• Content count

  • Joined

  • Last visited

Everything posted by Hotzn

  1. Interesting info. I've never had too much trouble with sprains, so maybe I lacked the statistical material to make this observation. Would be cool if it was actually a feature - I mean that not looking where you're going raises the chances of getting a sprain.
  2. Hmpf. The true Interloper player would never ask for anything to be buffed. I say debuff the snow shelter. Make wolves move in while the player is out gathering firewood. Make it collapse and suffocate the player. Or leave it as it is so we can verify Drifter Man's bold theory that TWM-only Interloper runs of any substantial length are possible...
  3. In case the Hinterland team are currently busy, let me enlighten you a bit from the perspective of a long-time forum user... When the game came out in Steam's Early Access department, it was hellishly difficult. People would not survive longer than a few of days. Soon, some found ways and means to survive for 10 days, 20 days or even more. But they were few. There was but one region to toil in, and the resources contained in it were scarce and soon consumed. After that, it was inevitable death. Later updates brought more regions, more resources, more wildlife (seeing rabbits and bears still feels a bit weird to me). At some point nearly endless survival was possible. Some players started to complain on these forums that the original feel of the game had been lost, the grim and gritty feeling of impending and inevitable doom (I was one of them). As a response, Hinterland provided information according to which only a comparatively small fraction of players were regularly playing on stalker (at the time the "hardest" difficulty setting). I think it was about 10% of the regular players. However, this group of players was fairly active on the forums, so they appeared almost as a majority. But in reality they weren't. That was interesting. In the end, I think there were valid arguments for introducing interloper, even if only a small minority of players might be interested in actually playing that mode (at least judging from player data of the time before interloper): Firstly, the hardcore-difficulty-craving players are quite active on forums, and activity on the forums may draw attention and interest from passive users, thus generating a marketing effect for the game overall. Secondly, for the same reason I think it does a game generally good if it has a "legendary" difficulty level, as far as more casual players also find satisfaction in it on another diffculty setting. Who wouldn't be interested in a game that is rumoured to have such a super-duper-difficult difficulty setting? If the Hinterland team reads this - I would be very interested to know what percentage of regular players now play mainly interloper. Any statistics available on this?
  4. The idea seems a little weird to me, both from a realism and a gameplay point of view.
  5. Would it not make sense to introduce the ability to save at any given time? We could still have the auto-save as it is now, to preserve permadeath. But an additional save feature would allow players to do just that - leave the game when they have to and resume at a later point in time. Of course the last autosave would be replaced by saving manually.
  6. Ah. Good thing you reminded me. I was starting to think my survival efforts in the Canadian wilderness were reality, and the game was this strange sim where I play a German laywer in his weird everyday life. I already had a bad conscience for having spent thousands of hours playing that.
  7. From a pure realism perspective, you could be right. But thinking in terms of gameplay, giving tools too many uses will make other tools redundant, which in turn takes something away from the game. So sometimes it may be better to restrict the use of certain tools.
  8. There have been numerous threads in the wishlist subforum in the past about introducing more firearms and the ability to craft ammunition. While this is certainly debatable, I personally would not consider it a priority, the reason being that additional firearms would - this is my personal view - not add anything substantially new to the gameplay. If you are interested in further arguments for or against additional firearms, dig up the old threads.
  9. Probably this. Also maybe in the future there could be places where snow is not available for melting, but where you can still make coffee/tea. In that case you will need water.
  10. The Wendigo is a substantial part of late game survival and should NOT be removed.
  11. You are... not using the Hinterland mug?
  12. Nice examples, and yes, there is still room for improvement. But it should also be noted that the in-game comments are already a lot better and more context-sensitive than they originally were. The first place I would like to see further improvement is indeed the comments when finding food, especially when already starving.
