some. It is worth making torches because it's about a third the weight of pulled torches. I will admit that I'm usually a stalker player and that I never used the brand, but imo I think that the fire pulled torches is a fine thing. Even using the torch 'exploit' to light fires with one match you still have to conserve them at points. I just can't understand how you would go about scaring the wolves away without a torch early game. To travel from desolation point lighthouse to quonset garage requires one trip or else you have to spend the night outside, except at one cave, far as I can remember, but on interloper you can't even rest there because you won't have a sleeping roll, and you deal with several areas with wolves. I had one trail me for the duration of three chain-lit torches pulled from a fire. How do you navagate caves without torches? Idk, maybe it's a good idea, but it seems like it would just make interloper step from nearly impossable to impossable. Y'all can challenge yourselves though by not allowing yourself to do that. Edit: Actually, I just researched the brand. It seems pretty cool, but in order to do this I think we would need an ember saving thing, or some other way to have light early game for cave navagating.
  5. I like this idea, I'll probably make a list of my own 'de-feats' on my topic with other ideas I've had for this game, but I'll make sure to give you the credit of the idea! (Is it okay if I make the list there?). I like the idea of calling them Faults. That's a good idea. To add more to Willy Pete's idea of the Clumsy fault: Increased chance of sprains, chance of misfiring any weapon, chance of inflicting bleeding wound when harvesting with a hatchet or knife, chance of burning yourself when starting fires (increased when using accelerant), lower chance of clothing repairs (you can never level up sewing skill), always shivering when aiming. It would be mean, but fun for a challenge! How would the faults be used? We unlock them, but then is there a limited amount of slots or indefinite? Just one? Does it change with the difficulty?
  6. Nevermind the hatchet, a rifle?! And what's that coat?
  7. I like this. Having salt for preserving and water from pools would be cool. and if you ate it it could make you dehydrated? Not sure why that would be useful... Oh! and if you rub salt in a wound it would give you the pain affliction, lol. Also useless, but, why not? So if you boil salt water it would produce just salt right? the water would evaporate and to make a distellery would be useless because there's snow right outside the door, lol. A way to preserve meat and make it lighter, but also more dehydrating?
  8. Third Try

    Fat bear!?!?!?

    Y'all got me curious, so I did some math A persons basal metabolic rate (the calories needed to stay healthy) is near 2'000 A person on a winter backpacking trip needs 3'500 to 5'000 calories a day, plus 1'000 if you're sleeping outside, maxing at 6'000 calories a day. A kilogram of meat generally has 1'400 calories, meaning a person needs 1.4 - 4.3 kg of meat a day. There's a lot of variables (the time of year, the gender, the region, etc) plus excluding things like rabbit starvation, heres some math (btw an animals meat weighs about 1/4 it's total weight: I have 15.8 kg of meat!) Rabbit: 1 kg = 1'400 calories (3/4 - 1/3 of a day) Deer: 26 kg = 36'400 calories (18 - 6 days) Wolf: 9 kg = 12'600 calories (6 - 2 days) (hard to find info on; people don't really eat wolves) 😐 Black Bear: 54 kg = 75'600 calories (38 - 12 days) Moose: 227 kg = 317'800 calories (159 - 53 days) (That's a lot!) 😂 Interesting, no?
  9. I lost my longest stalker run this way. At least notify me when I try to sleep while bleeding, please. I do not really think this is handholding a player, this is just preventing death from a really easily avoidable thing, it's just that it's not easy to remember sometimes. I don't know, but I don't think it would ruin anything because it would only interupt very rarely (only once in my case) 😄
  10. Can you actually put more than one hook on a tip up IRL? Although, I do like the idea of a feat related to fishing. Perhaps increased catch rate? Decreased line break chance? Start with level three ice fishing skill?
  11. I haven't personally made it past 70 days and if I live for more than 30 days on a character I up the difficulty next time (either with the actual difficulty or with personal challenges, or starting in harder regions). So not a real problem for me, but it's reasonable.
  12. OMG these are great ideas! Please let me collect the teddy bears. Also Conanjaguars idea is great. The story with that litterally made me shiver. Wait a second... a challenge where you play as a child, and you have to collect teddy bears to stay sane...? Would you be weaker? You've got me thinking now...
