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Sunwolf

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About Sunwolf

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  1. Level of illumination inside houses.

    I agree with this. If there are any windows at all, even with curtains drawn, an interior is pretty bright when it's full daylight outside.
  2. New cooking system is a total disaster.

    Posting an update to this. Overall I like the new system. The radial menu self-poisoning thing was the killer. Now that it's fixed, I give it a thumbs up, though I'd like to see an option to alter the size of one's campfire and thus the cooking spots around it rather than having to build several separate fires right next to each other when one wants to conduct a mass cooking session outdoors.
  3. picking up sticks

    I'd love to be able to pick up a huge bundle of sticks all at once rather than pick up 80+ sticks one at a time.
  4. Question Thread :: Milton Mailbag

    Would you ever consider adding a mechanic to put clothes on the various corpses scattered around? After a few hundred days or so, when the character is really starting to lose it, he/she could run dead body fashion shows. Oooooh, and you could add makeup to the game for the corpse fashion shows! I can see it now..."And here we have Steve wearing a fetching ensemble from Cabela's, though that left sock is looking a little torn. Probably a post-apocalyptic derivative from Mugatu's abortive 'Derelicte' campaign, but Steve is so rocking it!" Sooo....any plans in the works for something like this?
  5. Priorities

    I'm glad you pointed out that the difference, while small, is indeed important.
  6. Priorities

    I agree to a certain extent about Bethesda dropping the potato in the lap of the community...but that's Bethesda. It's what they do. Expect it and you'll never be disappointed. Also, no one forced anyone to mod anything. Personally, I'd prefer if everyone just stop buying Bethesda games (or at the very least stop modding them) until they pull their collective heads out of their collective asses and develop something worth playing off the shelf. This game is worth playing off the shelf. It just needs some polishing, primarily, in my opinion, to the UI. This is a game worth spending time modding. Hell, people are already modding it without official tools. If the tools aren't forthcoming I'm afraid we'll see a small group of diehards continue to play or return when there's a major update while the majority of players drift off to find something else. If the tools aren't forthcoming I'm afraid there won't be anyone left to use them when they do actually come out.
  7. Priorities

    At this point, what's "required"? With the possible exception of Wintermute, they could drop everything and go on vacation or retire and oh well because the game is essentially in a finished state. Or they could continue to work on it for the next couple years, fixing/altering a system here and there (that the players may or may not appreciate), developing new zones once or twice a year. Or they could leverage the creativity and time of their player base, letting the players fix what they want to fix, alter what they want to alter, develop what they want to develop, and focus on things like DLC content or even *gasp* a new game. There's a reason Skyrim is *still* on the Steam top seller list, 7 years after it was first released, and it's not because Bethesda revamped anything.
  8. Priorities

    That's the great thing about mods--they're not required. If you enjoy the immersion created by the game as the devs intended, go to it. But if there's something you'd like to see changed that's not high on the devs' priority list, the only way you'll be able to experience that change in a timely fashion is through mods. Personally, the only thing I'd mod is the UI. It's horrific. Think default Oblivion UI only arguably worse. Such an amazing game with such an awful UI...something has to give.
  9. New cooking system is a total disaster.

    Bless you people. I don't know why I didn't try this. It doesn't solve the issue of the masochistic's dream of a UI but it'll let me play the game without inadvertently killing myself, I'm on board. Thank you!
  10. New cooking system is a total disaster.

    I do that. However, when I'm not at one of my bases, I don't have a cookpot with me as they're prohibitively heavy. Is there another way to cook meat directly on the fire without having to go through the horrendous radial menu?
  11. Ok, maybe "total" is a strong word but as it stands now it feels like an April Fools joke. Coupled with the unmitigated mess that is the inventory UI and I'm finding my enthusiasm taking a nosedive. Up to this point I had been cooking meat in cookpots as I haven't had to carry them around because I've been spending lots of time indoors getting a foothold on a new playthrough. Today I started cooking meat on stones next to fires and the reports of misclicking and getting food poisoning are spot on. While I'm still up in the air as far as the cooking system as a whole (though I'm starting to warm up to it), the radial menu has always sucked and this food poisoning right/left click thing has made it exponentially worse. If you look at my earlier posts you'll find no one on these boards more excited about this game than I was. My initial enthusiasm has been replaced by continual eyerolls at the terrible inventory/UI and downright disgust at this food poisoning due to misclick debacle. When I first bought the game I was gushing about looking forward to playing it for years. Now I find myself scouring the internet for rumors of survival games where any frustration comes from difficulty and the consequences of making bad decisions rather than the horrendous UI.
  12. Priorities

