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Phil Hates Games's avatar

Hmm I like the survival mechanics in KCD a lot. They make the experience more immersive to me. I use the mod to add survival mechanics to Skyrim. I think the pots are for people to opt out of the survival, but they do occasionally cause sickness so there is a cost there.

The other day I got in a silly situation with the plague mission where I burned the midnight oil to get the mission done, then ended up with a messed up sleep schedule waking up at 5pm and going to bed at 3am and everything was always closed. It felt quite realistic and relatable

Jim Mander's avatar

Does KCD2 improve on the survival aspects? Not really, no. It, like most of the mechanical stuff, is very slightly tweaked but ultimately the same. In mild defense of the 'communal pots' problem, the majority of such pots in actual settlements are technically owned, in a house, and eating from them IS theft, albeit of a mild nature, and unlikely to provoke much ire even if you are caught, while a lot of the pots in the wilds are set up by camping bandits, who tend to have a bit more to say if you saunter up for a spoonful. There are free, accessible, and very obvious pots, but as I remember they tend to be in 'base' areas where the player is supposed to be operating out of, as a perk of sorts for being 'home,' or on the course of main story quests, to prevent players who are letting the mechanic slip their minds entirely from being totally distracted and frustrated in the course of story progress. And, as with most of the more granular mechanics in KCD that become trivial maintenance once you get a few hours in, hunger and sleep are obviously much harder to manage in a hardcore mode playthrough, with specific anti-perks to choose from that reverse the perks that eliminate most of your needs. But the problem is obviously much deeper, as even then you're pretty much just forced to carry a stack of jerky with you anytime you go further than five feet from a settlement.

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