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Ruruwawa

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Everything posted by Ruruwawa

  1. This is #1 wish for the sandbox as a mostly Interloper player.
  2. With respect, I don't agree with dumbing down Interloper. It's supposed to hard. It's supposed to reward game knowledge, including knowing exactly how you contract the various ailments and how to avoid them.
  3. This was an interesting read, thanks. Having spent several years myself in very cold temps and wilderness areas, there are game mechanics that still feel "off" to me too -- even after many hours of play. You mention the continually (and unrealistically) shifting wind, that's certainly one of them. Another is the preposterous ratio of predators to prey. Both of these feel fake to me, contrived. But it's a game and I accept that a successful game is not the most realistic one, but the one that best accommodate the needs of gamers. And many gamers don't have any real life wilderness or survival experience (although folks on this forum are probably the exception). For those others it's not about fidelity to the experience of nature, it's about abstract challenge and competition. "Beating" the game, or getting a better result than the next guy (best time, most loot, most wolves killed while naked wielding a knife, whatever). If they do give feedback about "survival", it's often about the lack of modern comforts and sterile conditions. For myself, I'm more peeved by the wind and the wolves than the worsening weather. I play Interloper, so I never have enough clothing to be cozy outside, and the worse-case weather turns up quite fast. It's hard in the early game, but my playstyle is "meditative with a plan". When I'm not out on the porch watching the sunrise like @Nervous Pete I'm out working to get ahead of my needs and patiently building my reserves one extra stick at a time.
  4. Actually being able to fire the bow when crouched is already in game.
  5. I often harvest frozen carcasses in the few days of Interloper games, long before I have a knife. The trick is to build a fire next to the rabbit (or deer) and thaw it first. Then you can harvest it with your bare hands, including intestines.
  6. Same for me on PC.
  7. Fun story, and good job using your ears. So many players miss cues like this, and the game is full of them.
  8. I'm pretty sure you mean Sardines, not tuna. And Sardines are evil: for some reason they are THE poison food in this game. I've gotta food poisoning from 80%, even 85% sardines a few times.
  9. Thanks, that confirms my experience. This is my experience too, at least for one of my older sandboxes (started in v347), and not checked in recent builds. I'd repaired up my bear bedroll, stored it, and it was already at half condition when I came back to it a couple months later with no use at all. No doubt, but I'm currently doing a 200-300 interloper at a single base, non-nomad, no fishing. Self-imposed challenge; I'm in DP. I haven't even looted any other zones except TWM summit/hut, PV cave/farmhouse/radio tower and CH quonset. I still might try the bear bedroll, but I think I'll wait until I have a third cured bear hide in storage. The ocean brings me enough cloth to stay ahead of repairs on my clothes and normal bedroll, so I can afford to wait.
  10. What's the rate of decay on the bearskin bedroll on Interloper? It's been a few patches since I tried the bear bedroll, but last time I tried it decayed very quickly. I have a couple bearskins in storage (because I find the coat too heavy also), but I worry that if I make the bedroll it will decay faster than I can get another bearskin to repair it. My local bear respawns about every 30 days, then there's the 10 day curing time.
  11. I'd prefer the challenge measured hours slept in the location. I find it so boring just sitting inside staring at the walls.
  12. @mystifeid I think the bigger difference between the PV-TWM transition and the examples you give is that there's a cave with a warm back half (+13C on Interloper) on all three of those routes (Crumbing Highway has a warm basement too). That's 13 fewer sticks you need to pump into a fire for it to warm you up. Quite a significant difference, IMO. I really like this idea, @Scyzara. It's certainly more interesting than a cave, but tbh I wouldn't say no to a cave with a warm back half on this route too.
  13. Cattails often wash ashore for beachcombing. Re mushrooms, I've had starts in TWM / Interloper where the # of mushrooms on a given stump is 1 less than a previous start.
