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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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DragonXIII

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About DragonXIII

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  1. Episode 5 is up. As we push further and further, survival becomes easier and easier. At least, for a while.
  2. Yes, that is exactly what I mean by "functionally different". Like, put a shotgun in the game, but the ammo is birdshot rather than slugs or buckshot, and let us hunt birds for feathers and meat. Sure, you could use your shotgun to hunt wolves or deer, but it would be less effective because those are not the intended prey. A pistol's primary purpose should be the ability to use it in struggles, and maybe provide a way to actually affect the outcome of bear struggles. Again, you could use it to hunt like with a rifle, but a decreased range and relative scarcity of ammo would make you think very carefully about depleting your best defensive weapon. I have nothing against there being more weapons that add some value to the game, they just need to be the right weapons, and be added for the right reasons.
  3. I'm not going to argue against the realism of adding more weapons to the game. The weapons suggested are certainly very common in Canada. I know more people who own 12 or 20 gauge shotguns or .22 calibre rifles than people who own .303s, especially in northern Alberta. And most of the people I know who own one or more rifles/shotguns of any calibre also own a pistol of some kind. What I will argue is whether adding more weapons simply because it's "realistic" is a good idea. To me, at least, it seems like a case of "realism for the sake of realism", which I don't always feel adds any value to a game. Now, bear with me, I know this might not be a particularly popular point of view, especially among people who want to see more weapons in the game, but I feel like it's important. We have to start by asking ourselves what the rationale behind adding weapons is. Is it to make the game easier? Well, some people will say that more weapon options make the game easier, as long as you have ammo for at least one of them you'll be able to hunt. Some will say that it makes the game harder, if you only have one weapon but all your ammo is for a different gun then you're kind of screwed. Certainly each weapon would present its own challenges. A pistol might have a much shorter range and less stopping power, a shotgun might be heavier, and yes having to manage multiple ammo types would be a challenge in and of itself. But if the goal is to make the game easier or harder, there are better ways to accomplish those goals than complicating the game with more weapons. As important as hunting is in The Long Dark, I still see it as a secondary mechanic, a tool of your survival rather than the core purpose of the game. So, if it's not to make the game easier or harder, then what? Are the weapons functionally different? Well, obviously different weapons will have different strengths and weaknesses. The pistol is lighter, but with less range and power. The shotgun is more powerful, but much heavier. But their function is still the same. They are a tool you use to fill a need, hunger. Whether you are using the existing rifle, a pistol, or a shotgun, hunting will be much the same. Oh, you'll have to consider the advantages and disadvantages of each when you set out on your hunt, but from a game-play standpoint it will be much the same. Now, I could see a pistol being functionally different if it was usable in struggles (this may be the intent for the revolver if it gets added), but if it is just meant to be a tool for hunting it will just be a shorter range, less powerful rifle. I could also see the shotgun being functionally different, if there were birds to hunt (taking down a bird in flight with a .303 would probably be easier in the game than in real life, but it would still be hard). But, with the current set of animals it would simply be a heavier, more powerful rifle. So, if the point is not to change the difficulty of the game, and the weapons are not functionally different, what does that leave us? Realism. Such a hot-button issue for so many people. I mean, who doesn't want games to be more realistic? Well, most people, actually. Sure, there are a lot of people who would love games to be more realistic. From what I've seen, most of the people who are very active on these forums would fit that category, which is why I feel like this opinion will be incredibly unpopular here. But this is what I refer to as "realism for the sake of realism", when realism doesn't actually add any value to game-play. Sure, it's great when a game's realism makes its game-play more compelling, but there have been loads of times when I've found myself thinking, "I wish this game was less realistic, but more fun to play". I've never felt that way about The Long Dark. In my opinion, TLD achieves an excellent balance between realism and game-play. TL;DR: I'm sorry if this is really long-winded, and an unpopular opinion, but game design truly is an art form, and I tend to take it very seriously. I'd love to see more weapons in the game, but only if they are functionally different, and not simply added because "realistically" that's what you'd find in a real life survival situation. There have even been times in FPS games or true hunting sims when I've said to myself, "this game would be better if it had fewer guns that were more different". More guns don't make better games. More realism doesn't make better games. Good game design makes better games, and that means thinking very carefully about how and why we want more weapons.
