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Question Thread :: Milton Mailbag

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@Raphael van Lierop I was thinking of an idea that isn't exactly multiplayer but also allows you to have a good time with the game with other people.

A versus mode where the game would generate the same loot, start location, starting loot etc. to both players that are playing the mode.

How it would work is basically 2 people play in there own seperate games to see who can survive longer with the same starting materials. This way it still stays away from an actual "multiplayer" feel. It'll be just 2 players trying to see who can survive longer in certain situations.

Thanks for reading, and let me know what you think!

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Will we ever be able to work with lantern fuel the same way we can with water? Dropping only a bit of a fuel instead of the whole can or even defueling storm lanterns would be a great addition, imo. Thanks for your answer! :-)

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As you revealed in the dev diary post, the entirety of Episode 3 is going to take place in Pleasant Valley. Looking at the world map, that region is quite far from Milton. Is the episode going to pick up after Astrid has reached PV or is her transition from Milton to PV gonna be shown in the form of cutscene or is the gameplay sequence just so short that you don't really count the transition region as part of the episode's setting? (or something else entirely?)

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1. Will the new survival update affect the current save files?

2. Will we find the revolver on existing save files? Perhaps only at areas we havent gone/searched yet?

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Are you planning on adding some critter backstory ... Like why are the critters acting crazy what's affected what isn't why are they affected ECT...  And are you planning on a critter AI revamp maybe add pack behavior to wolves or maybe that's a affected behavior. If changes are to be made any hints as to what changes you have in mind?  

Could you go as far to have the wolf fog up windows trying to sniff you out while your hiding in a car or maybe even in a cabin. That would be terrifying 

Edited by Kissodeath
Added sniffing

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Any plans on expanding fishing .. Like the addition of a fishing rod or using hand to use the line if yes what mechanics will you add. 

Will I be digging around for grubs to use as bait anytime soon. Fish so hungry now they bite empty hooks

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 I know you don't like talking about release dates anymore, but I was wondering whether you can say if the next update - whenever it comes - will be for Survival Mode or for Wintermute? Or with the splitting of the team into the two sides of the project, will it just be whichever of them finishes first?

 

(I can't seem to get rid of this quote box on my phone, but it doesn't matter much, I guess)

On 07/01/2019 at 10:45 PM, Innie said:

 

 

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Super excited to see what the motion capture studio has in store for the future at Hinterland! I do know that you literally just said you don't want to release any dates about future updates and such, I don't mean to be a weenie...but are we expecting this amazing sounding Survival update within a few months or soon? Just want to say thank you for letting us know whats going on. :coffee:

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So in religious texts, Methuselah is thought to have incredibly long life, or is sometimes even portrayed as immortal in various creative works.  There is also a book called: Forever Young: A Cultural History of Longevity wherein the author posits that Methuselah is actually a symbolic link between the creation of man and the great flood, which could draw some parallels of Methuselah in the game.  He himself says this has all happened before, which makes me think he's been witness to a previous "rebirth" of civilization (creation) and is now witnessing its downfall (the great flood).  Considering that Methuselah in the game seemingly is all knowing and appears in the right locations at the right time, I would wager a guess that his presence is either divine or even predestined.  Maybe even time travel, depending on how sci-fi this story goes.  I honestly felt Great Bear might be like the Island on Lost, shifting through time.  I know it's probably spoiler territory to ask but, is there any truth to anything I said?

Edited by PlayerPawn
Clarity.
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Some questions regarding the revolver.

1. Will the revolver have separate shooting skill from the rifle?

2. Will it always spawn in a hunting bunker?

3. How rare will it be compared to the rifle?

4. Will it be possible toi use it in a bear/wolf/moose strugle?

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What are your plans concerning the Buffer Memories? Will you implement a way for us to read them again later (like the notes we collect)?

As a side note, the counter seems to be broken. After collecting all the Memories available at the time in Survival mode and then going around and collecting some more for the Archivist challange, it shows me 34 of 31 collected (and I know there's more than 31 in this version).

I LOVE them by the way. What a great addition to the game's world and what a nice glimpse into the pre-lights lives of Great Bear. Huge props to whoever is writing those.

