MueckE

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About MueckE

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  • Birthday 11/30/1980

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  1. "ThePancakeLady" already said it, the way diabetes is displayed is, regarding your question, unrealistic. As a type 1 diabetic, you always have your insulin with you - on you and never in your luggage. If you don't have insulin it will take days or even weeks before you are in that situation - i mean, it's not like the survivor of the crash is eating all the time cakes and drinks coke you can actually regulate how fast your bloodsugar rises just by chosing what to eat (your body, liver, produces sugar by itself, therefore you will need to use insulin at some point - type 1) and you also can prolong it just by physical activity. Also, it'll take a very long time before someone wouldn't be able to walk - but after getting insulin just a few minutes to be fully recovered and ready to go. So in that sense, the moral question wouldn't occure here in reality. Just with the insulin you hauled from the crash, the survivor will be fine for a very long time (weeks, months). Normally he just would save the insulin and stretch it so he would have a high bloodsugar, but that's only dangerous over years, not immedeatly. That means, here it really is not dangererous and no moral question involved. With the insulin you gave him, he will survive for months (disregarding the other threats in that situation). It's something completly diffrent from Hobbs situation. Also, the "survial situation" actually is perfect for a diabetic because you are forced to eat very little, mostly without any sugar (protein - deer) and you are constantly burning high amounts of energy while surviving like a marathon sprinter. It's the opposite of sitting on the couch, watching tv and drinking coke So, there is no moral question here and absolutly no reason to ask the question of helping him or not. It's displayed like in the movie "con air". That's not how it works with diabetes. It's a very slow process and the reason why diabetics always use insulin after every meal is to keep the level of bloodsugar at a "normal" level constantly - but you don't die or even recognise it if your bloodsugar would be 3 times as high as normal.
  2. MueckE

    Not a battery

    Well, the big fire infront of the community hall doesn't spend warmth (you don't get burned if you come to close - bug?) I just imgaine a very evil picture
  3. MueckE

    EP3 review

    I somehow have the feeling, this thread gets hijacked 😟 Let me summarise and put it under a question: Is it (from a player perspective) good, enjoyful, meaningful to repeat a task for no reason, wthout any explanation , wthout beeing rewarded, not knowing why (the bigger picture-story) and in the same way as before? PS: If you say yes, then you get the assambly-line worker of the year medal. 😀 Although, he at least knows the bigger picture and gets rewarded, a little bit.
  4. Yes it's unrealistic because a classic phone transmitts the signal via electricity and therefore shouldn't work. But i'm fine that it still works within the game, also within it's inner logic of the Aurora-effect.That all phones ring and only those two use them (especially considering how valuable these phones in that situation would be), is on the other hand a whole diffrent story 😛
  5. MueckE

    EP3 review

    To clarify: In generell, you can use mapmarkers in games to navigate and sometimes it also is the better choice (ego shooter for example). But that's just not TlD, and never has been. @tulkawen You are completly right, that it would be a nightmare playing the same Episode and just removing the mapmarker. But that actually tells you something about this Episode and not so much about using mapmarkers. It would be a nightmare because not only is there no creative way the search was implemented into the story via good storytelling, there is no storytelling in the first place. That's why i as a player can see immediatly why a mapmarker was implemented. That hurts the game and the immersion massivly. It's also very unnecessary because navigating by landmarks is one of the big strenths of TlD, a core feature that provides a huge level of immersion in combination with the beatiful maps alone.
  6. MueckE

    EP3 review

    If i would take "only" the first trip to the crash with the reason to get the insulin and on your way back you carry a survivor and you have to face wolves - than this actually the good part of EP3. The changes to the mine were visually and gameplay wise also nice (cold water, electricity), but couldn't be enjoyed because you had to search 3 fuses (just because). Still no storyprogress, but in itself a short, enjoyable "quest". If you take away this "small" sequence, there is basicly nothing in EP3. I could imagine playing this as a challenge within survival mode, that would've been awesome. I just don't see it working in storymode because everything else you do, you experiencing is meaningless and boring, without any creativity. Sounds harsh, i know, but i've already played the whiteout challenge multible times in surival mode and also in EP1. I also already saved Jeremiah by bringing medicine and fulfilled the purpose of learning about the location of Hydro Dam. For me personally, EP3 is even a bigger desaster then EP1 in it's first release. And that's just really sad after all what happend over the years.
  7. MueckE

