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      Rules and Guidelines for the Hinterland Forums   02/24/2016

      The Hinterland Forums strive to be a place that is positive, inclusive, welcoming and comfortable. A community where intelligent, entertaining and meaningful conversations can occur. The rules are presented with these goals in mind. NOTE: Warnings, bans, and lifetime bans are all at the discretion of Hinterland depending on the seriousness of the infraction. Rules and Guidelines for the Hinterland Forums No Backseat Moderating Let the moderators do the moderating. Backseat moderating is when people who are not moderators try to enforce the forum rules. If you see a person breaking the rules, take advantage of the Report () button or simply ignore the offensive post(s), thread, or review. Report Posts to Moderators Should you observe a fellow Community member breaking these rules please report the post or item by clicking flag button located on every item, post, and review. Do not do any of the following: • Flame or insult other members • Bypass any filters • Post personally identifiable information (i.e. name, address, email, phone number, etc.) • Bump threads • Derail a thread's topic • Post links to phishing sites • Post spam or Re-post Closed, Modified, Deleted Content • Repetitively post in the incorrect forum • Openly argue with a moderator Off-Limit Topics/Replies Do not post any topics/replies containing the following: • Porn, inappropriate or offensive content, or leaked content or anything else not safe for work • Any discussion of piracy will result in a permanent ban from the Hinterland Community including, but not limited to: Cheating, hacking, game exploits • Threats of violence or harassment, even as a joke • Posted copyright material such as magazine scans • Soliciting, begging, auctioning, raffling, selling, advertising, referrals • Racism, sexism, homophobia, or discrimination • Abusive language, including swearing • Religious, political, and other “prone to huge arguments” threads No support will be given to those using cheat tools, or hacked/pirated copies, and any forum users who discuss pirated/pirating software will be removed. Please note that these guidelines may be edited or added to by Hinterland Studio as needed. If there is something you do not agree with, please email info@hinterlandgames.com
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      The Light at the end of The Long Dark -- Launch Date, WINTERMUTE, Next Sandbox Update   05/16/2017

      For the latest information on WINTERMUTE (story mode in The Long Dark), as well as details on the final sandbox update prior to our August 1 launch, check out our recent Dev Diary here: http://www.thelongdark.com/news/posts/light-at-the-end/ And while you're there, be sure to have a look at our new FAQ as well: http://www.thelongdark.com/news/posts/frequently-asked-questions/
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Everything posted by Pillock