    After an extended break, I've embraced Vigilant Flame and the changes it brings. I have some thoughts. I haven't yet made up my mind about the new cooking system. On one hand, it decreases game time spent solely cooking. This is good as it allows for a more efficient gameplay experience. On the other hand, it increases micromanagement as well as actual real time spent cooking (unless the player is ultra-efficient and has all his/her ducks in a row--which arguably increases real time spent planning so as to avoid increased real time spent cooking). Overall, I see it as a mixed bag. From reading player reviews, however, it seems like I'm in the minority as many players either love or hate the new system. I have yet to explore Hushed River Valley. I hear it's nice. My main problem lies in my concern for Hinterland's priorities. Games tend to have lifespans. With a few notable exceptions, games that were spectacular and groundbreaking a decade ago quickly became dated when the industry expanded and improved upon once-creative ideas. Players evolve with games and demand more as technology and their game libraries improve/expand. The way I see it, Hinterland ought to have two main priorities to which all other issues take a back seat: Mods and Wintermute. Let's start with Wintermute. While sandboxing can be fun and rewarding, I'm afraid many players will burn out on the game before Wintermute is finished. I'm also concerned that Hinterland postponing the completion of Wintermute, in favor of addressing things like the cooking system, will damage their bottom line and thus the potential for The Long Dark to become what it could and ought to be. By this I mean that new sales of the game would be best served by completing the story mode rather than spending energy on individual systems that, while imperfect, are functional. This is my opinion. I could be wrong but based on my own burnout cycle as well as feedback from many friends who play the game, I don't think I am. While Wintermute is important, officially sanctioned modding tools should be the absolute number one priority to which all other concerns, including Wintermute, ought to take a back seat. The one thing I've learned about The Long Dark is that every person has a different idea of what makes the game great and what should be changed and how. Logic dictates that if everyone wants a different experience, instead of spending time and energy changing things like the cooking system and hoping players will like it, why not give players the tools to change the cooking system themselves if they so choose? It could be argued that the games that have lasted the longest with the most player enthusiasm are games that allow the community to change and evolve the experience of playing the game based on their own preferences. Skyrim, released late 2011, instantly comes to mind, but I would argue that it's just the latest in a series of games that keep generating enthusiasm years after other games, released around the same time, die off and become bargain-bin fodder. Oblivion (2006) continues to enjoy a healthy modding player community, as does Morrowind (2002). Hell, you can still find many active Neverwinter Nights (also 2002) persistent world servers, even though its been years since the developer took down the official NWN servers and, in essence, abandoned the game. I believe that the ability for players to create their own experiences through modding toolsets are what sets these games apart. Because of this, I also believe that Hinterland would be doing themselves a favor if they stopped everything else today and made modding tools their one and only priority.
  13. CROSSBOWS

    Oooo, character background!! I love this.
  14. Moose Do Not Bleed

    I hope this is a bug. Everything bleeds.
  15. Sharpen arrows with knife?

    I think it's a perfect suggestion, particularly the arrows being limited to take rabbits. Based on everything I've read since I started playing, some people are able to "get" the stone throwing/rabbit mechanism while some people just can't seem to make it work. This would provide them an easier, reliable method of taking rabbits with the balance of A) you're burning through arrow shafts you could otherwise hunt bigger game, and B) you're burning through your bow's condition, C) you have to spend time crafting your ammo, and D) because of A-C you wouldn't be able to use this hunting method to establish an immediate foothold survival-wise by acquiring first-day guts. If nothing else, for the player set for the long-term, this would provide additional motivation to learn how to hunt rabbits with stones, but for those who really don't like the stone mechanism it would provide an alternative. And more options, provided they're balanced, are always better than fewer.