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ArcherAC3

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About ArcherAC3

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  1. Option to revert to old "Predux" UI please!

    Yup, I'd also like to disable the fire UI. It's just unnecessary. You already had the three tabs for fuel, water and food, and they looked better. It makes no sense AT ALL (for me) to change that for a dull black screen with 3 options. Sadly though, I don't even believe a Dev is going to read this thread.
  2. Can we have our condition percentage back?

    This!!! Please make a forum post in the wishlist section here about it!
  3. Option to revert to old "Predux" UI please!

    Agreed come to think about it. I am all for a more immersive experience with uncertainty and guesses whenever possible, so if there was an option to turn off the arrows I'd be all for it. Listening to the character non-verbal feedback and the ambient sounds around seem way more fun than having an indicator telling you precisely what is going on indeed. Another one of the reasons I liked the old UI was that the hunger icon would be over the "hunger line" on its bottom. So basically when reaching about 200 calories (if I'm not mistaken) the hunger icon would look as if it was empty. It was a bit like hitting the reserve fuel on the car and not knowing when it would go out. There was an odd but pleasing feeling about it as I'd be desperate to find more food.
  4. Option to revert to old "Predux" UI please!

    I was watching some "Predux" videos to help me getting out of Hushed River Valley and couldn't let of noticing the UI. Really, comparing both is sad, the old one was simply so much better and it blended so well into TLD environment. There are some unnecessary changes and decisions the Devs make that I'll probably never understand.
  5. Option to revert to old "Predux" UI please!

    Temperature (and taking notice of when you're doing more effort depending on the steepness of a slope on some occasions).
  6. Although he might be talking about the PC version, on the Xbox, if at all different, simply changing the HUD size is not really that effective. I made a thread here asking for an option to bring the UI back, stating why changing the HUD size does not fix the problem and that the size itself is not the only problem, but so is the brightness and proximity of the arrow to the symbols: http://www.hinterlandforums.com/forums/topic/21832-option-to-revert-to-old-predux-ui-please/
  7. Same here! I was thinking I was the only one to be bothered by it, but it seems like not. The colourful and bright pictures with a small text just takes your mind off what you should be thinking about and breaks the immersion so much.
  8. Post update issues

    Performance is a lot worse in the xbox as well. I'm not sure if it has to do with the Story mode, but ever since the start with the plane crash up to checking the Gas Station for supplies (where I left) the FPS is noticeably lower.
  9. Option to revert to old "Predux" UI please!

    That's another reason why I liked the older one better, you must have kind of a feeling for it, not absolute certainty - although if you wished to know in details your calories at least you could always open the menu. Hahaha same. It disturbs me SO much! I'm always expecting it to go clockwise and it goes the opposite direction, it's so weird. Gonna be some time getting used to it.
  10. Hello. I'm not sure where a feedback about the latest changes should normally be posted, so I decided to post here on the wishlist anyway. I'm really loving pretty much all the changes made both to Wintermute and Survival after the "Redux" patch, nice work guys! But also, while I didn't want to be that guy, I must say that for me the new UI feels like a serious downgrade. While the last one felt so much more immersive, having a beautiful draw style that looked so The Long Dark-ish, this newer one feels like some sort of compacted mobile game duller one. So, not only I have to say I absolutely didn't like the design and art style itself of this newer UI, but the symbols/icons are also either too small or too big (when selecting the HUD size presets) and the arrows pointing down/upwards by the side of those symbols -that indicate whether a necessity is increasing/decreasing - are barely visible, once they are just way too small and too close to the symbols themselves. Please, allows us to play with the old UI again, perhaps making it an optional setting or just reverting it as a whole. Thanks.
  11. Question Thread :: Milton Mailbag

    Hey @Raphael van Lierop, got a couple of question here that I finally remembered myself about asking: "Do you guys plan on adding the old 'search bar' mechanic back?" Basically - before the UI update - the [container/drawer/etc] searching process was a bit different. Instead of you receiving all the items by the end of the searching process like you do now (choosing only after the search what to take and what to leave) you used to receive the items, if any, while the the searching process was going on. Because of this there was a sense of despair when the searching bar was reaching the end and you hadn't get that can of beans or box of matches you so desperately need. This amazing article by PCGamer talks about it: https://www.pcgamer.com/why-i-love-the-long-darks-painstaking-search-mechanic/. He sums it up pretty well with this quote: "as that once innocuous 'Searching' bar takes on a whole new level of urgency and importance: whereby the closer it gets to completion without spoils, the further your heart generally sinks." "Do you personally think one should start a new survival save after December's update?" Without necessarily getting into details on what's going on under the hood of the game, what if some values in the game are also changed with the new update - for example cooking timing, damage or even if a new disease or feature is added, wouldn't it require a new survival save for them to be properly applied? "Any chance we can have the Brands back in the future?" I think they were one of the coolest items added into the game and was really hoping you guys would have found a way to bring them back. Taking a torch out of the flames seems to me a bit too elaborate for me, as torches seem more like an item that has to be crafted instead of just pulled out of a fireplace. Besides, the brand actually had that primitive and desperate feeling to it. Thanks!
  12. Milton Mailbag -- Dispatch #17