  4. The new episode is up. I did get to go hunting, but things didn't go exactly according to plan. Like I said before, just having the rifle won't necessarily guarantee my survival, but I still feel better having it.
  5. So, as it turns out, I needn't have worried about the rifle after all. I found one today while I was out looking for birch saplings to make arrow shafts between episodes. I'd never have found it otherwise, because this body was tucked away somewhere I never would have gone. It does go to show though, just finding the rifle won't guarantee survival, it certainly didn't help this poor guy out. New episode will be coming out at 4 pm Eastern. Small teaser: Hunting!
  6. I wonder if maybe there's something else going on. @Timber Wolf, did you happen to note the condition loss from the tools themselves during your extensive testing? Maybe the knife is meant to be the "best" not because it is significantly better than other tools during the struggles, but because it is made for the purpose and therefore degrades less through this use? I don't know, just thinking out loud maybe. Anyways, excellent work!
  7. The new episode is live, and I really hope that anyone who's watching these enjoys it. We're getting along fairly well so far, but I am definitely starting to realize how ambitious a goal a 1-year survival is on any difficulty. Not that I think there's a problem actually doing it. It's clear to me that near-indefinite survival is possible on any difficulty (except maybe Interloper). No, the ambitious part is recording it in such a way that there's still plenty of content, but that the series itself doesn't actually take a year to complete. I'm either going to have to start playing longer stretches offline, or start recording shorter segments of footage (over a longer in-game period), and then stitch those pieces together to make an episode. Anyways, those are thoughts for another day, but if anyone cares to share their opinion on it, please feel free. For now, please enjoy this episode of The Long Dark.
  8. I don't disagree that if one kind of crafting is going to give you a tangible, long-term benefit, then other types of crafting should as well. But if that's the case, then what about crafting clothes? Doing that enough, you'd expect to become better at it, make clothes that are more durable, that lose their condition more slowly. Tools as well, like the improvised knife and hatchet. Maybe the issue isn't with the fact that crafting hooks, line and tackle doesn't provide a bonus to fishing. Maybe the issue is with the fact that crafting arrows provides a bonus to archery. What if there were another skill on the list? We can call it Crafting. Now, I know that the items we craft in the game fall into numerous different categories, requiring various skills and disciplines in real life. But for the sake of simplifying game-play, let's keep all crafting in one group. As you level up your Crafting skill, the items you craft become better and better. Tools lose less durability per use, items that decay over time lose less condition per day, and items that can "break" become less likely to do so. Now, this skill would almost definitely have to be the hardest to increase the level of, because it would definitely be the easiest to exploit. In the end, I think it would be better if crafting things didn't raise other skills at all, though I am glad that arrows raise your archery skill cause I'd never be able to level mine up without it lol. But, in all honesty, crafting your own hooks, line and tackle won't make you better at fishing, any more than crafting your own arrows will make you better at shooting a bow.
  9. I think it has to do with the difference between how "new" deer carcasses are generated in the game world, vs how the pre-generated ones are. The pre-generated carcasses have meat, hide and guts in them, which will be at a varying degree of decay when you harvest them. BUT, the decay mechanics don't kick in for the pre-generated carcasses until you interact with them. If you just leave them alone they'll remain intact indefinitely, like any other item with a "condition" in the game. For new carcasses, the decay mechanism kicks in as soon as the animal dies, whether you killed it or a wolf did. My guess is that the wolf's "eating" cycle is simply an acceleration of the game's decay mechanics, rather than a separately coded type of event. It cycles through the parts of the deer a piece at a time, causing their condition to decay rapidly. If you scare the wolf off before it's finished, whatever parts haven't had their decay accelerated yet will remain so you can harvest them. If you leave it, and wait until the wolf is done, everything will have been ruined by the time you get there, as you have seen. My advice? If you've got a weapon, take a shot at the wolf's head while his eating. Worst case, the shot scares him off and you can have your turn with the carcass. Best case, you've got a whole deer AND a wolf to harvest.