  13. Honestly, all of these are great suggestions, the only one I disagree with is the fire UI problems. I think that it's fine. I also don't mind that writing doesn't pause, but I wouldn't complain either. Although, we all feel the annoyance of having to deal with the cooking menu, cycling through the weapons without being able to prioritize them, dealing with half a dozen torches at low percent because high condition is automatically selected, and using the wrong meds to treat injuries. "I used the darn painkillers on my sprained ankle, why didn't it work?!" "because you used it on the sprain itself, not the pain from the sprain. Duh." 😐 😂 The best solution for the weapon cycling problems i've heard (forgot from who, derp) is where if you tap 2 it does what it does. If you hold 2 then it brings up the radial menu for weapons. Same with light sources and 1. Mainly I just feel jipped that I started playing after the old journal was changed up. I really don't mind the idea of having a book ui style, and I think it would actually make it more immersive. Although, if it paused while using a book-like ui I think that would reverse the immersion. I want that journal back, even if it's just for the actual writing in the journal part.
  14. Having a fermenting process with apples (or flour, or acorns even?) would be interesting. Small but interesting. I would personally like alchaholic beverages in the game 😄 that would be a good laugh, sadly I think AdamvR is probably right about having it available to younger age groups. Although, we already have drugs to inject... (AKA stim shots, lol). Also a vegetarian, AdamvR. Cheers. We actually had a problem back where I was from with drunk black bears, because apple trees would grow wild, and there was scattered orchards all over, so when they fell down and the bears ate the old ones they'd actually get tipsy. Good laughs, but sadly I never saw one in person.
  15. I know that a lot of these subjects have been brought up by other people, but I have so much to say and wanted all the information in one spot. First and most important thing the idea for a flintlock. This is a general design I drew on Krita: I got lazy at the end, but the sights from left to right are the circular sight, the notch sight and the buckhorn sight. My favorite is the circular sight, but could also just be on a variation or something. The barrel would be octagon, it would probably be a .54 caliber (if not it's a .50), and it's a muzzleloader. Single trigger (although, a double-set one would be pretty cool), with brass decorations. It would lose more condition than the rifle (2%?) per use, has less range and accuracy, but maybe more knockdown power up close, and stopping chance against bears perhaps. It only has a single shot and reloading takes a while, so there's no follow-up unless you're carrying two rifles. It would be heavier than the rifle, probably weighing 4.50 kg. Reloading takes one ball (made from lead at a ammo bench or found in boxes), a charge of powder (0.01 kg gunpowder) and I think that the patch should just be skipped, but maybe not (perhaps you can craft a patched ball?). To reload you put the butt on the ground, stopping all movement, and you pour the powder in, then plop the (patched?) ball on top and ram it down the hole, thumping once at the end. Then you put the ramrod back. Now it's loaded. This would take about 5 seconds. (maybe 10?) To prime it you have to cock the flint and frizzen back, pour a little powder in, and you're set. Maybe this takes 2 seconds. When you pull the trigger there is a 0.5 second delay before it actually fires, during which you see the pan flash. This flash should maybe scare animals away, or have a chance to (especially at night). It would also be cool if you could start fires with a low chance by using the rifle and a little powder as the fire starter. The quality of the powder determines the chance that a misfire will happen, and when it does all you have to do is re-prime it. During a blizzard you would not be able to use it (the priming powder would just blow away) and maybe in high winds it increases the chance of a misfire. If you break through ice it will use up the primer and you have to re-prime it again. The lower the loot level the more regular rifles are replaced by the flintlock. On pilgrim 33% are replaced, on voyager 50%, on stalker 66% and none on interloper. Or whatever. It could also, be where no rifles are replaced and they just increase the total amount of guns in the world. It could also be where there are only like, three rifles in the whole map. I don't know what would work best, but in real life there are very few flintlocks, but maybe in a place with so much hunters there would be more? Either the bullets are just made at the ammo workbench, or it's where there are random Ball Bullet Molds placed around. A .54 caliber mold that requires a fire of any sort, lead, and maybe a pot, to make bullets. It would go slower than at an ammo bench, but probably use the same amount of lead. It would be a tool that slowly degrades, requiring a toolbox and scrap metal to repair, weighing maybe 0.15 kg. Variations: Thomson's Musket: An old flintlock owned by the founder of Thomsons Crossing, kept for decades after his passing hung in the town hall as the towns most treasured piece of history. During the confusion of the collapse, one of the town members took the rifle and left for the shore, hoping to wait out winter and take a boat to the mainland. (y'all can decide how far he got -- and so, where it is found😉) This rifle is a smooth-bore musket and is always found at a low condition (20-50%). Because it's smooth-bore it can be reloaded considerably faster (only drop the ball in, no ramming required), but it has less range and accuracy. Due to it's sturdy design and extra weight, it can take more abuse (1.5% condition/shot?). It would be a little heavier than the regular flintlock, at 5.00 kg. This rifle would have a different sight than the regular one (the circle if the normal one doesn't, the notch sight if the regular one doesn't). Optionally, it could be of larger caliber (.69 or .72, which was common of old muskets), giving it more power and range, but still decreased accuracy and requiring its own bullet mold, which would be found alongside the rifle. Forest Talkers' Flintlock: A lightweight flintlock used by the Forest talkers in one of their basses of operations: The Hunting Lodge in Broken Railroad. This flintlock is lighter than the original one, having a tapered, round barrel, weighing 3.00 kg. The reduced weight gives it more menuverablility, reducing the time it takes to pull it out, aim, and reload (but only slightly, not as much as the musket). Due to it's history of rough use it needs frequent cleaning, taking more condition away per shot (2.5%?). Optionally it could have a decorative brass patchbox, and maybe more intricate brass inlays. Maybe a symbol on the cheekpiece. Inuit Rifle: A flintlock traded by the european's to a native Inuit long ago. Through time, it ended up on Great Bear island, having been modified by generations of indian use to be more reliable, depending on the persons needs. Shows pommel wear and has rawhide straps around the barrel as well as brass tacks for decoration. At somepoint on its journey it was modified to a caplock. It weighs slightly less, has slightly more range, but the main difference is that it is a caplock. This makes it so that priming is much faster, has perfect reliability in windy weather (including blizzards), has less delay for firing, and has no pan flash. It could have the Buckhorn sight, if not then the notch sight. (maybe it's found near the whaling place in desolation point?) Alright, there's my idea for a flintlock. Next I'll write about some other ideas I've had. Any opinions on the spawning system? Any ideas on where all these variations would be found? Any other thoughts?