  1. Or string them together using a sewing kit to make puppets!
  2. I know I'm jumping the gun somewhat with this, given that we haven't seen the new Sandbox features in action yet, but I've got a few concerns about a couple of them, as described in the Dev Diary. (Note: I really don't care much about the HUD, and I don't want to get into that in this thread!) Firstly, Cartography: the big one that gives its name to the update. I like the way it's described in the text, but I've got a problem with the screenshot, if that's how it's going to look. First, and most obviously, if you're using charcoal from a fire to make these maps, where does all the blue and green colouring come from?! It's absurd. On the face of it, I quite like the idea of having your character spend time sketching crude charcoal maps of the world as you find it - but this one looks like it was done by a professional illustrator using satellite imagery as a guide! It looks too detailed and too accurate for my taste, and I think I'd prefer it to look much more basic than that - both in terms of matching the 'charcoal-from-a-fire' description, and also so that it doesn't, as is claimed, make the game too much easier. There is the added danger that players will be able to judge the general scale of the map they're on - and roughly where to head to find resources - purely by the fact that (for example) Alan's Cave is on the middle-right portion of the map-page, and therefore the rest of the Points of Interest will probably be in the other direction. If the design could be made so that kind of exploit could be avoided, I think it would be an improvement. (Also, to claim that "if you don't want to use this feature and continue as before, you can!" is, frankly, quite stupid. It's a bit like saying, "if you don't like the eating mechanics, don't use them!") The other point is about throwing stones and light sources: Firstly, if throwing a torch at a wolf to scare it off is ever going to be a viable way of protecting yourself, then the campfire-lighting exploit needs to be fixed first: why would you throw your torch when you can use it to start igniting a fire instead, when that's a 100% guarantee of scaring the wolf and throwing the torch isn't? Secondly, throwing stones at rabbits to kill them seems a bit silly to me, and is in real danger of making the game much, much easier (which isn't warranted). Obviously I need to reserve judgement to an extent until I've seen how it works in practice, but currently you can't really hunt rabbits until you're reasonably well established with a base and a workbench and some survival-time under your belt. You can live entirely on rabbits, and finding food in the early game is what makes that part most challenging and fun - I'm worried that this will be diluted. As a side-note to that, the new quartering ability also concerns me in that way if it means you don't have to risk being out in the cold for long periods to get food. We can already stay indoors to acquire warmth, water and sleep (3/4 of the basic survival needs), and so allowing players to do most of the food acquisition task inside shelter as well will potentially exacerbate this issue - we don't want to end up with the situation where the only practical reason for going outside is to avoid cabin fever. I hope my assumptions about these things are wrong, and I hope the new mechanics add fun and extra challenge to the game - but I'd be interested in other people's initial reactions to the descriptions, and if genuine concerns can be raised before these features are implemented it might help the devs balance them?
  3. I generally have rather crude nicknames for the most awkward of the bears. I won't repeat them in full here, but for me the unnamed pond bear is usually called "****", the one above Coastal Townsite is "*******", and and the one at Signal Hill is "******".
  4. I actually think I'd value the two things (hard block on encumbered rope climbing vs on sleeping anywhere) the opposite way round to you. The way I look at it, climbing down a high, vertical cliff on a long rope with a heavy pack would be incredibly dangerous, and quite likely cause you to lose your grip and fall, possibly to your death. But if the game did that to you it'd be incredibly annoying, so blocking you from doing it at all seems sensible. On the other hand, the fact that you can build a snow shelter in the outdoors and sleep directly on the snow, yet you can't use the same or similar materials to construct a makeshift bed indoors - or in a cave - just seems illogical and a bit arbitrary.
  5. Amen.
  6. I've been 'cheating' by turning up the brightness level in the graphics settings way beyond the recommendation. It makes the exploring of building interiors a lot more satisfying. Agree with you about the torches. It's a real shame to have lost brands. Enjoying having a good story to follow here again. Thanks for posting it!
  7. For more animal naming suggestions, I have taken to calling the pack of wolves who hang out on the track leading to Signal Hill radio hut "Rude Dog and the Dweebs".
  8. I generally agree with the principle that the game shouldn't block you from doing things (like sleeping on the bare ground) just because it would potentially be a bad idea: we as players should be allowed to make such mistakes, and be punished for them. However, the character himself does seem to know about the danger of sleeping on the ground: "I'd lay down right here if I thought I'd ever wake up again." There is also the issue of not wanting to obviate the importance of the bedroll as a piece of survival equipment by relegating its benefit to a mere few degrees of warmth bonus. There would have to be a hefty temperature penalty to sleeping on the ground, and perhaps also a sleep cap penalty so that you couldn't get a fully refreshing rest (you wake up in pain with a sore neck/back before you're fully rested). On allowing more sleep when injured, I think this could be done by simply changing the rest bar recovery rate so that it is slower if you are healing. It could also be capped, to stimulate to an extent that your sleep would be more disturbed than normal, depending on your condition.
  9. Apparently Iceland is so called because the Viking explorers who found it thought it was a great place to settle, and didn't want too many other people coming and spoiling it for them. Conversely, Greenland was so inhospitable that they again used a misleading name to encourage settlers. (Or that could all be bollocks. I tend not to trust memories of my undergraduate university lectures, for a few reasons.) But there could be some of that going on in the naming of Pleasant Valley. Maybe.
  10. Not one of your suggestions qualifies as "bad". I'd play the hell out of this!
  11. I don't know how it's affected Interloper directly, but having played about with it a bit in Stralker, I do think the stone throwing has made the early game unnecessarily (and, for me, undesirably) easier. I have two suggestions : 1) you should have to hit the rabbit in the head to stun it, otherwise it just runs off; 2) you shouldn't be about to throw with enough power to stun it from a crouched position. Or, perhaps, combining the two abovementioned, you can stun it with any hit from a standing position, but need a head shot from crouched?
  12. Philistine.
  13. Add the fuel before you extinguish the torch? Is not rocket science
  14. Even if you get an infection you can still cure it. It's not a death sentence; it'll just cost you a day or so of healing.
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  24. Stunt Car Racer Sensible World of Soccer Monkey Island series Quake II Serious Sam Thief: Dark Project Air Attack / Fighter Ace Shogun Total War GT Legends Hitman Blood Money World of Tanks This War Of Mine
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