3 changes - shooting fish in a barrel (メ ̄▽ ̄)︻┳═一 >°))))彡


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Hello to all the polar survivalists, and especially to the guys from Hinterland, because the most difficult aggravated custom modification of Interloper does not reach the severity of the challenges that the fellows from Hinterland have to cope with as they work on the game. I want to draw attention to a few minor imperfections in the gameplay, which are easy to correct. Perhaps players have also noticed them and wondered how the developers have not yet thought of doing this. I ask the administration to familiarize these.

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  • First of all, I will start with the unit of user interface, which causes me the most perplexity, since it was present in the beta version of the game, but in the full version it was removed for completely unknown reasons. The point is in the possibility of choosing a tool for opening a can instead of the existing at the moment automatic selection of the most suitable one. Most players are supposed to concur that at the highest difficulty mode every percentage of the condition of the knife and hatchet is very valuable, but we still have to spend them on opening cans, despite the fact that from the third level of cooking skill tinned food can be opened with your hands without bad consequences and without carry extra weight in the form of a can opener. To avoid this, I foolishly throw a knife and a hatchet on the ground before opening the can, then pick it up back, otherwise I would consume their resource prematurely, and even produce extra piles of garbage - empty cans. I beg you, return the choice of the tool, save the ecosystem of the Great Bear)

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  • Amusing fact: so long ago we can get pieces of charcoal from a burnt-out fire or hearth, but we still can't choose the necessary amount when selecting coals. Although this is as simple and obvious a thing as choosing the quantity of water when taking it out of the toilet bowl. How was it possible until now not to make the same dialog box for charcoal in the fire pit, as when using the bowl or when droping out of the inventory the same items in the amount of five and more? Of course, you can thoughtlessly take a huge mass of coal from a fire that has been burning during 20 hours and just throw it away. Although, unlike cans, cinder increases the fertility of the soil, but in the game situation it is also garbage, it hinders.

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  • And a small note about a productive and good innovation in terms of the idea, but not quite good in terms of implementation. Preserving the player's acquired goods after major terrain updates through transfer to red containers is a useful idea. But when the red container is taken away by the instrument, which the player keeps constantly in one place and subsequently does not find it there on time - then this is some kind of sneer. You can accurately calculate the amount of food and water for the way to the forge in a Forlorn Muskeg in sandbox mod at the most hardcore mod, so that you can immediately light a fire and start crafting there, but come there and see that the hammer went to an unknown container, and understand that all plans came to nothing.(Such a case occurred with one streamer.) It is also upsetting to lose food that has been destroyed to zero persent condition, but is still edible, if was prepared at the 5th level of cooking skill. Why not allow players at the start of survival to disable the appearance of red containers at all in the user menu? The problem is not critical for me personally, but some guys would be very happy with such an innovation.

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Such improvements are not presented as too difficult to implement, they are completely trivial. This is definitely not some kind of large-scale novelty, like the addition of skiing(by the way, this idea is also not bad). I hope for the community's indifference and the response of the developers. Bye!

CAN SMASHED OPEN, 94% WAS LOST

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  • 3 months later...
On 1/14/2022 at 5:05 AM, Sito said:

its not what you say. It's how you say it. 

I'm sorry if i didn't express the opinion well in English. Truly, I don't understand what could be wrong with the way information is presented in this topic, apart from the fact that I shouldn't have used large Japanese emoticons in the name (now I may only re-upload to fix it).

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I agree with your first point - we should be able to manually select a tool for opening a can. 

I really don't care about the second point, since I can usually just put any excess charcoal I collect into a nearby container (or even a corpse - which is where I stash a lot of unneeded items, like excess cat tail heads).  It would be nice if they would add a way to permanently dispose of excess items (e.g. perhaps a commercial garbage disposal location or compactor that works during an aurora or even an incinerator).  I often wonder how the island disposed of its waste before the collapse.

The third point is not an issue for me since the creation of the red containers occurs only in zones affected by terrain updates.  I've been careful to empty them as soon as I can get back to the updated area (which is usually shortly after release of the update) and empty the red containers.  I don't use them again after that, so I don't lose items if the containers happen to be taken away in a future update.

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  • 5 weeks later...
On 1/27/2022 at 6:18 PM, UpUpAway95 said:

The third point is not an issue for me since the creation of the red containers occurs only in zones affected by terrain updates.  I've been careful to empty them as soon as I can get back to the updated area (which is usually shortly after release of the update) and empty the red containers.  I don't use them again after that, so I don't lose items if the containers happen to be taken away in a future update.

We've got the players who cannot manage all thier goods timely in each of their saved sandox games.

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