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Don’t get me wrong, I have enjoyed playing episode 3 so far, but I have a question about one of the points in a mission

Spoiler Warning! ⚠️ 


 

 

On the mission Fallen Star, when trying to carry Gwen to the community center, it seems that I have to fight a pack of Timberwolves every 20 seconds or so. As soon as I pick her up and get a little ground, I hear the same violin music start indicating a wolf attack. I haven’t even gotten to the first fork in the river because I keep getting killed by Timberwolves. I’ve ran out of flare gun shells, revolver rounds, red flares, and have 2 marine flares left. I have it on green survivor difficulty too. So could you possibly tweak it so that wolf attacks don’t happen as often? Thanks 🙂

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Raph, let me start out by saying I am absolutely adoring everything in Crossroads Elegy.  Thank you, it's wonderful!  On to the question:

I do like the new intro music and menu screen/scene... but will the classic music and view be coming back later on?
(as much as I enjoy the new, I admit I already miss the classic... I would always just sit and let that theme play from start to finish before jumping into my save)

Edited by ManicManiac
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Hey there! Keep up the awesome work!

I was wondering if you guys would ever add a "side note" when you click on a carcass that let's you know where you hit the animal. (example: "you see that your bullet/arrow hit the wolf in the chest"). Because I know critical hits allow you to kill a wolf for example in the head and sometimes the chest...just curious if you might add that so that we could see if it was a chest shot but a lucky critical!  (A bit nit picky, but hey I thought I'd throw it out there).  Can't wait for the next survival update! currently playing episode 3!

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Dear Raph,

Congratulations on Episode 3. Not only is it probably my favorite story episode yet, this update was also a nice sprucing up of things. I quite like the new flora and fauna assets and the new sounds, as well as the new items and gameplay mechanics- my favorite being the rescue of the survivors from the airliner crash. Carrying someone who's helpless gives the mission a real sense of urgency.

My question is:

Were you nervous about making the survivor rescue missions considering the sometimes unfriendly reactions to "escort missions" in other games? 

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Is there any chance of seeing native VR in this edition of The Long Dark?
Has any research into VR in The Long Dark been done? If so what problems have you encountered?

Despite the painterly style, and perhaps because of it, I get very immersed when I play. I was worried this style would look a little like miniatures or give the world a tilt-shift effect in VR. I notice this effect in standard 2D when in pain or with energy drinks. Actually I think it looks cool. That extra dimension of depth I believe would suit The Long Dark well but VR is a small market I imagine.

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Loving Episode 3!  Already did two playthroughs to try and catch any subtle details, and that brings me to my questions.

"Molly" is a name derived from Hebrew, and means "bitter".  She certainly is bitter...was that name chosen for her intentionally, or is this a happy coincidence?

Also, Astrid's name badge in the lab cutscene shows that she works for Seraphim.  Seraphim, or Saraph as singular in Hebrew, were the highest class of angels and regarded as symbols of light and purity.  Astrid does indeed seem to take on a guardian angel role for the crash survivors, so once again was this chosen intentionally, or is this a happy coincidence?

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Hello Raph!

Looking at the early scene from episode 3 where you wake up as Astrid, have you though about adding these first person animations (when you go to bed/wake up) as a common "non-cutscene" animation when a player goes to sleep and wakes up, instead of the current black-out, to add an additional first-person presence?

 

(Potential Spoiler Warning)

I really loved the part where you go out, search for the survivors and then carry them to safety with the occasional check-ups. Do you think it would be possible to make a challenge mode out of this?

 

Thanks!

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While thankful, it has always puzzled me that raw meat left outside to freeze is never nabbed by the local fauna.  Not complaining, but it does seem a bit unfair to them.  Has there been discussion of adding crafting ability to build a meat locker or similar so that we can safely store food and other items such as pies outside in a more realistic way?  Oh yeah.  There are no pies.  Not yet anyway.

Thanks!

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Hey Raph! I've really been enjoying episode 3 lately and I've been wondering, will the sound track ever be released? If it does get released, what platforms will it be released on? Cheers! :coffee:

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Hey Raph,

 I love the long dark...and I haven't had that much fun (carrying downed survivors in episode 3 with timberwolves chasing you) in a long time! The new additions seem really balanced and exciting. It makes saving bullets and flares that much more crucial, which I thought were in abundance in stalker mode. I absolutely love it!

My question/hope is whether or not you could incorporate these NPC's into survival. I've seen a TON of good feedback on the escorting mechanic you added for wintermute and was just wondering if you could PLEASE give us a hint if that's coming to survival mode. I've put 250hrs into the Long Dark and 225 of those are survival :p.

Can you give us anything?

