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Posted

I get that the in-game NPC who made the parkour course at The Cannery in Bleak Inlet had gone mad. But as I have expressed quite a few times, no one having once traversed that course, in any RP sense, would EVER deliberately do that again. I feel pretty sure that they would take one of the several ladders that are about and make a way up on the other side of the yard. Or just hang a climbing rope on the west side of the compound.

And how I wish I could clear the snow blocking this door. How I wish instead of being not-a-door, it was locked and could only be opened from the other side. Heck, that would make using this building that was carefully modelled, useful. So people would have to solve the in-game puzzle still, but not over and over and over every time they needed to go into the cannery building.

screen_ddba2bb5-fd55-4cb2-8d3f-4ef06c61d59f_hi.png

  • Upvote 5
Posted

+1. I wonder if the rope is there so that you aren't able to go in there so easily with a ton of stuff, so if that's the case then I am in favor of adding another rope climb later in the parkour once you get there the first time. 

I've had several instances where I'm burdened and the timberwolves are on me, so I've had to make quick decisions to try to get up that rope. That might be intentional haha

  • Upvote 2
Posted

This issue is quite recurrent and at the same time frustrating for many players like me, there is even a mod that allows you to make a small jump and you can move to the ammo store easily. Honestly it would be very interesting that once you complete the route for the first time you could unlock an easy path. 

  • Upvote 3
  • Like 1
Posted

I usually skip the entire thing by jumping from one pier to the other with the poles sticking to the ice, its much easier, quicker and you can carry a lot more

Posted

Yeah I really wish that the cannery parkour course had a dang shortcut on the other side too. It almost feels like one was intended to be there, but it's just missing. I can't tie a mountaineering rope to something, or drop a ladder down, or anything?

  • Upvote 1
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  • 2 weeks later...
Posted

The NPC didn’t “go mad” — they created the roundabout way to stave off the Timberwolves. 

Creating a shortcut defeats the purpose of the defensive measure put in place. 🤷 If you’re going there, it needs to be risky. If you’re going to hole up there, it SHOULD feel like a pain … because it is. It absolutely IS a pain and it should BE a pain to prevent people from just loading up and encumbering themselves with 20kg Scrap Metal or four, 5kg Salmon. It’s smart gameplay design because it forces you to take RISK.

Tough it out like the rest of us. 🤷

Good luck.

Posted (edited)
23 hours ago, The Feng Hunter said:

The NPC didn’t “go mad” — they created the roundabout way to stave off the Timberwolves. 

It could've been much shorter... As long as it requires a rope climb, it's wolf-proof, they could've just dangled a rope off the docks. Making it such a convoluted route that spans the entire Cannery vastly increases the risk of a wolf finding a way in, and Fluffy actually did get inside!

The survivor that made the cannery parkour course was a fool, and made our lives much less convenient. I'm voting them the new worst survivor on Great Bear, worse than Rüdiger.

 

23 hours ago, The Feng Hunter said:

If you’re going there, it needs to be risky. If you’re going to hole up there, it SHOULD feel like a pain … because it is. It absolutely IS a pain and it should BE a pain to prevent people from just loading up and encumbering themselves with 20kg Scrap Metal or four, 5kg Salmon. It’s smart gameplay design because it forces you to take RISK.

Inconvenience in loot hauling can add great gameplay risk, it's definitely true in a lot of survival horror games and often true in TLD. But there aren't hazards on the parkour course, just regular cold. Doing it encumbered carries the inconvenience of having to go up and down the rope a couple of times, but you can navigate the rest of the course easily when heavily encumbered. There's far more risk traversing regular wilderness in TLD, especially Bleak Inlet's, the parkour course is just inconvenient. IMO there's still not a good reason to exclude a shortcut route.

Edited by Lexilogo
  • Upvote 1
Posted

For me it is just one of the preset chores, I am not willing to do twice. Once is funny, but after that there should be a lagal way to avoid the hassle.

The region is damending anough.

  • Upvote 1
Posted

I still remember when Hinterland was constantly telling us that there was a Shortcut you could find, or possibly unlock, and how the forum chased that for many many months, only to find nothing. Makes me think if there was one during a dev build of the region, but they removed it, or forgot to properly add it to the game.

  • Upvote 2
Posted

I actually like doing it.. and yes I'm on pilgrim but I've done it on stalker too...  Either way I think it's a good sniper spot. (When they've stopped freaking out). And still fun even after 5 years and many visits to make bullets..   I don't think it needs fixing if I'm honest.

 

  • Upvote 3
Posted (edited)
17 hours ago, Leeanda said:

I actually like doing it.. and yes I'm on pilgrim but I've done it on stalker too...
Either way I think it's a good sniper spot. (When they've stopped freaking out).
And still fun even after 5 years and many visits to make bullets.
I don't think it needs fixing if I'm honest.

Agreed.

And I can speak from experience... if we are careful, we can even sneak all the way to the Workshop undetected. :) 
Also, there are no additional Timberwolf incursions for subsequent trips later on.