  13. All those hours of playing TLD and I haven't discovered this before - I can eat food items and satiate my thirst by double-clicking on them, respective on the water container in my backpack. Oh, that little joy I feel now, everytime I eat and drink in the game... no more moving the mouse here and there, no more aiming at buttons which are situated down at the right on the screen...
  14. Bees hibernate in the Winter. You would have a hard time finding them, and they wouldn't sting if disturbed. It would be better to add a jar of honey as an item you can find and which could be used to attract bears for hunting.
  15. Binoculars and a compass have been suggested multiple times and years ago. Binoculars would be agreat addition in my view. Compass not so much, since the maps are already too easy to navigate as is. Could make sense if the maps were made larger and more difficult though.
  16. Painkillers should not cure the injury. Instead, they should blend out the pain, enabling you to walk faster and even run with a twisted ankle. A twisted ankle should slow you down much more than it currently does in the game. In that situation, painkillers could become a real life-saver, as they might enable you to reach the next shelter or run away from wolves before worse things happen. But later the pain should come back and force you to heal the injury by traditional means - eg healing salve, rest, herbal tea etc.
  17. So I found my doom on my first Interloper run. After surviving for 9 days, I ended up in TWM, desperately looking for cattails on the lake in the middle of the night and at 5% condition... and met a hungry wolf. For those interested, the story is found here. I started a second run and I'm currently on day 36. Might as well report a little how I'm going about. So... Day 36: Returning from a trip to the coast, I am warming up again in my cabin on Jackrabbit Island. 4 hours of daylight remain, I've starved down to 80% but have some rabbit meat lined up outside in the snow, next to the veranda, so I'll regain some health overnight. 5 snares are set up behind the cabin (I put them there to be able to harvest any rabbits caught in them while being shielded from the wind). I have the impression that they mostly catch rabbits in the morning, so I expect to have some more rabbit tomorrow. On the kitchen floor I have 27 litres of clean drinking water und countless sticks. So no problem when it comes to feeding fires or myself. Matches: 25 in my backpack and another 12 stored away in the oven. That's not too much, and I should try to use the magnifying lens as often as I can. I have a hammer and a hacksaw, also a box of quality tools to repair them. Clothes: I've crafted the deerskin pants, which are still at 98%, and the rabbitskin mitts, which are at 94%. 12 cured guts, 1 cured leather and some cured rabbit skins are stored in the cupboard in the bedroom. I can repair the mittens, but will need more deerskin to repair the pants one day. My current clothing gives me a +10°C temperature bonus and an additional +6°C windproof bonus:
  18. Great read. Those were my favourites: Just a tip: To my knowledge you can interrupt the harvesting process by pressing "Esc".
  19. Thanks for this, very useful. Must be a bug then.
  20. Day 80: 4 wolf skins are curing on the floor of the Quonset Gas Station, and I am waiting to start my first wolfskin jacket. It seems to take an awful long time to craft though, something like... 44.98 hours? A weird number. Is that worth it? I'll try it anyway, but I will either accumulate cabin fever risk (if I do it here) or else I will need a LOT of firewood (if I do it at the workbench in the Fishing Village instead). Something seems to be off with the behaviour of deer. I went up to Silent Clearing yesterday and encountered a deer there, which naturally took flight. Then it kept bouncing around the clearing for about 5 minutes, always coming back there - in spite of me standing there loosening arrow after arrow on the poor animal (and missing all the time). At some point I finally scored a hit and the deer went down. Deer pathfinding needs some work, if you ask me. Other than that, I am doing quite fine. My diet consists of rabbits, wolves (no more than one piece per 24 hours), deer and fish, and I currently have a bit stocked in all of my three bases - Jackrabbit, Fishing Camp and Quonset.
  21. Interesting question. I will pay attention to this from now on (I'm on day 80 now).
  22. Nice read. I concur with your thoughts, especially that the health system could be improved.
  23. Nice find with the drop-eating, didn't know that either. The fact that cooking food raises condition by 50% has been around for a long time though. That's a feature for sure.
  24. To avoid confusion - I am clicking on the food in my inventory. So I can see the condition before eating something.