LucidFugue

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Everything posted by LucidFugue

  1. First up I'd be interested to know if Hinterland have a vision for these beyond what's currently in alpha. I note there are some basic skills for repair & fire-lighting and that could be the start of a broader set of rpg skill mechanics that differentiate characters. But thinking on what are some of the most repeated activities in the game, I'd love to discuss some of the options for what interactivity would be added to these actions. 1. Mini-games This is probably the most obvious choice and has been suggested before, though I didn't notice too much discussion on the concept. I personally haven't given too much thought to it beyond assuming that any mini-games would have to be relevant to the environment to avoid breaking immersion. What I mean by that is, not an abstract match 3 game. Use the actual environmental variables as inputs for the challenge, which keeps the mini-game dynamic as well as relevant to what you're trying to do. A "fire lighting" challenge might consist of placing the wood, tinder, and accelerant, then attempting ignition, and factors such as fire location (stove, campfire, fireplace) wind, player skill adjusting the difficulty. Ultimately, mini-games would have to meet a lot of criteria to be successful... They'd have to not be too punishing on new players, and not a mindless chore for experienced players. They'd have to add something to the game. 2. Expanded RPG/Skill setups Another common idea - we currently see skills for fire lighting and repair. Foraging, Harvesting carcasses and clothes could all potentially be separate skills, and could move beyond a 0-100 number that increments on success, to something that incorporates books, a wider range of tools to assist in ensuring success or reducing time investment, a scaled skill gain (e.g. making it easier to hit 50 skill points, but much harder to hit 100), or even a perk system. 3. Just polish what's there I'm open to the idea that what's already developed is considered pretty much where it needs to be. The time investment and chance of success factors make acquiring tools and equipment vital in the early game, yet allow a fair degree of longevity once those resources are gone - and I'm cognizant that people don't necessarily complain about these elements when getting into super long term survival mode - it's more that there is nothing else to do and they can survive just fine doing all this with their bare hands. This type of play might not be what is planned for the story mode and moving through what will eventually be quite a large game world means that the challenges planned for the final sandbox could be something other than shacking up with hundreds of litres of water and tearing into carcasses with your bare hands.
  2. I like the sound of these also, though can I ask that the effects are implemented through scope sway, recoil, reload time, and similar variables, rather than adjusting the deviation of a round from the barrel? Reducing accuracy by such a blunt mechanism is fine for by the hip shooting where you have a dynamic crosshair, but when the only type of shooting is through iron sights or a scope, it just feels terrible to see a shot you aimed properly cause a puff of dust to fly up nowhere near where you were aiming (assuming the condition of the rifle is good).
  3. I like the idea of being able to create realistic things out of the environment - Surely you could throw some snow in a metal container to keep your raw venison for longer? On the other hand though, these things have to serve the game in a positive way. I think the current decay system is pretty well tuned to give a balance - forcing the player to go out searching for food regularly rather than allowing you to hoard enough meat to last for a week, or having raw meat only edible for a few days. One or more preservative strategies might upset that balance. If you could salt and dry meat, store raw meat for longer, stuff like that, it could give players the ability to hunt down large amounts of game and then not worry about food for ages, or otherwise require a retune that would make not doing that much harder - which could cut down on your ability to be more nomadic.
  4. Just something to keep in mind when polishing stuff. You know the fog breath effect that comes about sometimes? I really like it, it's a nice touch, and I believe the atmosphere and immersion of this game is one of its core strengths becasue it's what keeps me wandering about mystery lake searching every corner of the land. But a few things about it don't feel right. First off, is it randomly triggered provided you're outdoors? Seems like so long as I'm outside, it has a chance to trigger. Whatever the rules, it currently serves as a reminder that it isn't always there. Like, "Oh! Hey, there's condensation from my breath because it's so cold! Wait, why did I only notice that now, and why isn't my character breathing anymore? Where has it gone?" Of course, in its current implementation it would be annoying if you were puffing out clouds of mist every few seconds, obscuring your vision in front of you. Because in all honesty you probably wouldn't notice your breath misting if you were moving forward at a reasonable pace, or if there was any decent amount of wind. Curiously, both those appear to be possibilities at current. It hangs in the air in front of you irrespective of what you're doing. Am I correct in assuming it's a static animation overlaid on the screen, and not an entity in its own right? Essentially that's what I'm thinking of here. A dynamic effect that can serve as another indicator of ambient temperature and condition. If you're slowly trudging up a steep snowbank with a full pack, the slow pace and demanding effort makes your heavy breathing more noticeable. If you're sprinting along the road you wouldn't notice it... Until you hop in a car and your breathing take a little while to slow, fogging up the windscreen. When a snowstorm hits the wind is strong enough you can't see your breath at all, but when you bust into a cabin half freezing and madly try to light a fire, your short, ragged breaths are misting in front of you. Then as the room warms up the condensation is gone.
  5. +1 for this. Eventually I would hope items placed in interiors would degrade at the same rate as items stored in containers.
  6. Yeah, from memory it's one of the houses quite close to the pier there, on the opposite side of the road to the garage.
  7. You can view replays? How is that done? I seem to always run into fresh wolves when tracking wounded ones - it's infuriating. I exited the garage in Coastal Highway right into a wolf's path. I shot it and it went running off, so I started tracking it. I thought I had him wandering up a mountain slope, but when we engaged he had full health. Stab stab stab, it tries to run away, so I shot it down in anger, not wanting to return to the cabin 1 bullet down with no meat and a nasty wound to boot. Bandage and antiseptic, then before I've even reached the corpse to harvest it I hear a growling and there's another one coming up behind me. Also full health. I managed to kill it outright in the fight, but was at 7% condition. I ran back to the garage, vision blurred and heart pounding, cursing wolves the whole way. Managed to get back the next day to harvest both corpses, but I packed up and moved back to Mystery Lake shortly after.
  8. I thought that was intentional. I kind of like that you don't run indoors by default, but it remembers whether you were running or not when you go back outside.
  9. Hi everyone, Super excited about the game. I picked it up in the Steam sale, can't wait to see how it develops as it's so refined and well built already!