  10. @togg Thanks for the feedback! Interloper is definitely on my agenda, I've specifically avoided playing it just so that I can record my very first attempt. I can't guarantee a relaxed approach at that point though lol. I'm also planning a Naked Stalker run and a few of the Challenges. Probably not some of the longer ones like Nomad or Whiteout, but Hopeless Rescue and The Hunted 1 and 2 are definitely in the cards. On a more general note, while I do agree that my outburst at the end of the second episode was uncalled for, I am not sure I agree that playing and commenting on the game in a relaxed way is 100% necessary all the time. Everyone has their own style of playing, and everyone certainly has their own way of talking. Certainly, the game does lend itself to a quieter, more introspective approach, but there is still plenty to get excited about. Everyone approaches these things differently I suppose. I hope you'll come back and enjoy some of my future episodes.
  11. @cekivi I was under the same impression. It seems likely that the knife was at least intended to be the most effective for struggles, since it is prioritized when carrying multiple tools. You're probably right about the balancing being thrown off unintentionally with the addition of the hammer, but the only way to confirm that would be to run the same tests in a previous build of the game. @Timber Wolf Now all we're missing is exhaustive charting of how wolf struggles are affected by the various protection %s from clothing. With 14 clothing slots and however many available clothing items per slot, that should only take you the next year or so, right? lol Seriously though, to address the issue of sharpening, I have a very simple method. One knife and one hatchet are designated as my "mains" and receive all the sharpening. All other knives and hatchets get used first, and I just allow them to break and then harvest them. As for "when", I typically just wait until they are close to their breaking threshold. For knives and hatchets, I believe this is 15%, then sharpen as much as I can with the whetstone(s) I have. Like others have suggested, if I find myself idling with no other tasks to perform, I will pull out a stone and sharpen whatever, as long as sharpening wouldn't raise it over 100%, I hate the thought of wasting my whetstone's durability, no matter how slight.
  12. Can't you already eat only a portion of something? I mean, I know it's not something you do prematurely, you have to start eating first, then press esc to cancel eating, right? I do it all the time when food stores start getting low and I only need a few more calories to get me through the night.
  13. No problem, glad to help. I personally do the same. I'd like to say that I always maximize the longevity of my meat and fish by following my own advice about storing it uncooked until it hits 50% before cooking it. Unfortunately, I am very bad at remembering to check its condition frequently, so on a few of the occasions that I did, I came back to food that had fallen well below 50%. Cooking it still made it edible, but I feel like I lost efficiency by leaving it uncooked. Now I typically just cook it as soon as I get it before storing it outside. Yeah, lose some longevity, but I don't have to monitor it as closely.
  14. Just pulled some hard numbers off the wiki page. I won't list every type of meat and fish, but I will give Lake Whitefish as an example. Uncooked Lake Whitefish decays at a rate of 33.333% per day when stored inside, and only 3.333% when stored outside. When cooked, it decays at 12.5% per day inside, and only 1.25% outside. All meat and fish follow this same pattern, with only slight variations in the base decay rate. So it's easy to see that storing it outside is clearly superior.
  15. Always store meat and fish outside, whether they are cooked or uncooked. They decay about 10x more slowly when stored outside, but will still decay more quickly than packaged foods. Cooked food also decays more slowly than uncooked food, about half I'd say, but I haven't actually done the math. Also remember that cooking meat or fish adds 50% to its condition. So, for best results, store it outside and uncooked until it hits 50% condition, then cook it (back to 100%), and throw it back outside.