    EP3 review

    Maybe i can give a more specific example to explain what i mean by "bad storytelling". So there are 3 more survivors - that's the information you get. How do you know where they might be (on the map)? Why did they left the crashside in the first place, alone, leaving the others behind? There is the survivor close to signal hill/cave to Hydro Dam, no metter what, this survivor had to cross a paved road to get there. So why would someone not follow the road? He also HAD TO see buildings on his way. And what about the phone? Molly is calling all the time and all phones will ring..... Why are all 3 survivors basicly in the same situation when you find them? One could be dead, another one never to be found (maybe later?), one is injured. You bring him/her back and right before you get to the hall he/she dies....... there are infinite ways to make something with it. Here, there was nothing, no creativity. Most importantly, what does all this has to do with your story, the main story? Everything that happens while playing has to do with the main story, with your story - if not, there is no reason to do it. So you find a survivor (for whatever reason). Then the obvious thing would be to explain the first questions that come to mind in some (interesting) way. The survivor could tell you why he/she left, why crossed the road and buildings and passed them, who he/she is, what happened, why he/she now is dying, and so on. You don't find anybody, nobody can tell you something, but not here. One more example is the map itself. It always was a strenghth of tld to navigate by landmarks and not having a map. Not only is there a map now, you also have an arrow that shows exactly where you are and where to go. Now, good storytelling would use the fact that you have to navigate without a map and implement this feature. Instead Hinterland went the "easy" way. That's why, regarding the survivor-mission, they want you to "search" a little bit and the survivors were placed somewhere hidden in a corner between rocks. When you read a text, there is always in the beginning an general explenation about the text, a summarise that doesn't give too much away, and everything following is under this summarization and the title. The reason is to give transparancy and to motivate the reader to continue to read (in detail). The storytelling decisions made in TlD don't do this. There is no transparancy at all and therefor no motivation. The principles of storytelling are rejected not only in the generll meaning regarding the big story, but also widely for the "small" storys. You can not dismiss basic rules of storytelling in "storymode", in an heavily storydriven game, in a narratively tight gameplay. It maybe could work for survival-mode because there the main story is "how long can you sirvive?" and that's it. But not here.
  8. MueckE

