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Everything posted by Pillock

  1. Post your "Mystery Games" here!

    Recommended for people (like me!) who find Stalker a bit too comfortable, but don't enjoy Interloper so much. I prefer random starting locations and no feats, but obviously that's up to you! 8t+Q-lh4O-Lw+H-y8Bu-rAAA (where it says lh4O, the "l" is a lower-case "L", and the "O" is an upper-case O-for-orange, just in case that isn't clear!)
  2. Stupidest way you have died

    Busy man-splaining the game to my girlfriend: "So, you see you these plants that grow by the river - you can take them for food. They don't give you many calories by themselves, but I've collected about 8 of them here so that should be enough for now. I can eat them before I sleep and recover some of my health condition." <closes inventory window to see a wolf charging towards me about 10 yards away> "Wuuuurrraaaagghhhh" Dead.
  3. V1.30 Stalker Achievement Run II

    See this: I think the best way to see which layers are 'inner' or 'outer' is just to go outside for a bit while it's snowing - the ones that start to get wet first are 'outer'. That way you can see it all at a glance without having to tediously change slots while checking stats. By the way, Mr Hotzn, I'm utterly shocked that you hadn't been to Winding River before this!
  4. Raph Twitter Teasers

    I used to follow another game that had Twitter and Reddit posts by the lead developers published on the official forum under a locked newsfeed-type thread. I'm not sure if they had a bot to do it automatically, or if some poor lackey had to do it manually, but it was really useful from the community point of view to have a specific and official place where you could see all the latest communications, whatever platform they originated from. It'd be a good feature to have, if it's not too much faff to sort out.
  5. Share your screenshots

    That immediately reminded me of the opening scene from "The Road"
  6. Raph Twitter Teasers

    Ah, so I just misunderstood your distinction between pots and pans, that's all! How do you know that it's rabbit meat in the pot, by the way?
  7. Raph Twitter Teasers

    I kind of think this probably ought to be @Patrick Carlson's job (or maybe a moderator, at least), but well done to you! Also, I'm interested why you think this the cooking pots will not be part of the cooking process?
  8. Can't cancel starting fires anymore

    I've been playing a Custom game with the animal detection setting on as far/long as possible, because I thought it would be an interesting challenge and possibly feel more realistic. But I've discovered that it just exposes the AI problems in a more glaring way than you get on the default modes. If you light a fire to scare off a wolf, (or if you scare it with a gunshot) it runs away as normal. But the problem is that it doesn't run away far enough to be outside it's detection range, so as soon as it recovers from its 'fear mode' it detects you again immediately and comes straight back. This seems to trap the wolf (or wolves, if there's a group of them) into a frustrating and repetitive cycle of aggressive approach, run away, recover, aggressive approach. And you can't get away from them!
  9. Regions untouched by humans

    The thing is, there won't be any fishing there if there's no made-made structures. And that's a shame. I know other regions lack fishing already, but I'd like it if there could be a way to catch fish without huts, perhaps. But I too am pretty excited to see how the new place plays. I imagine man-made loot will be pretty rare there, so as a starting region it could be really tough (as long as it isn't too easy to escape quickly).
  10. Coffee mug really improves gameplay.

    Given that we can currently carry around hot cups of coffee and tea in our backpacks, I wouldn't be terribly surprised if we are able to do the same with hot pans of soup (or porknbeans, peaches, etc) after the cooking enhancements arrive. But a Thermos (other brands of insulated food and beverage containers are available) would serve the purpose of making it all feel a bit... less silly. On the original topic: I'm a bit reluctant to spend $30 on a metal camping mug, but I would definitely buy a microwave-able porcelain coffee mug with the same design if they made such a thing! In fact, I'd buy a set with the different coloured ones from the game (coffee, herbal tea, reishi, rosehip). If they add a Thermos (or other brand of insulated food and beverage container) to the game, I'd buy a real one of them of the same design, too!
  11. Game breaking bug? *POSSIBLE SPOILERS*

