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About Kaisentlaia

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  1. True, true. I never bait them so I forgot about that one! Although it could fall under oblivious maybe. I like your "keep distance" idea! Completely agree, the avoidance state could be interesting from an immersion point of view but having a more random behaviour that changes over time would already be great even using the already existing states! Nope, it's Lapine. Well, it's a translation of the Lapine name Hyzenthlay, one of the characters of Watership Down by Richard Adams. I love that novel! (I didn't watch the new series on netflix yet tho, so I can't comment on that)
  2. I get that dangerous wildlife is a fundamental part of the game's difficulty and that it's Hinterland's vision (afaik voyager is how HG intended the game, before the other difficulties were added). Right now predators have four states: oblivious, when they haven't noticed the player yet stalking, when they noticed the player but are still too far away to attack aggressive, when they are close enough to attack the player scared, when they run away whimpering Right now when the player gets detected there's a slim chance for the wolf to get scared and run away, and that's pretty cool. Too bad that bears and moose have only one reaction, which is stalking for the bear and attacking for the moose. It makes sense because having the bear or the moose run scared in front of a player that didn't hurt them in any way would be nonsense (unless it's pilgrim), but it's a bit boring because it's completely predictable. I'd like to see a fifth state for wolves, bears and moose: avoiding. It would replace fear upon detection in the wolf (and in the pilgrim bear) and it would consist in the animal noticing the player and trying to keep at a distance from them. Not a frantic run like a scared animal but a fast walk in the opposite direction. The animal could change state if the player would close distance on them quickly, running towards them. In that case they would go straight to aggressive, or scared for pilgrim. Of course this would not apply in case of wolves eating prey. It would be amazing if the balance between avoiding and stalking/aggression would change over time as well: at the beginning of the game avoidance would prevail, and slowly shift to a higher probability of stalking/aggression as the time goes by. Just imagine being sure that dangerous animals will keep their distance from you and suddenly one of them attacks you! That would be a fun surprise! TL;DR what if all dangerous wildlife had a chance to try to keep their distance from you upon detection, instead of having just wolves with a chance of running away scared and yelping in front of an unarmed guy? Yes this would probably be a nightmare to code, but I really wanted to get this idea out there. A girl can dream
  3. How long have stones been in game? Well a few days ago I discovered you can scare aggroed wolves throwing stones at them (if you're hidden and you don't miss them). I was crouching on a rock when a wolf noticed me and aggroed, but it couldn't reach me so it kept running against the base of the rock. Throwing stones near it to distract it didn't work, but when I threw one on its nose it got scared and ran away! I tried hitting it just for the lulz, I had no idea that could really work!!
  4. I absolutely loved it! Days 2 and 3 were a bit boring, didn't have a reason to go out much and risk it since I was fully stocked to survive many days so I just left the game running while doing something else to let the 2 hours pass. I tried to fish a bit during the aurora but didn't work so I just hunkered down. I guess I would've liked it more if it was an in-game time requirement. Day 1 was super fun and day 4 got fun as well after I got my badge, because I started exploring around and testing my familiarity with the maps. I'm proud to say I was able to move from Quonset to Trapper's without dying and without losing my way once! I admit I had to move my pc clock back to experience the event from day one, because I didn't know it was happening until a friend told me and at that point it was the 31st already. I'm not on social media and I'm not always on the forums but I always check my mail, if the 4DON announcement was sent via newsletter I wouldn't have risked to miss it! But I've set a reminder for next year just in case. Anyway, great work as usual Hinterland! Can't wait for the next year's event!
  5. I actually always liked the fact that I could do stuff like that by mistake. I remember back when the radial didn't exist yet, so many deaths by non-potable water. I took the habit to always drop it to avoid drinking it by mistake. For me, at least, it's very realistic, because irl: I threw away things that I had to keep and kept the stuff I had to throw away, more times than what I care to admit I drank from a bottle thinking it was something, and it was something else (usually something gone bad, or with a horrible taste) I don't usually start fires, but I could definitely see myself throwing in the fire a precious book I'm reading while carefully keeping an useless yellow pages book from 1996 The only thing that I'd never do is eat raw meat by mistake, but still I don't find it very upsetting. If it was for me, I'd get rid of the book-burning warning as well. I do understand tho that this kind of mistakes can be upsetting for some players. On one hand, the game is against hand-holding and those alerts are a bit hand-holdy, on the other hand having more alerts could save some people much frustration. I wouldn't mind if they were added, but only if there was the possibility to disable them in custom mode (like the wake up on freezing one).
  6. I'm forced to agree with 1, even though I like the multiple cooking spots. 2-3-4 I like the idea but I agree with @Psybin and @Stone, I think that the player should have the possibility to make a cooking fire even at level 1. I'd love to see a regular campfire just for eating, that could then be improved adding stones (and time). This is brilliant and I need it so bad (I agree with 6 too). 7, yes please. I wished for it as well in this thread (with a few ideas on how to manage the UI for fire-removal).
  7. What confuses me the most is that there is no option to drink unsafe water from the radial, but there is an option to eat raw meat. Is this inconsistency a deliberate choice you made or is it just a leftover of an old mechanic that will be tweaked? Maybe just removing the option to eat raw meat could be a good solution. (not that I mind... I learned immediately to drop meat on the ground first, or cook from the pot interface )
  8. Kaisentlaia