  16. I think this is a good idea. I wonder what the regular spawn rates are on different loot settings already though. Having varients only is interesting, but aren't those only in the expansion? That might cause a problem for those of us who don't have it or new players, but maybe that's kinda part of the expansion? Lol, I don't know. It is a good idea though to have different spawn rate settings for different weapons. though, that might just lead to customizing even more loot details... but is that a bad thing? It's probably good.
  17. I like this idea! I think it would be cool if they talked about each other even in survival mode. Keep the emotions going ya'll! It would be funny if Will would wish Astrid was there when he gets injured. Maybe Astrid could crack jokes at broken airplanes about Mackenzies piloting skills, maybe "So he's not the only bad pilot here...?" Although, I'm not sure that the voice actors would be up for another round 😁 (did you know that Astrids voice actor is Dory in Finding Nemo?)
  18. None of these are bad ideas. Cabin fever is usually fine, but if you're just hibernating in a cabin, living off a bear, and then a blizzard blows in just as you wake up with cabin fever? Not good. I guess it's part of the challenge of the game, but it sucks to die from mere chance like that (never actually died from cabin fever, but still). Maybe something like sitting next to a fire at least slows it down? Maybe reading or writing? The idea of a tea is neat, a feat is also cool. They are not the same people indeed! Although it would be difficult to do this and have nobody feel like it's sexist, but I think it would be cool to have it so that Will and Astrid have feats that are exclusive to themselves. These feats would be like normal ones where you have to actually earn them (and maybe as that character?). Maybe Will could have one with a higher stamina cap, and maybe he could start with better gunsmithing with another. Resistance to cabin fever is also a good one. Does better in struggles? Maybe Astrid could be have a feat where she can craft stim shots or something, and craft bandages faster, use less painkillers... idk, but she does have medical knowledge. She is a scientist too. Maybe one where you start with level three cooking and/or sewing skill. Edit: Just found on the TLD wiki that astrid has level two firearms skill and level three cooking skill. https://thelongdark.fandom.com/wiki/Astrid_Greenwood (sorry if I derailed the conversation a little!)
  19. Haha, omg, you have no idea. I have a day 70-something voyager right now and made my base in there, I had everything in there except some extra trash in the trailer house nearby. Every single time I go in I have to climb the rope, then navagate all the treacherous paths, which, honestly it isn't that bad, it's just a little annoying. If you just use it for the ammo bench it's fine mostly. But I was out, hunting the moose (named him Fred) nearby, and got attacked. Desperate for the meat I shot again (was attacked again) and miraculously survived, but with two broken ribs. It took 140-something hours to heal before I could go back into my base. Lived off scraps and had no arrows (they were all in Fred 😄). My mistake, but I would've very much appreciated a simpler path (even if it did require a rope). Maybe have a spot that a mountaineering rope can be attached in the garage/barn that has the broken stairs. It would require you to find an extra rope (which maybe could just be stolen from it's current place there, maybe not) and it would still require you to be under max weight, not be exausted and not have broken ribs. Still difficult, just less travel time on all those boards. P.S. Eventually I got Fred (used a rifle that time) and now have a lovely satchel (my first one!)
