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Joined 1 year ago
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Cake day: July 9th, 2023

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  • Yeah, I’m the same way. I’m happy with most of vanilla TLD because I can see how gameplay is balanced with intuitiveness, buuuuuut there’s something a bit silly about having 14 oil bottles that you can’t merge.

    I would have done it as a board

    Oh sure, like a board from that adjacent warehouse to the roof of the workshop? That could work, and it’d be easier to implement than a rope bridge.

    The gap between the main pier and the workshop has always bugged me: there’s no way a timberwolf couldn’t jump that gap, so maybe extend the gap some more as well?

    I don’t see how car horns would work without electricity

    I forgot about that, lol. XD

    I like the multiple uses idea. Maybe something like the flashlight wherein the aurora charges it up but there’s a limit? It could either be total usage or days since the aurora, which forces you to remember that detail. You’d want some sort of external indicator it was charged, but not headlights as in an aurora. If it was JUST the internal lights, would that be too subtle, or would that reward careful players?

    If it broke a timberwolf pack’s morale that could be lifesaving.

    I had another idea: customizable in game maps.

    I tend not to use the rock caches, since most of the time there are containers and landmarks everywhere, but the plethora of rocks to build the caches suggests another option: drawing trails. Click and hold both mouse buttons/3rd button and that indicates the beginning of a trail that either ends when you run out of rocks or when you release the button. Then it shows up on your map as a drawn line, letting you mark up your map in the way you tend to travel.

    Something like that would keep me from checking the wiki all the time…



  • Quality of life:

    1. Merge half liter containers of oil with kerosene jug and with each other.
    2. Half opened cabinet/fridge doors can be closed to gain another storage area OR the doors can be removed fully and the area treated like a shelf.
    3. Reading books in smaller chunks/time is cumulative; you shouldn’t not read something because you only spent 55 minutes on it.
    4. I want to be able to clean out cobwebs and papers on the floor. :( The mod for that broke after the update.
    5. Holding rightclick with no item held while near a cave wall puts your hand up against the wall, creating a sound as your hand moves across the stone, meaning you have a means of finding your way out if you lose all light sources.
    6. If you’ve made it to the workshop in Bleak Inlet once, you can set up a rope to bridge the gap between it and the pier. You can set it from the nearby warehouse.
    7. You should remember what you last used to build a fire and set that as default.

    Equipment:

    1. Draggable sled: with multiple pieces of hardwood, birch and/or maple saplings, deer hide, cloth and guts, can build a pricey but useful sled. Your movement speed decreases 30%, you can’t run unless you drop it, but you can store 75+ kilos, making it useful for processing large game and moving bases. You can’t take it over train tracks but you can take it over nonbreakable ice; breakable ice means you lose it immediately.
    2. Hammer the candy machines in Milton for candy.
    3. Make the horns of cars startle wildlife; all deer/rabbits, and any predator that hasn’t sensed you yet. Not sure about moose.
    4. From Archery 3 and up, your survival bow can include an option to add a piece of wood sticking out of the front of it; a crude sight.
    5. (Possibly controversial, but I like base building) If you can make arrowheads you can make nails, and thereby build furniture. Maybe not boxes/containers, but a table could be useful.

    Issues:

    1. I know there are cabinets that are facing the tail of helicopters, but because my character sits facing the tail, they can’t reach them. Need to add an option to face the front, like how you can move to the back in cars.

    I’ll probably think of more at some point. I don’t want to fuck with the game TOO much, because the contemplative loneliness mixed with moments of high stress are what makes it fun.