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http://steamcommunity.com/games/305620/announcements/detail/261604288219886996
If I can only run for 23 steps while not over-encumbered and wearing crap clothing, anything that necessitates running becomes instant death. Meh. It means any character stands a better chance of survival leaping off the nearest cliff.
Bottom line ~ no one is getting out of life alive. That doesn't mean I have any interest wasting my time searching for certain death, particularly not in a game that claims to be a survival game. Perhaps if I spent my life in a daily grind of driving through traffic that resembles ants marching along, locked in a cubicle, and then repeating the process to get back to the home I'm too tired to enjoy because I spent all day working to pay for it that entire concept would hold some appeal. I walked away from that life and learned to live ... and the contrived and ever more funneled trudging only annoys me now.
I may check back in a few months to see whether someone has checked a dictionary for the definition of 'survival' and possibly implemented it into the game. But ~ given that this ridiculous (and I say that using the actual meaning that Webster supports) drop in stamina, in just Pilgrim mode, means there is no desire at all to play any others. I definitely have no desire to deal with that and npc's. It's the dev's game and their vision, but that doesn't mean I have to blindly follow. I don't travel with the flock in real life ... and my gaming time is very similar. I play what is enjoyable and fun. When fun and a desire to keep doing better just turns to depressing and near constant aggravation, it's time to move on. I've obviously enjoyed the game almost since the beginning. I've been excited by some of the things on the roadmap. The fact that so many requests and concerns by the players have been listened to by Hinterland has been awesome. I'm just not a 'how can I die today' sort of person. I'm much more a 'how can I overcome the problem type. But, when I see a list of problems that have been relegated to 'suck it up and start again' in a virtual world ... I'm headed in a different direction.
I was wearing ratting sneakers, cotton socks, a vest, worn jeans, ragged cotton longjohns, and the thin hat. Didn't check the rest of the gear, but I didn't pick up so much as a stick. With even halfway decent clothes and a single bottle of water, and either a hatchet or a knife, I'd have needed a stim for a short rope. On Pilgrim. No rage quit this time; just resignation.
^^^This^^^
I wonder if making crafted clothing is even worh the trouble anymore ... their advantage seems nerfed by the new clothing. The crafed clothing and boots all provide less warmth and protection than the found types and they werigh more too. I have been gathering all the things I need to craft a set of clothing, but after looking at the stats, I'm not sure its worth the trouble.
Edit; Just went in game and looks like they have now tweeked the stats on crafted clothing and added a bearskin coat, and the boots are better too. Crafted clothing is a thing again. Excellent :) Hey Dev's ... Maybe a Wolfskin hat?