Wish

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  1. @Admin This is a sad post about a minimal/non-issue. Timelines get pushed back all the time--it's part of the nature of the creative process. Ever try to create or assemble something and it takes longer than you thought? We all have. Through the Long Dark, Hinterland has provided the most hours of content for the cost of any game I have ever played, and it is one of the best games out there. It is okay to try something and not have it work out. Ambition is good. Trying something and having it not work the way you want is normal. Anyone concerned about the devs not meeting X timeline for X content needs another hobby. Hinterland: just like interloper players (myself one of them) do not represent most of the players but are often the loudest, the complaints on here about Tales and new content are a minority as well. Give yourself a break and know that your creative work is both amazing and appreciated. Take your time and make it great.
  2. Thank you, Hinterland. You have provided an incredible amount of content over the years. As a long-time interloper player, I am not bothered by the exclusion of interloper from the Tale. You have earned my trust in your good judgment. Keep up the great work!
  3. I'm sorry that happened, Kitsune_Wizard. The exact same thing just happened to my 584-day character in the same location about five minutes before writing this. I drowned on the ground next to the barrels. I found your post because of it and wish I had read it sooner!! I'm glad I wasn't using my main character to explore the new zone. I'm on PC, so no unofficial previous save option like you had. Giving some indication that you're slipping could be useful, like ajb1978 mentions: There are indicators for weak ice, sharp inclines, etc. Indicators are a useful mechanism because you can decide to take the risk or not, which is part of the fun and what makes the game a series of interesting choices (but a new indicator is unlikely as it would be a whole new thing). Killwalls are frustrating because they are sudden, and in the case of this post, inexplicable. When you perish by impact, you see yourself falling beforehand. When you are killed by an animal, you're in a fight before you die. When you die by other means, you hear your heart beating, etc. Unexpected death with no prior indication of danger feels cheap. Another option in survival mode is for new zones to be in beta mode for a while after release, as it's impossible to find every issue prior, and let players decide of they want to risk permadeath during this period. I'm 100% in support of permadeath on survival mode, love the game, and appreciate the team who makes it, but there should clearly be consistency on what kills you and what doesn't. Drowning on land is both frustrating and disappointing, and discourages the primary experience and enjoyment of the game—exploration.
  4. Astrid, because I feel like I'm helping her. Chivalry FTW!
  5. Wish

    So good...

    That's a long-term, arrow-saving survival skill right there!
  6. Hi All, I have not found quartering to be essential. Different people certainly play in different ways. Looking at my stats really quick, I've got an old 548-day voyager run and a 748-day interloper run that I currently play. Looking just at my interloper character, she has killed 40 bears, 8 moose, , 90 wolves, 19 deer (excluding wolf-encouraged deer kills) and 960 rabbits! I never quarter. Part of the enjoyment, at least for me, is staying up all night fishing or cooking bear meat. When the wind comes, I've found I can usually feed the fire one stick at a time in 9-minute intervals to keep it going until the wind dies down; except for a full-on blizzard of course, but you can mitigate that by downing the animal with good aim in a location mostly protected from the wind. For my play style, when I leave the meat outside of my nearest base after harvesting it elsewhere, I simply drop the cooked and raw meat in different piles and move on--I rarely cook inside my shelter (save fishing huts). Also, concerning the idea of saving time by quartering or not quartering, one of the pleasures of the survival experience with no predetermined end is not worrying about how long something takes. I'm simply existing and living in those moments. For me, cooking outside for 8 or 10 hours or so on interloper is part of the enjoyment. Who doesn't enjoy a good fire? Also: Thank you, Hinterland Admin, for reminding us to be mindful of the way we comport ourselves.
  7. Wish

    Knots

    Hi All, Not sure if this has been mentioned, but one idea that comes to mind is knot tying. Knots could be tied into the mountaineering rope to make climbing easier (similar to the benefits of crampons). This activity could be done in the dark when one happens to be awake. A book about knots fits in with the world, and perhaps you can only tie knots in the dark after you obtain a certain proficiency. Tying knots could read like a percentage complete, just like crafting; either the benefit doesn't kick in until all the knots are complete, or it acts as an associated percentage. The balancing counterweight to it is that it takes energy to perform, or it takes two ropes to make one knotted rope. Players (including myself) are often looking for beneficial activities to perform when there is no light, and this could be one of them.
  8. I play on Interloper and I enjoy collecting all the books I can find on the island to create my own library of sorts. It is quite satisfying. This usually ends up like carpeting, as the books always orient themselves flat instead of vertically, even if the book is vertical when you find it. While I am not a proponent of expanding base-building in this world, if I had one wish in this regard it would be for the option of situating closed books upright on shelves. Books FTW!
  9. I, and I am sure many, many others, sincerely hope the hardworking Hinterland folks understand that only an extremely small percentage of people would even consider writing such a gobsmackingly obtuse post such as the one quoted above. We sincerely appreciate your studio's creativity, communication, and commitment to The Long Dark and its fan base. Thank you for the updates.
  10. Slowly twirling dust motes illuminated by the windows.