:coffee::fire::coffee:
*(And assuming a survivor is wise enough to stop culling when a pack gets down to just one member... Timberwolf threat is essentially neutered at that point :D)

Edited by ManicManiac
  • Upvote 1
Posted
3 hours ago, Leeanda said:

Either way I think it's a good sniper spot.

Correct. It is a GREAT sniper spot — elevated position with a low, flat trajectory.

Lore wise, this was likely the thinking of the Technician who had holed up with the Cannery workers — they had constructed a kill box to entrap the Timberwolf packs.

On a straight gameplay level, it would be considered an “overpowered” position because you cannot be countered by the wildlife. The counterplay, therefore, is the environment.

So just go with it from an immersion standpoint. 🤷 It makes sense.

Besides, I’m sure the Cougar will have no issues finding you there. ✌️

  • Upvote 2
Posted
11 hours ago, The Feng Hunter said:

Correct. It is a GREAT sniper spot — elevated position with a low, flat trajectory.

Lore wise, this was likely the thinking of the Technician who had holed up with the Cannery workers — they had constructed a kill box to entrap the Timberwolf packs.

On a straight gameplay level, it would be considered an “overpowered” position because you cannot be countered by the wildlife. The counterplay, therefore, is the environment.

So just go with it from an immersion standpoint. 🤷 It makes sense.

Besides, I’m sure the Cougar will have no issues finding you there. ✌️

A cougar dropping in mid twolf agro would be interesting to see ...  Presuming after the refresh there's still wolves at the cannery and not a bear.

  • Upvote 1
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Posted
2 hours ago, Leeanda said:

A cougar dropping in mid twolf agro would be interesting to see ...  Presuming after the refresh there's still wolves at the cannery and not a bear.

Nah. It'll be 100 hangry rabbits.

And a few piles of bones...

Killer_rabbit.JPG.webp.136fe5f2387de2b5cdbeb1481e88e8ef.webp

  • Upvote 2
  • 2 weeks later...
Posted
On 10/4/2024 at 4:57 PM, Lexilogo said:

Yeah I really wish that the cannery parkour course had a dang shortcut on the other side too. It almost feels like one was intended to be there, but it's just missing. I can't tie a mountaineering rope to something, or drop a ladder down, or anything?

especially since there is a climbing rope to be found inside the maintenance building... it serves no purpose, its a tease really

  • Upvote 1
Posted (edited)

It brings about the issue of the one way paths 90% of which would be navigable both ways with a simple jumping mechanic. I would argue that most of these paths should have an interactable object for example a lever you could pull that drops that dock  down onto the ice to provide an alternate access to the cannery machine shop or a tree you can fell across a one way gap basically allow those one way shortcuts to become bidirectional once the player access them from the correct direction whether it requires resources to build time ie felling a tree or a combination of both the player should be able to alter the maps to some degree even if its something simple like collecting boards and rubble and laying it across a small gap.

Edited by Mikeloeven
  • Upvote 2
Posted

Had em come to the second flight but I didn't stick around to see if they'd come in for coffee and some bannock. I do know I had to sleep til morning because they wouldn't leave.

  • Upvote 2
Posted
On 10/23/2024 at 5:21 PM, Leeanda said:

I actually like doing it.. and yes I'm on pilgrim but I've done it on stalker too...  Either way I think it's a good sniper spot. (When they've stopped freaking out). And still fun even after 5 years and many visits to make bullets..   I don't think it needs fixing if I'm honest.

 

I am not suggesting that the parkour course be removed. I was clear that as a game puzzle it needs to be solved… once. And I don’t think anyone is telling you that you should not be able to use it as a sniper spot, or whatever. I do this too. And you should, if that is what you like doing, go all the way around.

All I am suggesting is that, while it makes sense from a game design perspective to have this puzzle, from an RP perspective no one would ever do it twice. And for the preservation of the suspension of disbelief, once you have solved the puzzle, solving it again… and again… has no gameplay value. As such, once the puzzle is solved for the sake of gameplay, players should have the option to bypass the unnecessarily elaborate parkour, that, in game, was clearly set up by a man who was so far gone that he could not remember doors or ladders.

  • Upvote 1
  • 5 weeks later...
Posted

Back in NotatallBleak Inlet. And round and round I go. Not increased risk. Not “challenging.” Not game-balancing. Just needlessly repetitive. Once would be enough. Was hoping I could just move something to climb up on at the sensible end. Nope.

Posted

Back when we chased down the shortcut we kept being told about I simply suggested a place to put that rope you can sometimes find in there.

It's a simple fix really, I have no idea why they've not added a place to tie off that rope. Or added a mantle function to climb back onto the ramp that already is there to go down to the ice.

  • Upvote 1
Posted

It really looks like they had intended something like that at some time, because you can get down to the ice safely without that lower dock area. The resistance on this makes no sense. Just put a rope attachment point on the last broken stairs. IRL I, an old man, could climb up there, and really, a large wolf could jump it.

 

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