ltnshinysides

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Everything posted by ltnshinysides

  1. As always, I love that the game has not been made easier. It seems the team has struck a great balance that presents experienced players with more depth and challenge while not alienating new players. You and some other choice indie devs are everything that is right about the gaming industry right now. Many thanks to the Hinterland team for making me love video games again. Props
  2. Somehow missed there was a new survival region coming in the update after this next one. I'm extremely interested in this. Hopefully we will get a teaser photo or screen shot sometime later this year.
  3. One cold night out on the ice. This looks more like a screenshot from a WWII game. Super Moon. Stocked fishing hut No screenshot post is complete without and Aurora shot. Unfortunately this was the last screenshot I took. Back to day 1....
  4. Fantastic insight. I'm starting out a fresh new game and this is the first place I'm heading! Thanks for the info.
  5. Damn, not super happy to hear that. Hopefully my experience will somehow be different, but it does not really sound like there is much room for variation. Oh well, thanks for the heads up.
  6. Can you elaborate? Seems odd that Hinterland would fumble so badly.
  7. I'm hoping that as the episodes progress (3,4,5) we may see some new skills appear as the story progresses and so does the characters experience, skills and abilities to survive become more developed. In this way skills that are given to you through the course of the story mode could be earned or learned in survival mode. I do think its relevant to know that this is really not a crafting game and that is why we have an apparent lack of items to craft. It is also probably why they are slow to allow more crafting as it can totally alter the mechanics of the game and cause some items, play styles, or skills to be basically irrelevant. That being said I feel like being able to create at least one more structure maybe an igloo. This would allow harsh areas that you normally only pass through could now be used on a more long term basis. This would give us the ability to really explore and experience an area without constantly questioning if its worth it or if its just a drain on resources to stay out in the bush for too long. Also it would be killer if you could make and igloo and use it as a fishing hut, I totally agree we should be able to make our own fishing hole. Even if we have to find weak ice, heavily damages tools or has very little fish due to the area, that would all be fine. I think in a nutshell people are starting to really want to have some affect on their ability to increase gathered resources when they are more established in an area. Even if its just a slight advantage. Right now the rabbit snare is really the only way we can do this. A better use of cloth and hide for crafting I think is sorely needed as well. More options even if they have limited use would give us something to do on downtime and give everyone a slight edge. Not to mention, dear god use up the massive amounts of cloth and hide that I've been piling up. I mean I rip down piles and piles of curtains only so it can sit around as a pile of cloth. Let me do something with it. For instance let me make more sheets or something that would make a bed more comfortable. This could provide a modest buff of either being 110% rested much like the well fed buff or even just shave off the time it takes to get a good nights sleep. Lastly the bear spear or any kind of weapon that could be proactively used to defend against predators I feel is sorely needed. Even if its just for defense and requires many resources to fend off a predator such as almost full stamina and skill. I mean this would be a great way to encourage not being overburdened by only allowing a normal carrying weight to be able to have the chance to successfully defend against predators. This way you would have even more debates with what items to carry. A spear for defense and a bow for hunting or just use the bow for both? I think it would improve the experience and deepen the play styles. To me this would keep the balance and allow for hoarders and bush people to set up a semi-permanent area where they have some effect over their resources and environment such as building an igloo, creating a fishing hole and using extra resources for small but useful crafting. Or players can be light and quick, scavenge and explore and use the spear to better defend and most importantly allow them to explore areas faster and possibly reach more rewarding loot. I know its a lot but I feel like it would be a good start and wouldn't create a whole list of problems of how the game currently plays. Let me know what you think and any ideas you have about items that could be crafted that would give a modest solution or slight advantage.
  8. Certainly does not seem like it and I think I know why. Once you go ultrawide you can never go back, and unfortunately a gaming ultrawide cost a pretty penny. That is exactly why I'm only on a 1080p right now instead of 1440p. But I will get their
  9. There seems to be a general softening of the games difficulty and adding such items as the compass on the map (I have not seen this yet) that really seem aimed at making the game less challenging and more forgiving. Thinking you know how to navigate and getting lost in the middle of a whiteout is an awesome lesson and a great demonstration of what makes TLD so different from other games. There is little hand holding and no reassurance that the game will prevent you from making epic mistakes. Also the much shorten path to Grey Mothers is another example of how it has been made easier overall. That trail was where I originally cut my teeth and learned real quick to not mess around with mother nature. So my question is: Is the Story mode's aim to be more of an introduction to new players while survival is hardened for the veterans? I don't love this idea but I do have to admit that when I first played TLD before story mode I liked the game but lost track of trying to play. I really didn't know what I was doing and did not have the extra time to learn so I put it down for a great deal of time. Then story mode came along and showed me the ropes and I fell in love with TLD. So I understand if story mode is aimed more at newer players but do you intend to make each episode harder or at least more difficult than episode 1? I know you can select the difficulty but while it seems to only mildly affect the environment and frequency of resources, it makes wolves incredibly more powerful and extremely difficult to deal with taking the focus away from the other aspects of the game and turn it into avoiding wolves at any cost. To me, the true spirit of TLD is the raw reality of mother nature and the dangers and rewards. The moments of being almost helpless and clawing to survive and then the triumph when you are finally able to learn how to survive and even thrive. Having to earn that creates an unique experience and sense of achievement that players share. Where as such items as a compass, easy paths and an abundance of resources circumvents that experience. Now I'm not saying this is what TLD has become by any means. I'm just asking the Hinterland team to consider once again how the difficulty and lack of hand holding really sets the player up to enjoy the game far more and in a different ways than most games. To strike that difficult balance between appealing to many while still being something unique and special. After all what would TLD be if it was easy, simple and had prompts to guide you through everything.