  14. Interloper/Voyageur is the combo I play (because dog meat is my least favorite food )
  15. question

    I turned vocalizations off a while back after the 1000th sprained ankle, since I couldn't reach through the screen and slap my character for being so clumsy and a huge whiner to boot. Anyway, I voted "don't care."
  16. I really love this podcast, and the scope of topics discussed. Personally I prefer to hear the high level design philosophy and inspirations, rather than the nuts and bolts. Thanks for supporting the meditative experiences too. I usually play Voy or Interloper, but there are days when RL is plenty hard enough and Pilgrim gives me just the experience I crave.
  17. IMO this is the kind of challenge tweak that is perfect as a feat. Feats are (or could be) cheap and plentiful. Totally OK to have feats that aren't for everyone, since we can choose only a small number per sandbox. I doubt I'd personally slot "no cabin fever", even on Interloper, but I bet it would be a popular choice. I did like @Scyzara's earlier suggestion of a feat that made day and night 12 hours each, with a small bonus to fire duration -- that one would make me rethink how and when I get stuff done.
  18. There's a "Goldilocks" problem with the current four experience modes. Often players find one experience mode they almost love, but not quite. Here are a few examples of common criticisms: Everything is great in stalker, except it's too much bother to deal with cabin fever Voyageur feels too easy, but I don't like the wolves in Stalker and the jump to Interloper is too difficult Interloper is too easy now too Often players are advised to abandon their favorite experience mode to "fix" that one mechanic they don't enjoy. ("Don't like cabin fever? Play Pilgrim!") This isn't a recipe for fun. What's "just right" varies a lot from person to person, and each person's sweet spot tends to shift over time with game knowledge and experience. How to solve it? A lot of people have suggested sliders or mods, but Hinterland haven't given us much hope for either of these in the near future. And I can see their point. Hard to preserve the wonderful, unique character of The Long Dark when the bears can shoot lasers from their eyes. Let me illustrate with a sliders mishap from The Sims: One possible solution: add feats that bridge the most common gaps between the experience modes. BTW, I'm not the first to suggest something like this (see this excellent thread by @Scyzara) but I wanted to discuss the feats in relation to the Goldilocks problem in particular. Let me start with a picture: I know this is a huge simplification of the differences between the four experience modes, but it illustrates two points: Difficulty is a combination of loot availability, animal behavior and what I'll lump together as "survival challenges": all the mechanics related to cold, hunger, fatigue, etc., plus weather and afflictions. Changing any of these can change the difficulty. The current feats always make the game easier by mitigating those survival challenges: calories consumed, rate of fatigue, feels like temperature, etc. Because the number of feats you can slot is greater for easier difficulties, this 'making the game easier' effect is even more pronounced there. What's missing are feats to make an experience mode harder Today the way to increase challenge in a sandbox is to move to a harder experience mode. Sometimes that means a giant step (to Interloper, for example) or a step away from something you really enjoy (or to something you don't enjoy). No small tweaks like the current feats. No medium steps to bridge the big gaps between experience modes, either. For example, I'm not a Stalker fan despite several hundred days played in the mode. It's a fine mode with many devotees, but wolfpocalypse is just not my thing. But there are a two aspects of Stalker I really love: the weather and requirement to make a 'hot enough' fire. I'd love to be able to transplant these into my Voyageur sandbox for a more challenging experience. Or into my Interloper sandbox for a less challenging experience. The nuts and bolts for Feats that bridge experience modes Since I've already suggested transplanting weather between modes, let talk first about steps to keep the four experience modes distinct and true to their intended niche. I suggest locking down the key characteristics for each experience modes so they can't be modified by a feat. When creating a new sandbox, player would first choose a mode based on these key characteristics, then tweak by adding Feats. Exactly what these are is Hinterland's call, but I've listed some examples in black below. (BTW, "basic ailments" is my shorthand for all the afflictions and injuries except frostbite, cabin fever and parasites. 