    Is it possible that you only found the house key at the farm? Or the Briefcase key? There are 3 different keys to find at that place, if I remember rightly.
  12. Basic Bed

    I don't think the game should disallow you from making mistakes like that, though. Give a heat penalty for sleeping on the floor, and players might learn the lesson - seems like it'd be a fair mechanic to me.
  13. Mountaineering Rope Recycled

    path-laying for navigating caves in pitch dark dragging loads of kit across the ice on coastal highway in one of them boats dragging deer carcasses to a more convenient harvesting location moose lasso keeping fit with skipping practice tightrope walking practice across Ravine harnesses for your wolf-sled / reins for riding your tamed bear zip-line between Stone Church and Lighthouse dental floss
  14. Basic Bed

    I really like this idea. I'd agree that you shouldn't be able to snooze unless you're very tired (10% rest sounds fine), and that regain should be capped around 30%. Plus I think it should be slower than 'proper' sleep and I wouldn't have any condition regain at all - or certainly no higher than normal waking condition regain (I normally have that switched off anyway). And, I think there should be a warmth penalty - if you're sleeping on the ground, you're going to be colder than if you're standing up and awake, given that you don't have any blankets or bedclothes. Whether it's the ability to build improvised beds or just to allow you to sleep wherever you want, I do feel that something ought to be done in this regard. If only for this reason: it just feels absurd to be forced to build a snow-shelter and sleep in a hole in the snow covered with sticks and cloth, when you're standing right outside a bed-less hut or a cave. The fact that you can sleep anywhere you want if you're outdoors, but you can't do the same if you're indoors, forces you into taking an action that feels completely unintuitive and bizarre.
  15. Items now respawning?

    Either I'm going mad, or the option to edit your previous posts has disappeared! I was just going to add this to the above:
  16. Items now respawning?

    Yeah, I think I agree with that. It's not as though 365 days in TLD is the same as a normal "year" - it's winter all the time, and it gets progressively colder as time goes on. Presumably rosehips, saplings, cattails need a spring and a summer in order to germinate and grow? Not sure about mushrooms and old man's beard? They might be dormant in those temperatures too, they might not, for all I know. Anyway, all that stuff's not really included in the game mechanics. Actually, I was harvesting the bear. I was doing it in batches and dropping it on the ground in between, and it was getting quite repetitive so I was clicking around the menus as quickly as I could. I can't quite picture right now what the interface looks like in the current version, but at that time the "Drop" button was right next to the "Eat" button... But for all the initial anger and frustration at my own carelessness, it actually produced a situation that I found to be a lot of fun - it suddenly gave my game a very specific objective. It was like being given a mission in the sandbox: find mushrooms, or you're going to die. I knew I didn't have enough to last the course of treatment (for some reason, maybe unluck of the draw, there didn't seem to be very many antibiotic tablets about), and after scouring every corner of Mystery Lake I still didn't have enough - it might have been when reishi tea cost 3 mushrooms instead of 2. Everything else that I'd been doing prior to that - casually fishing, trapping, exploring, spot of hunting, etc - went straight out of the window, and my sole focus turned to finding mushrooms as my maximum condition level gradually got lower and lower. I really enjoyed it! I think the game could do with a lot more such afflictions, occuring more frequently, that require this type of focused activity to overcome. People complain that the open-ended structure of the Survival Mode often leaves them searching for things to do in order to keep them occupied: well, here's a very obvious and natural way for the game to organically give the sandbox player something to focus their time on. Make them sick and/or injured, and then make the recovery into a serious, time-consuming, effort-consuming, planning-required task, with a serious penalty if you fail to keep up with the treatment.
  17. Items now respawning?

    Maybe you didn't play for long enough (I once munched my through Mystery Lake's entire supply of mushrooms in the space of a week or so, and then had to go on specific mushroom raids to neighbouring regions to get more, just because I accidentally ate some raw bear meat. Don't accidentally eat raw bear meat.)
  18. Was Hinterlands decision wrong?