  20. Yeah, you should be able to craft noisemakers at a bench, and I do really like SmellyFries idea. That would make gunsmithing a lot more valuable. I have litterally never used noisemakers in survival (although ep 4 I made actual tons of them because I was on the harder difficulty). With gunpowder making though, it does require some special tools. Sure, you could make very basic black powder just by dumping all the ingredients in a bag and shaking it, but to make good black powder it requires a ball mill (which requires electricity), alchahol, sieves, accurate scales. And this is still black powder, 1/3 the power of smokeless powder and much more damaging to guns! Honestly, I'm relieved that all it takes to make gunpowder is just the right place with the right stuff.
  21. Omg, lol, yes. Let me step over the darn branch! Nah, but seriously, the game is pretty balanced, although I agree that hunting rabbits with stones is a little to easy and that stealing wolves food is also too easy. I think it would be interesting and more challenging if wolves or bears could eat your meat left outside. In fact, I had assumed this was the case when I first played and was confused when I accedently left meat outside after cooking by a campfire and it was still there. If that were the standard though, it would be very difficult, but maybe as another setting or included in wolf fear or something. Having a chance that a wolf will eat your left out meat is a good idea. If hunting rabbits with stones became impossable then it would be a LOT more difficult. That means no rabbit until you have cured gut to make a bow or snare with. Where will you get the gut if it's not from a rabbit? I guess rotting deer carcasses, but still. Maybe on the max animal detection range, or have a setting like "Passive Wildlife" except called "Fearful Rabbits" or something. I'm pretty sure that when 'wolf fear' is set to 'none' wolves will not leave there meat and instead will come after you, but I do think that on 'low' they should not be threatened by a stone. In fact, whatever it takes to scare them off normally should be required to scare them from there food, maybe with a chance of them attacking you instead of leaving they're hard earned meal. (i.e. a lit torch and a weapon on stalker or interloper) I entirely disagree with the water freezing, but I still don't understand why the water in the toilets is safe to drink, lol.
  22. Don't know if y'all have ever had frostbite, but it sucks. For those of you who don't know there are three stages of frostbite: Red: no permanent damage, feels cold, stiff. Not really any danger. White/blue: Feels warm, long-lasting damage, very painful to warm up. Black: Permanent damage, no feeling, possible required amputation. I have always liked the cold, and last winter, on the coldest day that year, I went outside to see what it feels like. If you include wind chill it was at least -20 F (sorry, live in U.S. and still measure everything unintelligently) I wore three layers of pants, three on my feet, two or three on my head and face, an undefinable amount on my torso and three on my hands. I felt like a giant marshmallow. I get outside, greeted by a gust of wind, and start wondering around in knee deep drifts of snow. About five, maybe ten minutes later, I took off my outer layers of gloves for a minute to pee (I really had to, okay?) and when I put my outer two layers of hand protection on they were frozen already. Stupidly, I had put them on, thinking my hands would warm them up. Nope, the opposite happened (duh) and they stayed frozen, freezing my fingers. (looking back I realize I should've just warmed them inside my coat) At that point I turned around, my fingers really hurting from freezing. My vision started to blur from wind or frost or early snow blindness and I felt apathic. I finally saw the house, but that last minute was hard. I was so tired. trudging through the snow and I stopped feeling almost anything on my legs, hands, feet, face... Once I got inside I had type one frostbite on pretty much everything, and probably had early hypothermia, but all of my fingers had some of type two on it. I immedietly ran them under a hot faucet and my eyes watered from the pain. (it's debated weather you should thaw frostbite as fast as possible or slowly). For about a week afterward playing guitar was an excercise of ignoring my blistered finger tips. It took two for them to stop tingling every time I touched anything. Thankfully I don't have permanent nerve damage and I didn't succumb to apathy out there. I understand what they mean when they say dying of cold is pleasant. The night before that a neighbour and friend walked into our house at a late hour, having walked nearly a mile in the dark. His truck had gotten stuck in a drift and he barely made it in time to save his toes. Still can't feel one of them. -20 or-whatever-it-was is really cold, you guys. Just... don't do stupid y'all. (but if you do, be sure to share your entertaining stories!) 😁
  23. Personal challenges or pre-made game challenge modes? A few challenges I've done on custom worlds: Have everything on voyager or pilgrim except loot; have loot be set to interloper. Slow paced crafting style. 😎 Only allowed to carry 15 (or whatever) kg out doors Not allowed to leave a certain region (Forlorn muskeg or timberwolf mountain are fun...) Not allowed to enter any biulding that requires a loading screen (or any building what-so-ever. Optional of caves) Hardcore Vegan: Can't eat meat, canned foods with any animal products, can't kill any animal (except maybe in self-defense), can't use any wool, leather, or fur clothing (meaning only shoes are running shoes and insulated boots)
  24. Nice! But honestly, you need a sheath knife. Folding pocket knives will bend or break if you try anything heavy duty with them.