'Rates' refers to the how fast the character gets cold, hungry, thirsty, tired, etc.) Features that a feat might swap from a different experience mode are listed in purple, and features a feat might disable are shown in red. You'd need to unlock these feats via a lot of relevant effort, just as with the current feats. For example, the Interloper Loot feat might require you to loot 1000 items in Interloper to unlock. The No Cabin Fever feat might require you to build 250 fires outdoors. Etc. Changing the amount and balance of world loot is another way to make a favorite experience mode easier or harder. A side benefit of making loot swappable is that Stalker loot could be made unique from Voyageur loot. Imagine a Stalker loot loadout with high levels of ammo, food, matches and flares, but few weapons, tools, and clothes compared to now. A good start but not a Walmart. Of course there are many other potential feats beyond the ones I list above, with interesting and sometimes subtle tradeoffs. Check out the thread I mentioned above for some specific examples. I'm all for simpler "makes it harder" Feats as well. Interloper too easy? Slot the Feels Like -5C feat. Heck, perhaps Hinterland should market a Arctic Survivalist DLC with feats for Feels Like -5C, -10C, -15C and -20C, plus a couple more to double the frequency and/or duration of blizzards. A few more thoughts about Feats I wasn't a fan of Feats at first, but now that we are able to slot only a few feats per sandbox (or none!) I've really become sold on the system. Feats give the player a lot of flexibility, while letting Hinterland preserve the core experience for the game. Plus: Feats feel good to earn. Each new feat is a goal, then an accomplishment, and finally an asset to tweak your future experiences. It's not just config, it's content. In the course of earning the feats, I'm learning and getting better at the game. By the time I've earned a feat, I probably understand the impact it will have on my sandbox. Feats are incremental: they can be released one at a time or in bunches. Hinterland can develop new feats at a pace and timing that works best for them. Feats are an integral feature of the game. Nothing to download/debug. That's my 2 cents. And yeah it's a huge wall of text for 2 cents, but it's sort of like the deal Hinterland gave me... I'm already well under 1 cent per hour played.
  19. This is specific to Desolation Point: it's possible to find a knife in desolation point, but it's not guaranteed. I love Desolation Point, it's one of my favorite zones. But you are far more likely to find a knife or hatchet in Mystery Lake or Coastal Highway. Did you know it's possible to harvest an animal carcass without any tool? The trick is to build a fire next to it and thaw it to less than 50% frozen. You'll need a lot of time to do it with your bare hands, so make the fire last long enough to keep YOU warm while you harvest. I went 200 days in a DP-only run with no knife, except an improvised one I crafted in the forge, so I know your pain!
  20. Whoopsie... I mis-remembered the achievement as locations in the first 5 zones. Those corpses are a good bet for a rifle.
  21. 2 guaranteed rifles in DP, except on Interloper. Unless you salvaged them? I salvaged a rifle by accident once... it was a sad moment.
  22. Maybe I've been playing too much Interloper but it seems like Stalker has a LOT of loot. 14 bottles of antiseptic, 13 knifes, 14 lanterns, 7 firestrikers? Plus whatever you didn't drag here. Wow.
  23. I had a wolf stalking me on Interloper today. Like, really stalking. In PV, headed up the road from the xroads to the CH mine. There's a good-sized cliff on the N of the road until a shortcut, which is simply a hill that's not too steep to climb. Just before the top of the shortcut hill I crouched, made a fire and pulled out a brand, for some meager weaponless-Interloper protection since there are often wolves in this spot. Didn't see/hear anything, so I made my way -- still crouched -- toward the mine. Next time I stopped to listen I heard soft footsteps right behind me. Whirled around and the wolf was maybe 3 meters away (yikes!), trotting like they do before breaking into a run to chase down a rabbit. But he passed me to go where I made the fire, then wandered away. I'm guessing he paralleled me on the clifftop when I was below on the road, then went to check out the spot he lost track of me. Often in the past you'd hear a lot of sniffing from wolves when they tracked you but this one was almost silent. Anyway, scared the bejesus of me.
  24. Enjoying this. The screenshots are exceptional, too!