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Though I know what almost all sounds in the game are supposed to be, I have not yet figured out what that kind of scratchy metallic sound is which you hear inside a house or building every now and then. It doesn't seem to be similar to any of the other sounds, such as wind noise. The closest I get is a tropical bird someone I knew had as a pet, who'd make a metallic type of sound like that, but I am sure that's not it. ;-)

Thanks for the well fed bonus, it really makes interloper play more interesting, as you can make a choice to slightly game the system by starving yourself, or to try and eat enough and be able to carry a bit more. It's really well tuned and adds additional depth to the decision making process and strategy, especially on interloper.

Would it be possible to have a well dressed bonus, similar to the well fed bonus? For example, you have all clothing you're wearing at 90% or up, which gives you a few degrees Celsius of warmth bonus. This disappears once one of your clothing items drops below 90%. This would especially be handy when you have lost, or never found clothing to fit all the clothing slots. To make it less easy it could be introduced after the time period when the game's climate is at its coldest (50 days on interloper I believe). It could add additional depth and strategic decision making, such as are you willing to waste so much cloth, or when is a good time to do this, for example when moving to another region or when living in a colder region.

Edited by xantippee
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 not to nitpick or anything but have you ever thought of modifying the deer so that there’s a doe (female) version and making it so that there’s just a bit more meat? Just kinda wondering also a use for antlers?

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Hi Rafael! I studied the developer diary and had a few questions.

1) I'm a big fan of WINTERMUTE and I was personally upset that the playing time of episode 3 will be drastically reduced, besides 3 action centers will turn into 1, and even it will be a gratifying valley, which I know as 5 fingers =( You said that the action of episode 3 will take place in a completely new region, and now it turns out that it is not so =( Question to you, what will happen with this new region, will you add it to the survival mode? Or he does not exist and was only in your plans?

2) Why in July you so suddenly called the release date of episode 3, and then 3 months after the "release date" is published in the Developer Diary, which States that episode 3 is still unknown how many will be in development... What happened? If you named a date, it turns out that you were so sure of the release date, so the episode was already almost ready?

3) And the last question, as we are working on episodes 4 and 5, they are already in any stage of readiness? Or did you not start working on them at all?

Thank you for your attention!

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Would it be possible to fix wolves not being able to go into or even noticing you in the Carter dam yard (the fenced off area with the gate)?

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I fell into a late night Wikipedia black hole and found myself on a page about the wolf and moose relationship on Isle Royale, (https://en.wikipedia.org/wiki/Wolves_and_moose_on_Isle_Royale ) and it struck me on how similar the environment and wildlife is between Isle Royale and Great Bear. This got me wondering, during development were there any islands that you researched into or drew inspiration from in order to create the environment of Great Bear? (Also, part of me kinda wants to see a pack of gutsy wolves attempt to take down a moose in game, is there any slim chance of this happening?)

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Jeremiae's story isn't over, is it? We still whitout knowing who is Atwod

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After the announcements in the latest dev diary I'm really excited to see what you'll do with Pleasant Valley. It's a nice enough region but I have to admit it feels a bit empty at times.

Now, I think it was before Redux hit that players were warned about upcoming changes to MT, ML, FM and BR in survival mode and that we should move stuff out of the way so as not to lose it when the areas got changed. I panicked and laboured at this for close to three evenings, shlepping all the gear and food I had stashed in those locations to the Ravine (it being the closest unaffected region), going back and forth thinking my precious possesions from my longest running save file could be deleted. Then of course I found out that I needn't have been so thorough and that the actual changes were minimal (from what I could see, might be totally wrong here!) and mostly consisted of furniture and other interior having moved slightly etc.

My question is: will this be the case again for Episode 3?

I dread having to do this for Pleasant Valley if it comes to that. I have a hoard of loot in the Farmhouse and it gets tedious and boringly repetitive to just haul things back and forth to the next region over. Of course I could always just risk it and leave everything where it is, or become Zen about it and swear off earthly possessions. I'd much prefer to get a slightly more specific warning like "players should move their possessions outside of building X, Y and Z" or something along those lines. Please advise and thank you.

 

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Will be revolver's cylinder fully simulated? You know you have half of cylinder empty and in emergemency fight with wolf you click empty chamber for  the first shot.

That would be very intense fight.

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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?

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