    Thanks for posting that video! The bit where you can hear people being attacked behind a closed door is the defining thing that got me excited for story mode throughout development. That's what I was expecting to see in Wintermute: meaningful decisions, moral choices. They wouldn't have had to drastically affect the progress or outcome of the story as a whole (maybe you get some bonus information or item from 'intervening' rather than walking on by; maybe you just get injured or robbed), but it would make a huge difference to how you feel about the characters and your connection with the narrative. There should be a reason for deciding to complete a mission (other than "I can't get to the next bit otherwise"), and an option and a genuine reason not to. I wonder what happened to all this?
  19. Basic Bed

    I don't think I really play like that. For me (on Stalker or Stalker-esque Custom modes), I sleep in the night, and I go out during the day . I tend to be tired in the evening, which might mean I can't do certain activities then, but I don't I think I often regard tiredness as any particular threat to my character's life. I agree that managing tiredness is more of a factor in a day's planning, especially if there's rope-climbing involved - but I see that as more of an inconvenience than a threat to life. I'm perfectly happy to adjust or abandon a plan if conditions or circumstances don't agree with it, or if I've miscalculated something, or if I get side-tracked by something. (You don't have to go around climbing lots of ropes and travelling long distances in a short time.) I don't take freezing damage as a matter of course, ever. I don't take any condition loss as a matter of course. Freezing causes much more rapid condition loss than exhaustion does, plus there's hypothermia and frostbite related to it. To me it seems that I'm much less likely to survive a wolf attack (or some other unexpected mishap) if my condition is already depleted than if I'm just a bit tired. I generally do everything I can not to go near wolves as a general rule, anyway. I agree that in Stalker it doesn't take very long to find good enough clothes that freezing is not a huge problem on a normal day. But if I get caught out by the weather, my first concern is getting warm, not sleeping. I don't carry a bedroll with me ever, unless I'm rope-climbing a lot. If I'm travelling a long distance from a bed, I'd rather keep walking through exhaustion to get to somewhere warm, or hunker down in any place I can keep a fire going during a storm, even if I can't sleep there, because exhaustion doesn't cost much condition-loss, whereas freezing does. I carry coffee or tea as a temporary warmth-giver, not as an aid to tiredness, pain or infection (although they might be useful for those as a bonus). In general, I take the view that if you keep yourself warm, you're not going to die - it's quite rare I die from anything other than the effects of freezing (have you ever died of exhaustion?). Keeping yourself rested, fed and watered is, I think, relatively less difficult than keeping yourself warm; and I'm pretty sure it's relatively less dangerous if you temporarily neglect rest, food or water than if you neglect warmth? I'd say managing rest and tiredness is more powerful as a factor in determining the choices you make for day-to-day planning when you're in a good state of being - ie. doing what you want, when you want. But I'd say warmth is much more of an factor in emergencies, or when things are going wrong, which I think means it's more powerful in terms of the absolute survival of your character and your run.
  20. Basic Bed

    What do you mean by this? How is tiredness more powerful than warmth? (I'm obviously one of the 'most' people!)
  21. Yeah, all this is true. The leaf bed is a bed, as far as I'm concerned. I was actually a bit disappointed when I found that it had been added, as I have fond memories of dying in that place due to not being able to sleep. You can sleep in cars (front or back seats) without a bedroll and in cabs of pickup trucks. I've never thought to try sleeping in a tractor... Maybe?
  22. Random terrain/map generation

