• Content count

  • Joined

  • Last visited

Community Reputation

220 Excellent

About Ohbal

  • Rank
    Advanced Member

Recent Profile Visitors

511 profile views
  1. Yeah, I don't like to see games downvoted in a childish way either. And I share your respect for self employed creators... but (and I'm again talking about the early access and kickstarter system in general, not about TLD) its important to remember that they are able to jump into those creative endeveours thanks to the crowd founding. I love the system and I'm a constant baker, my point is just about the necessity for the projects to run cycles understandables for those crowds. Otherwise the crowd founding could get a bad name and lose force. And please let me just make very clear that I'm not currently complaining about this game or how Hinterland if managing deadlines. I've very much enjoyed every single communication they have made since I joined the community. I was just digging into the interesting topic you opened talking about people "complaining" about timelines in Steam's EA reviews. Sorry if it went too OT, and apologies to the OP. While I'd like to keep going, I'd rather have it done in a different thread to avoid derailing even more.
  2. Well, take it as my humble opinion, but that sign is there not to avoid anyone to complain... but to avoid legal issues That's a Steam disclaimer, present in every single EA game in the Store. I don't know what most of the people do, but before I click on "buy" I tend to read what the developers have to say. Here is an example (not TLD). Obviously I'm not encouraging bashing devs, firing up flames in forums, or any short of bad behaviour. But complaining is not a bad thing if is done with respect. Criticism is not a bad thing. Critics are what makes us improve, and what usually let us see the forest behind all those trees. (Edit: by the way, quotes are always better when they include full sentences, otherwise it would lead to missinterpretation of the original meaning. Bolded part below for reference) I think people is completely entitled to buy an Early Access game and them complain about the time it takes to deliver the product, when it surpases the original estimations... I agree, we went too OT... I think you guys see the action of complaining in a harsher fashion that I do. I don't want to take this post hijack much further, but: 1 & 3. Its always part your own fault when you understimate the time it will take you to do something. Pointing the finger to the people rushing you will never fix the root cause. I'm not "bashing" anyone here. I think you are trying to make me realize developers are real people with feelings (thanks for the hint ) in order to deny a simple truth: is the real people who make mistakes. I dont want to hung them in the square, I'm not insulting anyone, I just said that, after deadlines are surpased, people should have at least the right to complain... in a polite way. 2. This was never a conversation about the money. Bottom line: the future will be better if we all give the best we have, while remaining open to hear other's people criticism about our actions without feeling so personally hurt that any improvement is denied by proud
  3. @cekivi Project Zomboid, The Forest and Stranded Deep are the ones I was referring to
  4. Interesting topic. Here is the thing... I think people is completely entitled to buy an Early Access game and them complain about the time it takes to deliver the product, when it surpases the original estimations... Which is, sadly, most of the times. Most of the EA projects tend to provide a generic and "approximate" release date (ie, summer 2017), which is then constantly moved forward. During 2014 I decided to jump into three early access games, and none of them is completed three years later. I understand the timelines being modified by either unexpected issues or an increase in the game scope based on the success of the EA campaign, but I also understand and feel the frustration around waiting for something during several years. I love the EA concept, and I love to have the chance to experiment first hand a development cycle. However I really think that a most realistic approach to deadlines is needed if this system wants to have any future. Its certainly not the case with TLD, which is already an incredibly good game worth every penny, but (again, sadly) is not the general rule with early access. Most of them get stuck, they don't get shipped, and if they do, their design cores are downgraded and the final user (and backer) is dissapointed.
  5. Thanks @Timber Wolf Amazing work! The level of detail and analysis of the data brings @Drifter Man back! By the way, maybe we should point @admin to this direction? Sounds like interesting data to present to the QA team. Could be worth a review
  6. Clearly "soon" represents amazingly well the theory of relativity
