Pillock

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  1. Use of present tense suggests it's nearly ready to launch?
  2. I know you don't like talking about release dates anymore, but I was wondering whether you can say if the next update - whenever it comes - will be for Survival Mode or for Wintermute? Or with the splitting of the team into the two sides of the project, will it just be whichever of them finishes first? (I can't seem to get rid of this quote box on my phone, but it doesn't matter much, I guess)
  3. It's also a game. It's an interactive experience, not a passive one like an animated movie. I'm sure there are good reasons for locking you out of Trapper's; I just thought it felt a bit weird because those reasons aren't immediately obvious to the player. It might be in order to usher the story forward, but I'm not so sure. I don't think an author should be expecting their audience to have to recognise narrative writing techniques in order to make sense of what's happening and why. That wouldn't be a sign of good story-telling. Changes of pace should feel organic and natural to the audience. This particular event feels contrived.
  4. Surely that ought to be up to the player? Why should the Devs/Author care how we choose to pace ourselves? Getting kicked and locked out of Jerry's place didn't bother me much. I just thought it was weird!
  5. I really like the idea of this! (Maybe on condition it didn't mess with existing saves?) The current loot locations can feel a bit stale once you get to the know them over time (I've never looked at the loot table data, just played a lot of hours. Why anyone would want to ruin their experience by doing that is beyond me). Is that flare under under this bench? Is the hacksaw on this shelf? No, it must be in the other place then. Etc. Refreshing it would be great: almost like exploring the world again for the first time. Less meta gaming is always better, as far as I'm concerned. What I'd really like to be able to do is set custom variables on the amounts of certain items, then have them randomised across all their possible down locations in the entire world. So, for example, set rifle availability to between 3 and 6 (say), but not know exactly how many there are in total or in which rifle spawn locations they are: you might get several in one map and none on most of the others. Same goes for the other important tools. I think that'd really mix things up and make each play through more different from each other than they currently are.
  6. The way I look at it, Wintermute is a commitment that Hinterland have made to their customers. Survival Mode isn't. You could perfectly argue that Survival Mode is 'finished' in terms of the product. The fact that HL have continued to update it (for free!) with new features as well as fixes, and have consistently indicated that these (free!) updates will continue in future, is fantastic for us gamers, but it's not incumbent on them to do it. It is very generous of them nonetheless. But the game was and is marketed as including a 5-part story-mode as part of the base purchase. Until that base commitment is completed, I just think it looks bad if you start charging money for new content. I'd happily buy DLC before or after Wintermute is finished. But I don't think it's a very good idea from a customer relations point of view to release it before Wintermute Ep. 5. I've read several times @Raphael van Lierop over the last couple of years commenting on how he and the company take review score averages (on Steam, for example) and customer feedback pretty seriously. That's a good thing, I think. He's also admitted to having made a couple of mistakes when it comes to player feedback and relations - the 'countdown to the countdown' thing and the initial Wintermute release in August 2017 not being up to their own standards are examples. I think releasing paid DLC before completing Wintermute would have a similar negative effect, and they're wise to be reluctant to do it. I don't think they should.
  7. I disagree. I think Wintermute ought to be finished before any paid DLC is released - Wintermute is supposed to be part of the base purchase of the game, and the full release version isn't truly 'finished' until Wintermute Episode 5 is out. I'd be really excited to purchase and play new paid DLC after that, though. Looking forward to the new Devblog, by the way!
  8. Pillock

    Episode 3?

    Wintermute is supposed to be a "Season" of episodes. You can't release one episode every year and call it a Season. I think 3-4 months between episodes is about right. Six months would be pushing the limit. Otherwise, people will forget what was going on in the story and lose interest.
  9. I haven't set up camp there since I was attacked by a bear while asleep in that train car. If this is still a possibility, It'd rule it out for me.
  10. The problem for me with this choice was that I am not Will. I'd like to think that if I found a badly wounded criminal (even a murderer), that I would do what I could to ease their pain. Except, I don't know how I would react if I knew that that criminal had harmed, possibly quite badly, someone close to me who I care deeply about. Will is clearly angry with Hobbs for that reason. But I'm wasn't. I know that Astrid is probably alright, because I know that Astrid plays an integral part in the story later on. But Will doesn't know this. As a game/story choice, I think it would have had much more impact on the player if we ourselves had been given the chance to make some sort of emotional connection with Astrid before coming across such a dilemma: if this type of decision had been presented to me in Episode 5, after I'd spent hours in-game playing as and getting to know Astrid and her story, then it's likely that I would have felt something more genuine about a character who hurt her, and it would have affected what I did next much more. For me, it wasn't a very convincing moral choice, for that reason. I pulled the knife out because I reasoned that it probably wouldn't make any difference to the story or my progress in the game either way, and I didn't feel like killing someone just for the sake of it when there didn't seem to be any reason to.
  11. I got killed like that once. I was in the middle of breaking down a crate in the Maintenance Shed when the aurora started, and I must have been standing on a cable. Zap... Dead.
  12. Yep. I thought exactly the same thing at that point. It made me think that perhaps I was meant to have had an encounter with the bear during the trek across Forlorn Muskeg, and had somehow missed it. There was no apparent reason for the bear to be "not so cocky now" because I hadn't had the chance to "go full Grizzly Adams" yet. All I'd done was make the spear at the forge and walk back. I wasn't even carrying it in my hands, so how did the bear even know about it?
  13. This could be an interesting new mechanic if they introduced it. They could have the same relative ease of walking across the top of shallow snow on hard ground as we have now, but restrict it to the common paths or main routes across maps. There could then be deeper snow, which would be slower and more hazardous to traverse in more 'off piste' areas. Places like TWM would be primarily made up of the latter, making the trek to the summit (and back) more challenging - and therefore more of an accomplishment. Desolation Point and CH would be primarily easy walking along roads and trails. Mystery Lake and Pleasant Valley would be more of a mixture. It would make certain short cuts or wolf avoidance routes more treacherous, but perhaps giving a risk /reward balance.
  14. Pillock

    My ideas

    There is no point in adding more guns. There's already 3 different items that can be used as weapons to kill animals (soon to be 4 when the bear spear gets into Survival mode). And aside from bears, which you can avoid by just keeping your distance, there's fire torches and flares to help deter dangerous animals. The only reason to add more guns is some whimsical notion of "variety". But why not add more variety to food items, clothing items, books, tools, animals, etc., before you start putting more guns in?