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  1. Milton Mailbag -- Dispatch #17

    Interesting post. I don't really understand the many complaints against random sprained angles. From a gameplay it makes sense that there should be some random risk involved with traveling/climbing. With all the medicine available (Great bear is a big drugstore) it isn't a problem. From realism perspective - you should consider that walking with 25-30 kg on your back (including bedrolls, long sticks, 25 pieces of coal, pots etc.) in thick snow along slopes could easily trip or sprain you.
  2. I love snares after this experiment

    I like the trapping too - and it's not the snare mechanics fault. I think the main reason many players avoid snares is the low calorie yield pr. harvested rabbit (time+tool use) compared to simply shooting a dear. Deadman challenge aside - it's primarily early game you are in any calorie need in interloper and in the early game cattails and carcass' does the trick easily (plus found food). It's simply inefficient.
  3. Milton Mailbag -- Dispatch #11

    Best mailbag since the beginning
  4. Yes. As demonstrated by others it is very possible to play the game normally (without minmax, seeing beyond code etc.) while still having a shot at this. As in normal game getting the bow is key if you don't wanna exploit the cooking skill bug and other min/max-stuff. You need a bit of luck early game getting namely a hacksaw though. This challenge demonstrates to me how The Long Dark can really benefit from a higher skill ceiling by increasing the challenge of survival over time in the normal interlooper game. It will be more fun to play and more fun to watch.
  5. Actually this is a lot of fun. My first attempt I spawned in ML near the logging camp and went unnamed pond, trappers and camp office 1 day. No prybar, no matches, no Mag.lens. but a bed roll. Found matches at the derailment, made 4 L water and went to sleep somewhere around 80 pct. health. NExt day was lookout where I found a hammer then logging camp and the dam. Tried to harvest cattails at the river but had to maneuver around a moose (). Day 3 I was going through ravine getting cattails on the way sleeping in rabbit groove in CH. Day 4 was Rabbit Island, fishing camp, logging camp and the dear by the camp around 45 pct. health. Day 5 I went to the qouncet where I found my beloved hacksaw. From there to the lookout and the small village beneath it. Day 6 the food situation was kinda dire, so I chopped some rabbits near misanthropes. Bad weather and a pack of wolves caught up and I was flanked without any bait or wood for emergency fire. Survived the attack with 11 health so could have dragged it to 7 days - but GG. My 2 cents on strategy at this early stage Go even faster than regular Interloper. Calories is time - don't waste time on rabbits or repairs unless it really fits in your day. Use teas/coffee or cans to boost cold protection since matches won't be an issue anyway. Only real option to get to 30 days seems to be to get a bow somehow - I think by going through FM forge where food is ample. Since the world is cooling I would guess that you need to hit the forge around day 7 - 8 to have a chance with saplings curing somewhere at the same time. Will try again some time.
  6. That it is.. honestly, it makes for the most entertaining TLD streaming I've ever seen.. Isn't it interesting? Attention and excitement comes when the skill ceiling is raised. Might try this
  7. Clinging to life on Interloper

    Good story again. I usually go over the fence just outside the mine clinging to the right side till the cave. Get in and get warm. Then sneak on hugging the cliff till the basement.
  8. Summer style the Long Dark?

    Actually, asked and answered by Ralph. Requires almost making a new game.
  9. The short, but very dark, dark.

    Very cool story - nice moodshots I've actually had several starts like that on TWM. So now when starting TWM I go fast as possible Mounteneer hut (static matches + at least 1 good item (saw/mag lense) + skijacket (most of the time). If possible I collect all loot from the fishing hut on the way. Depending on the day/weather I collect cattails at the creek or sleep for 1 night exactly then go PV collecting at least 20 cattails on the way from the little creek/canyon. There are lot of sticks to chop and reclaimed wood to break, so 1 night you can almost always survive.
  10. Extra Tinder Decrease Ignition Time

    Good suggestion. Keeps tinder relevant midgame where the real time to start fire gets annoying. +1
  11. This is the point. It really doesn't matter if it was intentional or not at some point. We all try to make the game better - some by suggesting new wildlife others adjusted mechanics. (I doubt it however it was intentional - why make a caloriemeter to show burned calories pr. day while allowing 1/3 consumed with very little consequence. Doesn't make sense. Seems like a simple scaling problem; the damage from starvation in one day makes sense but continued starvation doesn't).
  12. I can only speak for myself. (As can you ). When opinions meet its a debate and from that can come a better understanding for both parties. I would rather you told me which mechanic of the above you like? While I start to realize that many players have concerns about making the game harder, I really don't think any of the abovementioned makes the game significantly harder - just different.
  13. Yes myself - haven't found any others yet. To me at least the game is about surviving at all cost what challenges presented by the game to the best of my abilities . Thus getting thrilled when locating stuff to help, avoiding danger in a new way or to find a new strategy. That's in fact the whole game element. Selfimposing a lot of selfmade "laws" draws from the experience. Adjusting mechanics can give new experiences, contain new need for strategies etc. Example. Ralph teased that there could be introduced a need for drying wood before it will burn as good in the game. If introduced it will surely force new gameplay, new strategies for survival, restrict something, forcing innovation. In short - fun fun fun. Using your argument however, you would say "no, people who want it can just simulate it by choosing not to burn wood before its dry and the can make up their own rules for that" Let folks do what they want ? Thats is why the new cooking system was brilliant in my opinion - forcing new gameplay.
  14. False Expectations

    Mission accomplished!
  15. I'm very happy for this post since i'm very much in disagreement with it . An exploit to me is simply a misuse of a game mechanic to get an unfair or unpredicted advantage that breaks immersion or difficulty. The game surely wasn't designed so you can survive with 900 cals and burn 3000 every day or b-line down timberwolf mountain at a 70-80 degree cliffside with 50 kg of gear avoiding all ropes. It just a consequence of developers can't think of everything. So pointing this out is just feedback. To me these things chip a little away from some of the great things. Example. When carrying a little (0.10 gr.) meat wolves are almost no threat because you can just drop the meat and shot the wolf from close range. I would argue that the bait-mechanic was introduced not to make bowshots supereasy but to give players ability to avoid a sticky situation with a wolf running away. Increasing the range the wolf will ignore the bait and introducing a minimum weight is a small solution that to me will reintroduce the need to be good with the bow against charging wolves. The real agenda of your post seem (maybe) to be that it is dangerous to discuss these issues and that we should just live with it. I strongly disagree for several reasons. First this is the wish list forum. Surely it can also contain other things than "I want [insert random canadian wildlife/gnomes/items/food]" . I think we should also include things that could iron out some mechanical issues - no harm in that. Secondly, I really think most players got attracted to the sandbox (including me) because it's god damn awesome. Play your own story, solitude (and no silly zombies or bunnies ). And modifications such as new regions and cooking, mapmaking etc expanded on that. But I think that with some simple tweeks and maybe a strengthening of the mid game it could be even more awesome and fun. This would give freshness and purpose to af large playerbase, new DLC's etc. Surely the purpose of a forum is to discuss these issues among the players of the game - and not just say "it pointless, lets wait for the next game". Finally, to my understanding its very normal to finetune balance and mechanics of a game based on player feedback. There's really NO way Hinterland Team could spot or test the many ways players can use the game. So to discuss is feedback but not all feedback will result in anything. Respectfully,