  7. With this one I particularly agree 100% Stalker is a wolf fest. Way too many for my taste, the game turns into a constant violent struggle with them. I find reasonably easy to avoid confrontation when careful, but it is indeed frustrating to change directions constantly, sometimes even walking in circles, crouching for several minutes... an additional move would be to never completely harvest them, so their respawn time is increased. The wolf numbers in Voyager though don't feel so out of control to me. Mistery lake can get dangerous in a few areas on those days where the wolf population is at their peak, but there are several paths that can be taken to avoid these packs.
  8. Thanks Patrick! PS: I'm a patient fisherman, I'll keep throwing the line, I'm sure some day I'll get a fish
  9. Just remember to add a "1" after "season" to make clear the topic in question is the game storyline While a four-season sandbox is on the potential goals section... a spring sandbox is on the mid term ones I guess no clarification can be made at this point about where we are going in terms of season-transitions... right @Patrick Carlson & @Raphael van Lierop?
  10. So, you like the idea of seasons but you don't like the idea of preparing to survive the winter? How would you like it to work then? On the survival topic, you don't need to worry about getting to day 200, you need to worry only for tomorrow. If you are willing to endure, you'll eventually make it as long as you want (except on interloper). Nice to know about the thin ice. Anyway we'll have to wait and see what happens to those huts... I have a ton of stuff sitting on some of them
  11. Sorry, just needed to elaborate more on the cycle concept: Spring: all resources available. You need to fight your way againt abundant wildlife and stockpile water for the summer would be a good idea. Natural hazard: storms Summer: avoid dehidratation and heat, slight wildlife reduction. Some rivers get dry. Natural hazard: drought Autum: Temperature starts decreasing, another slight wildlife reduction, and the need to stockpile food and clothes (and dry wood? this has been another wish of mine for long ). Natural hazard: storms Winter: the game we know, but with (way) less hunting around.
  12. That is exactly what I mean the season gameplay could bring to the table. You would need to stockpile for the winter, as wildlife could get a real nerf during the winter without killing the player. I totally agree with the need of a nerf to wildlife by the way. The two new animals I mentioned are dangerous ones, so it means more hazards for the player. If we get into this wheel of more wildlife as heat returns and the other way around, we get to a real cycle of gameplays in which more strategies come to play. I would like to highlight the idea of storms. During the cold early spring and late autum these could offer a similar threat as the current blizzards. I wouid personally enjoy a really solitary winter, with the company of birds and a few hungry wolves here and there, but little to no deers or rabbits. Managing your stock and making good use of the little hunting available to make it through... again
  13. Well, cougars and moose are on the roadmap, so there you have two more I would expect the wolf-pack mechanics that are also on the roadmap to get their peak on late spring, and start decreasing again in autumn.
  14. Seasons have been on TLD roadmap for a year or so. I agree their implementation will bring a ton of gameplay adjustments but I can't honestly wait to see the season change. Speaking about the challenges. I think I wrote a post about this in the past but I don't feel like looking for it. This is how I would approach this: - Winter should be the main gameplay season of TLD. This means that the summer, spring and autumn should be shorter in lenght. - Spring should be the most easy-going season. Lots of hunting available. but this also mean more wildlife hunting you. Also, rain! Storms! - Summer should bring a challenge in order to keep your body fresh and drinking periodically should be as important as keeping your body warm in winter. We could assume that the geomagnetic disaster also affected the summer and made them warmer. Some water sources could dissappear. Rivers getting dry. Waterfalls dissappearing... etc. - Autum should be a short transition to winter. More rain, more storms, the cold increasing and rivers getting frozen again, and wildlife getting scarcer. As Cekivi said, the second winter should be way harder than the first, as some structures would have collapsed. Maybe introducing a deeper structural decay system that made some of the houses collapse and things like this. I personally think that the possibility to actually survive a winter would be awesome gameplay wise. The rewarding feeling of making it through, and having some time that changes the mechanics for a while would add depth to the game.