bikingviking

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About bikingviking

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  1. @Raphael van Lierop This is a fair point and something I didn't think about. I feel like some of the community backlash (especially re: Story Mode countdown) has been unfair and overblown. But that doesn't change the fact that people were upset and review bombs are no joke. You have indeed given us a lot content for free, which is why I brought this up. When I bought TLD in 2014 I got a really great early access game that was more than worth the $15 I spent. When I came back in late 2016 it was basically a new game. Then in 2017 we got Story Mode episodes 1 and 2. In late 2018 we got Redux. And still three more episodes left to go! I love getting nice things, but I also want you to have good cash flow so we can keep getting nice things Please keep this in mind. I agree about finishing Wintermute before paid DLC, but I also feel like there's a lot of appetite for new content, and people willing to pay for it.
  2. I bought The Long Dark in 2014 (almost five years ago!) for $15 on a Steam sale. Since then I've played ~1,000 hrs which easily makes this my favorite game ever. I'm always a fan of good value, but it's also in my best interest that Hinterland stays healthy and solvent Do you have any plans to release paid DLC, like new locations, episodes, tools, stories, etc? I think there would be a lot of interest in this.
  3. The Long Dark already is a full zombie survival game. What's going to change by adding a few more?
  4. I was expecting to get some disagreement on this topic Here are few responses. @Timber Wolf suggested that wolves can "be avoided almost entirely if you know the maps and plan ahead". This is true. But the maps are huge and complex. I know a few safe corridors between the main bases and that's it. I know some locations are wolf heavy (ie. Quonset Hut, Mystery Lake, etc.) and prepare accordingly. But despite playing hundreds of hours, I don't know the maps that well. When I try exploring off the beaten track, I usually get killed (by wolf attack). A couple people have suggested they're easy to avoid if you're careful. Also true. If I constantly stayed crouched, moved forward at a snail pace, scouted every open area thoroughly before moving in, I'd surely live longer. The problem is, I want to have fun. The TLD devs have made a huge, beautiful world that I want to run around in and explore. Every time I try exploring, I die (by wolf attack). Curious question for people in this thread: how many long (say 50+ days) Stalker games have you died from anything other than a wolf attack? To reiterate an early point, I think wolves are an important, exciting and essential part of the game. Pilgrim is boring. The wolves keep it interesting. I just want fewer of them and a harsher environment. Randomized locations would be great. A less insane respawn rate would also be great. I want The Long Dark to be about wilderness survival, not the zombie apocalypse. For now, I've figured out a good solution to this problem. I'm going to play The Flame in the Flood.
  5. I think the mechanics for sprained ankles/wrists need some work. In current versions of The Long Dark, I can move down an almost 90-degree cliff edge like a mountain goat, without falling or taking any damage. Yet I regularly fall when moving across flat land in perfect health + suffer wrist or ankle sprains. I think there needs to be be more consistency here. I completely understand falling on flat land if I'm tired, hungry or in low condition. But overall I think the steep inclines need to be more dangerous (and prone to sprains), and flat land less so.
  6. This sums up how I feel the best. The devs seem to feel the best way to make The Long Dark more difficult is to throw more wolves at us. This definitely works, but it's annoying and less fun. It's supposed to be a wilderness survival game. There are many simple ways to make the game more challenging with a harsher environment. Colder weather (indoors and outdoors). Storms that last for days. Fewer hours of daylight. I think Interloper has the perfect balance between wolf vs. wilderness danger. However the sheer brutality of Interloper means that less advanced players (ie. myself) rarely last more than a few days. So I'm playing in Stalker, trying to learn the maps better, trying to learn where the wolves are, trying to improve my avoidance tactics. Instead, I'm holed up at the Farmhouse, well aware that an exploratory hike will likely end in death. Not much fun.
  7. Every achievement you've suggested here is for single game. Do you think we should have single game achievements/feats as well as the perpetual badges?
  8. Agree! I think Cabin Fever is important and they got it perfect in v.388.
  9. Can you elaborate on what you mean by further encouraging starvation? Even if you lose more calories passing time, you also don't regain condition. I don't follow. As for the mechanics on Cabin Fever, I think they do fix the hibernation issue. Caves are not always nearby. You need a lot of cloth and sticks (not always available) to build and maintain a snow shelter. You can still freeze in a cave or a snow shelter; maybe not after you craft the bearskin bedroll but that's 30-40 days in. Of course if you're really good at the game, you can work around it easily, but I think that's the point
  10. @Troxism When I mentioned "hibernation" I was talking about the olden days of TLD where you could sleep without being tired, no Intestinal Parasites and no Cabin Fever. It was pretty easy to take down a few animals, cook the meat, then spend days (or weeks) doing nothing but sleeping eating and drinking. People were scoring ridiculous runs on the leaderboard and it was a boring way to play the game. I figured Cabin Fever was a response to this. You're right that it's fairly easy to avoid. Even if there isn't a cave nearby you can just build a snow shelter. My complaint was that it's way too aggressive. In Stalker I'd be spending 3-4 hours outside every day and still run into the risk regularly. In v.388 Cabin Fever seems to be retuned and it works great now. If I spend an obnoxious amount of time inside (ie. long crafting projects) it comes up, but otherwise not. I think it's a solid mechanic and with the right tuning it makes the game a lot more interesting.
  11. Update: since writing this post, I've gone on a couple of Interloper runs. I think the wolf frequency in Interloper is perfect. They're out there, and they'll get you if you're not careful, but you can actually move around the world a bit without constant wolf encounters. So I've edited this post title and made it specific to Stalker. My current Stalker run is getting super boring. I'm holed up at the Pleasant Valley Farmstead and don't want to leave; it's no fun exploring with so many wolves to avoid, and I'd probably just get killed. As a result I'm just not having much fun with The Long Dark and have been playing other games instead. Wondering if anyone else feels the same?
  12. Yikes! That is ugly as sin, and the 5 kg weight is not worth it at all. The wolfskin coat is too heavy also, but at least it looks good, and very easy to find parts for repair.
  13. Totally agreed. I didn't even know about the restriction on breaking sticks off bushes at night. That's way too aggressive. I have total confidence the Hinterland devs will refine this mechanic and get it right. They've done so with pretty much every other aspect of the game so far.
  14. I think this is actually a good mechanic. Your inability to do certain things in darkness makes the day-night cycle feel more real. However I agree this mechanic is too restrictive, it needs some work. IMO breaking down an item in darkness should come with a risk of injuries (lacerations). Or you can break them down without a tool (like you suggested) but it takes longer. I'd much rather see a tradeoff here than a complete ban.
  15. This has been my biggest complaint since the early days of The Long Dark. There are way too many wolves (increasingly so in recent updates) and they're killing the fun. Don't get me wrong, I think wolves are an important part of the game. Their AI is incredible, stalking mechanics are outstanding, bow hunting them is super exciting, and they're generally easy to avoid. I just think there are way too many of them. They dominate the gameplay, they're the leading cause of death (by a long shot) and they detract from the wilderness survival elements. This is highly frustrating, especially for a game that advertises "There are no zombies". Respawn rates are way too fast; in Stalker you can clear out a whole area of the map, and it's crawling with wolves again within 4-5 days. If it was easy to win wolf fights I might feel differently, but a recent attack took my heavily clothed and armed character from 100% to 35% condition in one go and I barely survived. I wish The Long Dark was more of a wilderness survival game, and less of a wolf survival game. Thoughts?