Edited by Samwise117

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Hi Raph,

I love the update! Adding lost and found boxes was genius.

Was there a change to bow aiming? And does wind affect the aim?

Before the update I never miss bow shooting a deer in the neck. After update I missed 3 times in a row with the arrow visibly going to the left of where I aimed it.  When testing my aim at the PV target in a wind storm, all arrows consistently hit the bullseye. Some players have opinion that wind does affect bow shots, but I don't think so.

Love the new "Pleasant" Valley

 

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It's great that you now support 4K and HDR on Xbox, but is there any way to turn off these features? My TV supports neither so I don't get the benefits and I might be wrong but I feel like I've noticed more frame rate dips since the update. Playing on an Xbox One X.

Thanks, love the game.

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I’ve seen a lot of people ask in the 4DON forum about the rifle and revolver being gone although they have lots of rounds for the two. Why did this happen? Was this on purpose or is it a bug? Btw can’t wait to play later today

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Firstly, and I know too many people in the community think their opinion matters, but I feel the baseline availability setting for customising survival mode is missing an option which has the extremely reduced spawn rate of the "Low" option, but includes the possibility of finding knives, hatchets, revolvers. I think it would be a reasonable addition, it wouldn't upset how the game is currently played and would allow us to fine tune how much our player character is going to suffer. Again, I know you get a lot of entitled requests for additions to the game, but would like to know what you think?

Secondly, I read on your Twitter some time ago about you playing Frostpunk and how brutal it was. I bought it on that recommendation and you weren't kidding!! That first scenario is incredibly cruel, especially towards the end, so yea I still haven't beaten that... Are there any other games you've played recently that you have enjoyed or have inspired you?

Cheers!

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I wasn't able to play 4don this year as I was traveling to see family, any way we could have the event as a challenge? I loved last years and the idea of it as a whole and I think others would also like to see some variation of it as a challenge aswell.

P.S. Great work on episode 3! cant wait for the next update!

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On 9/24/2019 at 6:06 PM, Dum_Gen said:

Hi! Following the announcement of episode 3 and future survival mode update, I wanted to ask about your team.

Some time ago you shared your plans about splitting your team into the Survival Mode team and the Wintermute team. To what degree you implemented your plans and how many people are still "wanted"?

An additional question that appeared recently with relation to Wintermute's 1st season:

Will 5 episodes contain the full story of Will and Astrid and the plot will be finished? Or we may expect that we will have to buy additional season(-s) to see how it ended? 

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What happened to the pilots of the plane crashed in EP3? The cockpit door is closed and windows are damaged but still in place, and overall the cabin looks intact and I presume pilots should survive in the crash. Where are they? If they are dead why you did not let Astrid to check them out?

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Just finished playing ep3 and what a ride! I'm a survival junkie first and foremost but I liked the flow of ep3, I've enjoyed the side missions a lot this time around and the end left me wanting more, the last section was really interesting and enjoyable and the ending had me in shock. I was left wanting for more, so congrats on that! :coffee:

Kudos on the PV's map changes, I always liked it as it was but you guys and girls added a lot more interesting stuff ( hooray for derelict homestead's woodstove! ) without making the zone lose it's wild and harsh appeal. 

Question: Will I be able to keep Astrid's inventory for the next episodes? 

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Looking down the road, have you considered how you're going to structure Season 2? I imagine you have, but if it isn't too late I would suggest considering making each episode a self-contained story. Considering the development periods for the first three episodes (keeping in mind Redux), 3 episodes over 2+ years hurts the immersion of a serialized story. Would you consider doing episodes in season 2 that were fully self contained with a beginning, middle, and end? Such a change in the formula may help alleviate issues of "fatigue" where players have lost touch of a larger serialized story. It also would ensure that things stay fresh from episode to episode.

Anyways, loving episode 3 so far.

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This is probably marginal for this thread.

Lost and found did IMO a pretty decent job overall, I got a few more rounds of revolver ammo, a fire striker I missed somewhere and a few other things as well as not losing any gear that I noticed,  but it had its (for players) unexpected consequences.

Question: Was the destruction of masses of 0% food foreseen and intended?

     This was pretty acute when conventional wisdom was store food (meat and fish) outside for maximum preservation. Under current mechanics, one could not store them in a container, which would not have been swept up by lost and found, because when the food reached 0% condition it would disappear.

Question: Given that the result was either expected or unexpected, is there any thought about how it may need (or not) to be modified in this regard?

I did fine myself wishing that lost and found didn't essentially consolidate all the outside stuff from all over  Pleasant Valley into a lost and found box outside the farm house, the vast bulk of stuff, and the (formerly) crossroads store.

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