Sunwolf

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About Sunwolf

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  1. I'm very impressed with the new developer update. However, I'm nervous as well. I'm nervous about what I like to call "resource creep". I'm not sure if there's an established term for it but it amounts to adding new mechanics and resources without doing anything to increase the difficulty of the overall game beyond static difficulty setting adjustment. Over time the end result is, while there may be a few "hardcore" zones that provide some challenge, the majority of the zones, particularly those that were introduced early in the game's development, become boring and easy and fail to provide any meaningful sense of threat as the game goes on. I can already see things like the active feats system as well as in-game stuff like the moose hide satchel causing this. The mechanisms already in place (progressively increased cold, reduction of wildlife, etc) help but I'm not sure if they help enough. Has "resource creep" been discussed in-house and if so, are there plans to address it beyond what's already been implemented?
  2. Will you ever implement a jumping mechanic?
  3. How are you guys doing financially?
  4. Thank you. Thank you. Thank you. Oh god, thank you so much.
  5. There's this thing called the "internet". I'd bet everything I own that if you really want to see it, you'll get your chance.
  6. Sure, but how often does this happen? Do otherwise healthy people, even when spending their time in harsh, uneven terrain, get sprains once a week? Once a month? No. In this game, regardless of any other factor, we have to carry around painkillers because the sprains are just that common. This is not realistic and it's one of the few things that glaringly fly in the face of common sense, experience, and immersion.
  7. Sure, if you have the wrong shoes. But from my experience the shoes don't matter. I've been screwing around in the Rocky Mountains (not northern Canada but it's still the same terrain) my entire life and I can count the number of sprains I've had on half of one hand regardless of shoes, slope, snow, etc.. This sprain mechanism feels arbitrary, like they wanted to have a sprain mechanism so they threw one in at the last minute and didn't really make it responsive in any way to in-game conditions. If shoes or terrain had some noticeable effect on the likelihood of a sprain I'd be far more willing to buy into it. As it stands now, it's just annoying and makes no sense.
  8. This is why I always play custom settings. Unlike the vast majority of the game, the sprain mechanism (I just bunny hopped my way down the back of Timberwolf Mountain without an issue, but sprained both my wrist and ankle at the same time while walking up the slope to the cabin), is horribly borked and makes no sense whatsoever. So I just eliminate it from consideration. Problem solved.
  9. Well done. I can't comment on how you treat your employees *cough Rockstar, Telltale et al*, but from a customer perspective Hinterland is a shining gem in a sea of rancid dog vomit when it comes to responsible game development. You could have easily cranked out Wintermute and turned off the proverbial sandbox tap, then started pumping out DLC like virtually every other developer on the planet, leaving even your most rabid fanboy with a mild bile taste in his or her mouth. Instead you choose the responsible route, valuing your customers as human beings, partners in your business if you will, as well as demonstrating a work ethic and pride in your product we rarely, if ever, see anymore in this industry. Thank you Hinterland. Thank you for re-instilling a small measure of faith in humanity.
  10. My suggestion to the OP's question is, don't ever lose the fear of permadeath. Keep foremost in mind that everything you do is a calculated risk. Decide on a base of operations and then gradually move out from there. Never extend yourself past the point where you can retreat to safety. Assuming your difficulty settings allow you to, establish caches of supplies and make a note of where they are and what's there. Once you feel moderately safe in an area, focus on working your skills up to higher levels. At some point you'll start to feel cocky and figure you can handle the additional risk and your decision making will subtly change. Be aware of this, realize you're losing your fear of permadeath and discipline yourself to reign yourself in. That being said, when I hit this point I start to get bored and make the disciplined decision to accept the increased risk in light of the increased reward of the thrill of succeeding under increasingly adverse conditions. That's when I usually do something stupid and die. But it's ok because I keep things in perspective and realize I only died because I lost the fear of dying and got cocky. If you don't want to die, don't lose the fear of dying. If you lose the fear of dying and die, just shrug, start a new game, or go get a snack. Maybe some pork n' beans or some peaches or something.
  11. This guy's actually pretty good. He's entertaining and competent without being obsessively pedantic or obnoxious. Good recommendation!
  12. I'd check him out but I prefer excessive profanity.
  13. I'd like to say two things: First, I desperately look forward to hunting wolves et al with a spear whilst flying an airplane. Good times! Second, I hope you didn't hire Bob. He's a bit of a drama queen and tended to annoy others by waddling furiously through the office, waving his hands above his head and babbling incessantly about how John Cena should've been cast in Game of Thrones. Seriously though, this is all great news; I'm never disappointed in a wait as long as the finished product is quality and you guys have produced nothing but so far. Thank you for the news.