Pre Early Access
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About Arcontis

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  1. Personally, I am loving the new map. Just like the OP said, it is an excellent change of scenario that is welcome for the sake of variety. I think that each map shouldn't give you the same loot or provide the same long-term survival chances. It is what keeps you moving. Maybe in Mistery Lake you find tools, the rifle, and ammo, but eventually you might run out of meds or clothing. The opposite happens in coastal: eventually you are going to run out of "canned" food, so you need to migrate. I like that! However, there is one thing that I found annoying in the new map, just like the OP said: Too many drawers/cabinets to search. Sometimes I feel like staring a progress bar for an hour I would recommend grouping containers: For example, instead of having one cupboard with 4 different drawers, maybe group them into one single container, and increase a little bit (not too much) the time needed to search it. Nevertheless, the game is really cool and I like the direction it is heading. Can't wait for the release date...
  2. That's right, I don't want to make the game easier, as I love challenges. I like the feeling of accomplishment everytime I survive another single day. I think that's the goal of a survival game: a struggle to keep yourself alive against all odds, with always living in the edge of a razor. However, my perception of the game might not match with other people's, and that's when having the possibility to customize the difficulty shines. In my case, I would make it very difficult, but I understand that some people prefer a little easier approach. Also there are things that personally I want to focus my challenge in (temperature, starvation, exploration and loot), while relegating a little bit others (lowering item degradation ratio, for example).
  3. The reason is that you now know the game and all the locations, therefore you know where, what and how todo. While superficial it may sound good, it may lead to different unexpected things. Surely the game will not appeal to everyone, and it may even damage the reputation of the game. Making it easy to survive is not about survival, which should be hard and learned by the player. +1 to ludonarrative resonance.(resonance as the antonym to dissonance, right? I've only seen the term "ludonarrative dissonance" bandied around critically, but...) Couldn't agree more. The gameplay and the narrative should be resonating. Also to add to a general statement for Hinterland devs : Art is fantastic and i love it. Sound and Music is beautiful and fitting. I have not really found a point, that i would state as a 'No Go' or as a 'deal breaker'. I love the entire game, and i'm proud to be a backer of this Product from Art, Game and Survival mechanisms. If this core is kept throughout the development, then it can only become better and better. As a becker i have asked, if the skills can through experience become better, sadly i have not recived any answer on this in this comment section of the ks update. (Not that i was really upset, it seems it was just overlooked, and this can happen to anyone, so i have no hard feelings.) The positive surprise of the alpha was to see, that this was included. Also crafting and recipes are a very good thing, that i always love in games. But i need just to address the adaptation of the body to a hard living conditions under the influence of food sources: A body with a constant calories and protein deficiency will loose on muscle mass. This in turn will lower the necessary caloric input, and this will lower also the max and long term carrying weight. A body with a good constant calorie and protein source and a longterm (2 Weeks - 1 Month) exercise, will gain muscle mass or endurance and strength (not even necessary muscle mass) and this will lead in turn to a higher max and long term carrying weight. There is a point of equilibrium between this both factors, but for the gameplay let me suggest that longer survival ( 1-2 Months) should lead to a better carring weight (not much but 1kg for each 30 days, to a max of 10 kg should do the trick). As a proof of concept i suggest to checkin in a fitness studio. Since normaly this is more a case of addjusting some minor formulas in functions, this should be not such a problem. Also the defence against wolves should raise, if a fight against wolves is a more common factor. There are a some fighting tactics against K9, that could be learned, or the use of a knife to kill a wolf in a fight would be good. Perhaps, but when I am speaking about customizing the difficulty to tailor it to one's experience I am referring, for example, what I would do in my case: I would tone down a bit the item degradation, as I think it is a little bit excessive (not too much though, as I agree that it shouldn't be realistic for the game's sake). On the other side, I would increase the temperature effects and difficulty, by setting a much harsher winter, as I don't see it having too much effect right now unless you are caught in a storm. I prefer the temperature management (and careful planning of short trips) rather than a much increased degradation ratio (a little bit is perfect, though). This is just an example...
  4. That is why I suggested the difficulty sliders in another topic in this subforum. Those would let us configure the difficulty level we want regarding temperature effects, food consumption, number and damage of aggressive animals, item degradation, etc. This way, the game would appeal to everyone...
  5. The more I read feedback from other gamers, the more I realize that tweaking the difficulty is a very difficult thing. The reason is because some people are looking for a hardcore survival challenge, while others prefer a more casual approach to experience the game in a calmer way. In the end, it's almost impossible to appeal to everyone... But maybe there is a solution: Difficulty sliders. They can let us adjust the game to our desired level of challenge. If you think about 4X games, you can see that most of them let you tailor the shape and conditions of your world/galaxy/whatever. Perhaps TLD could use that approach too. So, what could be adjusted here? First let's analyze what things are adding difficulty to the game, and then we can think about ways to modify them: - Temperature adjustement This slider would be an amount of degrees ranging from +X to -X. The idea is to add or substract that number from the final temperature given by the game. This way we could have colder temperatures that would drive us faster into freezing status, or we could configure the winter to be a bit warmer. - Temperature "damage" This slider would be a multiplier (x0.5, x2, etc.) that would let us change how much damage is done to our condition once we get the "Freezing" status. This slider, coupled with the temperature adjustment would let us tailor extreme harsh temperature conditions, having to focus on our body temperature, and planning ahead short trips because of the weather. On the other side, if we prefer to focus more on the loot survival side, we can simply tailor down these two sliders and forget about cold weather affecting ourselves. - Caloric consumption This would be another multiplier slide that would let us alter how much calories are we consuming with each of our actions. For instance, if the standard caloric consumption for an hour foraging wood are 400 calories, if we set this slider to x2, they would really cost 800. If we set the slider to half of it, then it would cost 200. - Food amount This would be a slider that would let us specify the amount of food that is present in the world, either for looting, or obtained by hunting. - Food "strength" Our main way of recovering calories is eating food. This multiplier slider would let us alter how much calories we regain from eating. We find here another interesting sinergy with the previous difficulty slider, as we can set very small amounts or food, but making also them more strong, making every single item we find a precious treasure. On the other side, if we prefer to focus on looting and scouting, we can make the food weaker, forcing us to move and scavenge more often. - Food/Tools/Clothing decay rate Another set of multiplier sliders that could let us alter the standard rate of decay of each set of items. Maybe we want to make food degrade quickly, to force us to go more often on hunting, or make the clothing decaying slower so we can focus on the survival part (food/water/temperature). - Amount of fauna This slider would let us increase or decrease the amount of animals present in the game. Maybe we can add more aggressive animals if we want a challenge, or lower their quantity if we prefer to focus on other aspecs of survival - Animal damage This multiplier difficulty slider would alter the amount of damage dealt by aggressive animals. This way we can set lower quantity of wolves (or other creatures), but making them much more deadlier. On the opposite we can make them easier to defeat. Final thoughts Most of these sliders are merely multipliers that could be applied right before affecting the character or the world, so perhaps they might be "relatively" easier to make (I don't know). If it is something that could be assumed by the devs, it would let everybody tailor their TLD experience to their liking. Want to focus on temperature managing, hunger and thirst control? Check. Do you prefer focusing on exploring with lighter survival mechanics? Check. Do you prefer to fight against the cold instead of food scavenging? Check. Do you want a more action oriented game (within limits)? Check. Do you prefer a more throughtful approach? Check. Do you prefer a short but intense game? Check. Do you prefer a long and resource management strategic-wise game? Check.