    This topic has been popping up reasonably regularly since I've been following the game, and I 've always said that I favoured development time being spent on new maps that were custom built rather than on a system to generate them randomly. But, it will be interesting to see how the new map (River Valley?) plays out, because it's apparently going to be completely 'wild' and without man-made structures at all. If you've got lots of man-made structures on a map, then I think it probably quite difficult to build a random map-generator that can create convincing, believable environments that feel real - that's the advantage of building them all by hand. But with wilderness environments, it may well be easier to get right with a random generator, because you haven't got to worry about logical human-like placement of things like roads or buildings or radio towers, for example. You just have hills, rivers, caves, trees... (The only problem with that is, there isn't currently a mechanic for fishing without man-made fishing huts. So that would need to be addressed, otherwise the maps would be missing out on one of the key parts of survival in TLD.) I think the idea somehow feels much more feasible now than it ever was in the past. And the feeling of being lost in the world is important: it's something I'd long forgotten about, and would welcome back!
  23. Was Hinterlands decision wrong?

    I think it's fair to say that the first year of TLD's full release hasn't been as successful as Hinterland would have hoped, in terms of the story mode's progress and overall form. But perhaps releasing it when they did was positive in that it allowed them to get a lot of player feedback about the mission structure and narrative flow, which they are now using to make improvements and effectively re-release the game a year (or so) later. Overall, the shaky start to its existence may well end up meaning Wintermute is a better game as a result. To me, a big problem with Wintermute was that it sidelined the survival elements of the game so much: I've played through Wintermute 4 or 5 times now, and even on the hardest difficulty setting that we now get I never do any hunting or trapping or fishing or crafting. You don't need to, because of the amount of resources available to loot in the story's locations. For me, a major part of the reason that story mode gets a little dull is that there is too much story! (If that makes sense). All you do is follow the narrative, the cutscenes and the missions - there is no imperative to actually survive in the world (other than avoiding wolf attacks), and so the thing can get a bit mind-numbing after a while. If lootable resources were much more limited (especially in the harder difficulty setting), it would force the player to take breaks from the intensity of the mission narrative in order to build up supplies for the next stage of the journey, and that would provide some relief, I think. There seems to be no time-restraint on finding Astrid, on getting to the next stage of the story, or even on completing individual missions, so I see no reason why giving the survival aspects a more prominent role in the story mode and giving the players something else to concentrate on as a diversion would cause any damage to it; indeed I think it would improve it a lot - it would provide a logical link between the freedom of the open world and the more structured linearity of the narrative, even after they have changed the mission structure to be more flexible.
  24. Dev Diary — May 2018

    To me, this seems to be the only real purpose of adding the new mechanic. If you can't over/under cook something, then why make the player sit there waiting and watching instead of speeding up time, if the result is the same? To allow you to complete other tasks in the mean time and thereby use that time (as a resource!) more productively? Possibly, but the gameplay balance doesn't really require that, as you say. Given that cooking times are relatively short compared to other tasks that you might want to do while you wait, I don't think you're going to get all that much extra done. The main advantage will be the ability to cook multiple items at the same time (depending on the type of cooker) - that will be a big change, and for the better, I think. I'm also interested in whether these changes, especially given the use of pots and pans now, will extend to collection and melting/boiling of snow. I hope so!
  25. Dev Diary — May 2018

    This has me pretty excited. My main gripe with the original version of Wintermute was that the linearity made me feel like a passive observer to the story rather than an active participant, which in turn left me struggling to value my own decisions and choices as having any impact or significance to what would happen next. The new mission structure looks like a huge improvement, which I'm really looking forward to. My other gripe was that the trust system was (to put it bluntly) complete rubbish. It's potential was to build a meaningful relationship between the player's own decision making and the NPCs' attitude towards you and willingness to give you help. But in practice it felt like a needless, tacked-on waste of time of an afterthought. (Spamming the endless supply of bandages to Grey Mother didn't feel like it should be gaining me much real "trust" with a person, while the rewards often felt tedious, unnecessary, or irrelevant to your progress.) The new interface for communicating with NPCs looks promising, but I really hope there will also be a much more dynamic relationship between the Trust you earn and the availability of missions/help from NPCs. It would make them feel much more like real people, and less like generic to-do list inboxes. P.S. The Survival Mode additions look very, very interesting, too!