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You had already discussed traps, but not with this richness of detail.
If DEV does at least part of the traps, just like those that catch small animals would be a good start. I think the question of lakes and rivers will still be long, it would take a lot to do, I think.
A trap with a rope loop? That the hunter hangs upside down ...
aaah no it, plz.
I make work for hunter destroy? CHEAT of hunter.
Are Kindding?
No, I wasn't kidding. I figure the hunters would be angry that you were out trapping 'their' animals and destroy your traps if they found them. Seems reasonable if one day they're going to attack your base. Right?
That way I'm going to end up hungry.
I'm definitely not in favor of hunters destroying traps unless THEY have to set them and we can destroy theirs. As it is, they don't seem to have any requirements to feed themselves, keep themselves warm, or tiptoe around the very same predators that consider us as snacks. Do they have special deoderant or something that protects them lol?
Otherwise, yes, traps/snares would be a great addition regardless of mats required (as long as a workbench isn't necessary since that would really eliminate any need for traps by that point in easy/regular levels). Fishing, definitely a +1, and I'd add swapping out some of the predators for other prey such as deer.
I'm enjoying the game now, but I'm really still waiting to see what direction CG takes it. Right now it's more looting and shoot everything that moves rather than actual survival. Just my personal preference mind you, but an endless shooting gallery isn't quite my style. I'm much more into aiming for a long term play that follows through with different challenges instead of a "Groundhog Day" repetition.
What I meant by "low chance" was not a sure thing, for certain much lower without bait.
I'd hope that eventually the hunters actually hunt animals and they can be attacked and killed by predators. It would be fun if there was actually a competition for the animals and the hunters get more aggressive when they see or hear your hunting or find your traps.
I found in normal mode I just gun down everything that moves, it's easier than avoiding them.
However in hardcore I'm always on the verge of a shortage of ammo so I try and only engage predators when absolutely necessary. That takes away some of the "shooting gallery" aspect. And since ammo is harder to come by you turn toward other protein sources such as eggs and raised chickens...which means growing tomatoes and building a well or two.
Not a sure thing I could handle, but if it's an area with rabbits or chickens running everywhere, there should be at least a 50-50 chance.
For things such as gardening, I'd rather see a few changes. Start a garden in the ground instead of a grow box ~ with a chance or rabbits or chickens (and hopefully deer!) eating the plants/tomatoes if there is no fence. Maybe a variety of plants instead of just tomatoes and cotton.
I'd like to see fewer predators, but with maybe a higher danger/strength balanced with a better yield to balance out the risk and ammo use. I'd also like to see smoking meat as a means of preserving instead of the high tech frig.
That's why I didn't understand the lack of traps/snares or bows/arrows initially. Subsistence implies scratching out a bare survival, but in this game it means building and crafting items that most people truly couldn't manage without a lot of help. Seeds gathered from wild plants and planted in a garden, drying or smoking food to put away for later, learning to work with other humans against common threats (why is the player the only lone wolf while the hunters gather together like a wolf pack??) ... etc. Fire alone should help deter wildlife (while acting as a beacon for other humans). A foundation without walls being 'safe' confuses me.
I see SO much potential ~ but the current options raise so many questions. Honestly, the items we're crafting now should be a long term goal instead of something that can be achieved in a few days (even though this is a different reality). Finding a natural spring or filtering lake water would be more of a 'subsistence' level than creating a well head that drills itself and runs on power created by a base command unit created from a few pieces of wood and metal ... just as a windmill or water wheel to power the generator (which should be 'found' and hauled back to one's base rather than crafted) ... that sort of thing. Having learned many of these things IRL, and knowing the learning curve, it is rather difficult to wrap my head around 'subsistence = wells, solar panels, and high end weapons from incredibly low end base materials. Even the 'planks' created from raw wood would be beyond the capability of most without locating a sawmill and powering it back up. I get that in today's society people want 'instant' everything; the reality is most wouldn't last 3 days without incredible luck and working together to pool both resources and knowledge (and those who actually have the skills to do most of what is in this game simply don't exist ... even master craftsman go buy mats instead of crafting them from raw materials).
http://steamcommunity.com/app/418030/discussions/2/133256758572853672/
Also an important use of small game traps early on in order to provide hide from rabbits to make the bow.
A small game trap with no bait has a small chance of catching a rabbit or chicken. If you add a blueberry as bait the chance increases for getting a rabbit. If you add a seed (cotton or tomato) the chance goes up for catching a chicken. This gives you some of the early materials for bows and arrows...and of course replace nails with scrap metal found on the ground.