    Hey @Raphael van Lierop, got a couple of question here that I finally remembered myself about asking: This is a pretty small thing albeit it was also one of the (many) reasons I loved TLD. The question is "Do you guys plan on adding the old 'search bar' mechanic back?" I'll elaborate more on this. Firstly and before though, I've already made a thread on the wishlist some time ago after you guys updated the UI - although I won't ask you to read it now (unless you want to :D) http://www.hinterlandforums.com/forums/topic/18764-toggle-old-search-bar-mechanic-back - but just note that quite some people also agree and shared the same feeling with me as showed by the replies. Basically - before the UI update - the [container/drawer/etc] searching process was a bit different. Instead of you receiving all the items by the end of the searching process like you do now (choosing only after the search what to take and what to leave) you used to receive the items, if any, while the the searching process was going on. Because of this there was a sense of despair when the searching bar was reaching the end and you hadn't get that can of beans or box of matches you so desperately need. If this short rambling didn't convice you about how important this seaching system was, I'd really really love you to read this article by PCGamer: https://www.pcgamer.com/why-i-love-the-long-darks-painstaking-search-mechanic/. He sums it up pretty well with this quote: "as that once innocuous 'Searching' bar takes on a whole new level of urgency and importance: whereby the closer it gets to completion without spoils, the further your heart generally sinks." "Do you personally think one should start a new survival save after December's update?" You guys have been saying that only Wintermute saves will be deleted but Survival runs won't be wiped. I've asked a similar question on Facebook already and one of the devs already gave a pretty good response - saying that new items, if added, shouldn't require a new survival save so they spawn in the game (as long as there have been unexplored locations in that save). But without necessarily getting into details on what's going on under the hood of the game, what if some values in the game are also changed with the new update - for example cooking timing, damage or even if a new disease or feature is added, wouldn't it require a new survival save for them to be properly applied? I'm thinking about starting a new long term survival run now, but I'm wondering if it's better to wait until the update comes out in case I end up having to delete it and start a new one so I can enjoy the new update fully. "Any chance we can have the Brands back in the future?" I'm not sure of the reason they have been taken out of the game, although I believe there should have been one, yet I also think they were one of the coolest items added into the game and was really hoping you guys would have found a way to bring them back. Taking a torch out of the flames seems to me a bit too elaborate for me, as torches seem more like an item that has to be crafted instead of just pulled out of a fireplace - although what do I know about wilderness survival? Besides, the brand actually had that primitive and desperate feeling to it. You're minutes away from shelter, flames are dying out, wolves are howling nearby but you'll freeze if you stay in place. You decide in despair to take a flaming brand out of the fire in the hopes of scaring the wildlife away so you can get to shelter. Running in the dark with a bright flaming brand was awesome and terrifying, but it felt like the perfect item for such a situation. Well, I suppose this is it, not sure if 3 questions are too much. Anyhow, Thanks!
  13. Hello. This problem has been reported by me about less than a year ago and it is still present although it has been acknowledged at the time by a moderator/dev. Although I bought the game, after it's launch the game is not showing up on the Xbox marketplace for Brazilian (and probably other countries') accounts. Therefore, the only way to download the game is switching my account region to UK or US and then installing the game. I can play it without any problem after switching back my region to Brazil. The issue is finding the game so you can install it. This might though concern you guys more than me, as while it's just a bit annoying for me to do this in case I reinstall the game, you guys are probably losing sea as no one with a Brazilian account can even find the game on the store. Thanks.
  14. Question Thread :: Milton Mailbag

    This was an odd idea I had, and not sure how it would work with TLD lore: can we expect functional microwave ovens during the aurora? It would be great being able to heat that freezing cup of coffee or tea during one of those cold aurora nights when you just don't feel like or can't make a fire, and could use that extra warmth bonus together with some caffeine or tea to keep moving or recover some condition.
  15. I am not one for titles nor intros

    Upvoted, though I don't agree with everything. I don't think this would have any gameplay impact really. Who's to say he wouldn't drop the rifle while harvesting anyway since it's just an animation. Would be cool if the devs have the time, but not anything necessary I'd say. Not sure how they would implement #2. The main problem about fog isn't not telling a house apart from a lake as you stated, but telling where you are in relation to other markings you've done. I'd like having more uses for chacoal and, mainly, a way to decrease the time, which is the number one reason I don't map locations as I hate losing time and freezing/starving/getting thirsty outside while I could be on the move, especially on interloper. I believe this is already in the game. Interesting. I would also like an increase chance of spraining an ankle when sprinting over uneven terrain with heavier or worse shoes/boots (maybe also proportional on the item's condition). I'm not sure if this is the case already, but sprains seem much more like a random event than an immersive player-related one. Absolutely. I really wanted a reason not to starve during interloper, which I basically feel like a mechanic exploit. This with the malnourished/well nourished debuffs/buffs related to the character conditioning as well would be awesome! Yes! Based on last Milton Mailbag posts, the devs already stated that a scope is not in the plans and wouldn't be that simple to implement unfortunately.