    Another good reason to avoid using them in the open!
  9. Kaisentlaia


    This could be a very nice addition, I often miss some light in the evenings. I think that obtaining fat from cooking meat would be the best thing, since the mechanic is already in place with lantern fuel from fish cooking, the devs would "only" need to add only one new item. As for crafting, I love the tinder as wick idea, which would be really useful when you don't need tinder anymore for fire starting (even though cloth as a wick would probably make more sense, and could work if the devs wanted to make the candles more costly). I'm not sure about the need of two different statuses for the fat tho (hot and cold). For simplicity's sake I think it would be better to have only the "animal fat" item obtained from cooking (so a straight copy-paste of the lantern fuel from fish mechanic), and assume that it's squishy enough to cram it into a can. After all it's not wax which gets pretty hard when it cools down, usually the fat residue you get in a pan after cooking fatty meat is pretty soft even when cool. I like the idea of using a recycled can to make a candle, not as a tool but as a permanent piece of the candle itself, like a tea light. I think it would make sense to have it sitting in a container, especially if we assume that animal fat would be soft and squishy: when burning it would melt so a container would be needed. So to craft it you'd need a can, a tinder plug and a decent (0.5L?) amount of animal fat. Another thing I'd like to see if candles were added is a mechanic to avoid moving them if they have been burning for a while, because they would be too hot and easy to spill (like tea lights). Could be nice to avoid using them to explore, rendering the torch/storm lantern obsolete, but would be another added complication so I'm not so sure about it. Edit: I found many images of can-candles. How cool would this be?
  10. I know this has already been asked many times (like here, here or here), but I didn't want to necro so I'm starting a new thread. Since the possibility to start again burned out campfires was added the situation got better, but it's still annoying to have old campfires littering the landscape and I guess it's bad for performance on long runs. While some campfires are useful and deliberate, like when you place them in a cave or outside your base for outside-cooking, others are useful only on a single-use basis, like those you start near a carcass to harvest it safely. When the carcass is gone the campfire will remain forever. I think that some burned-out campfires are necessary (like the one you can find at the beginning of story mode) so a timer that makes them despawn when elapsed wouldn't be a good solution. I can think of two ways to solve this: make them despawn automatically after a while like carcasses, but only if charcoal is removed first (like the mod) or add a button that appears in place of the "take charcoal" one, something like "dismantle" or "destroy", available only when the charcoal is taken to avoid misclicks I think 2 would be the best solution. Removing a campfire would be completely optional and difficult to do by mistake, and the player would be in control of what happens to their burned out campfires. It should be relatively easy to implement as well, so not a big impact from a development point of view for a pretty nice QoL addition. What do you guys think?
  11. I starve all the time in a simil-loper custom sandbox, and it happened to me only once. Eating a bit more than 600 calories and sleeping it off for 10 hours made it go away.
  12. Exactly, and it can be exploited. For example, I was in CH sitting on a pile of moose and bear meat, with plenty of time for crafting. I crafted both as I said and then I moved to ML. Now I have to invest my time in getting food, but since I almost finished crafting the moose satchel when I was comfortable and well fed, I'll be able to finish it in less than 10 minutes as soon as I'll get another moose hide instead of having to invest the full 7.5 hours in it.
  13. I think it wouldn't even be more realistic... after all in real life we're able to find things even in a pitch black place, by feeling around with our hands.