    EP3 review

    Somehow i hate to be the one, but maybe there will be some improvement (as it happend with redux) When it comes to cinematic, graphics and music, the long Dark is just amazing - no question about it. These things are something that have improved basicly with every update. When it comes to storymode itself it's the opposite. I felt reminded of playing EP1 in 2018. For some reason, Hinterland is not able to tell their story in an interesting way. Either you have to listen to vague, cryptic and boring monologues or you have to read letters that are of the same caliber - and even that is quite hard when you can't zoom in on the text because Hinterland decided that there resolution and there eyes must be good for everyone. I really would like to know something about the story. I can't say the story is bad or good because after EP3 i still don't know the story or what this is all about. The problem isn't the story, the problem is how the story is been told (or not). Then there is really bad game design. Everything feels forced and not natural at all - and that's in contrast to the believable and immersive landscape. Oh yeah, there is a path the player most likely will take, let's place timberwolves there .... surprise surprise. Why do you have to rescue 3 survivors, not 1 or 2? ... to stretch the playtime? Why do i have to replace 3 fuses and not 4? Why do i have to click an optionbutton within a dialogue although i only can click one and don't have a choice? Why are there no choices at all? What exactly is the reason to have a list of people on the plane and there IDs when they still stay meaningless characters? For example, when you check a surivor in the hall he/she could quickly tell you something reasonable why you, as human beeing and a doctor, should go and take a look at the plane (just like the insulin - this is how it works). Everytime the phone rings, i pray that that someone else is on the other side then Molly just because using this, all phones will ring and in that situation ofc nobody is interested in using the phone Also it feels so obviously forced that the small woman is carrying the survivors through the blizzards of PV just after bearly escaping death herself - reminds me of Rambo 34. Didn't we talk about the fetch quest thing already after EP1 and what went wrong? Oh boy, here we go again .... Yes, the are decisions i think where right - like placing the crashside at skeeter's and not forcing us on top of all to climb the summit in timberwolf. On the other side i wonder where the new map is that was announced? I also thought we would play the events of EP1+2 from Astrids perspective? So why aren't we in Milton facing convicts and all the horrors that were teased all the time? So we have a reproduction of "get medicine to rescue someone from death - EP2" and "get food and firewood or all die - EP1". What's the point? What's new? No storyprogress, no improvement in gameplay, bad gameplay design, repetetive tasks, no intense moments, just boredom. Even more disappointing is, that Hinterland hasn't learned from the EP1-desaster and in the best case we can wait another 2 years for an EP3 Redux. I'm sorry that this is so negative. I just want to add, that there is no intend of beeing rude, post it on reddit, to troll or to hate or all these things. I'm a player of the first hour, a long time follower, still love TlD and this is an honest feedback.
  9. I just started TlD to test and i had similar issues as others posted already (sound/graphics). After the disclaimer, the screen went black stayed like this (no sound, no intro). After a while there suddenly was the sound of the mainscreen (fire, wind noise), but still black. Long story short, i tryed to verify my steamfiles and it actually worked for me (although these things normally never work :p) So If you have trouble with the sound and or graphics try to verify your steamfiles. PS: I didn't try to play Ep3 for now (no time), so i maybe post an update on this. Just wanted to share that it helped me to at least start the game and start sandbox.
  10. MueckE

    FIVE YEARS

    I can't remember if it was confirmed or if it has changed that Ep3 plays in Pleasant Valley. Because it's my favorite map and i liked Redux a lot, i'm really excited for Ep3. Maybe it's also an entire new map, that would be great too. My guess is, that we will play a few "scenes" in Milton and after the "bus-scene" we will discover the new area that you can see now at the cave between Milton and FM. That's going to be a new transition between Milton and Pleasant Valley i guess. What dou you guys think, how will the new area be used?
  11. MueckE

    FIVE YEARS

    Sh....t! On October 22, my holidays will just have ended 😧 Well, it's the weekend then i guess
  12. sums up why i love the game i remember getting lost playing civilzation II or playing gothic (piranha bytes) and TlD is the only other game that gives you this feeling of lonelyness and feeling really connected to the world because of the missing map.
  13. It kind of makes me sad that you understand this question this way. There is nothing in my question that wants to "expose" you, neither was it meant negative or to post your answer on reddit. Im not sure why you see it like this. Also keep in mind, that english isn't my language and that things i write might be easily misunderstood just because of cultural diffences. My question was a genuine question. Yes, it is a critical question and yes i ask something about a statement you made - but not to expose you or Hinterland. But still thank you for your answer.
  14. In the Dev Diary - of November 2018 you said, that episode 3 will not be released in December because you wanted to add more contend and need more time to polish this episode. Considering that again more than 8 months have past since then, since episode 3 basically was finished (just missed some polishing), i wonder what happened in the meantime? In that diary you also talked about the growth of the studio and that now there are enough people so that a few of them can work exclusively on the sandbox. How come, with that in mind, in these months “only” Steadfast Ranger has been released? I just wonder why there were so many, good and regular updates in 2015 and 2016, with a small staff, but with the ever growing studio less updates are being released and little actual game development is done (from my consumer perspective). Could you give us some information about what’s going on behind the scenes regarding the points above?
  15. The author was criticizing that there is no "real" update for survival mode. He thinks that at some point Hinterland finally will develope a concept for sm, regarding it as a game itself. Making wolves harder to kill, more deadly or the weather colder actually doesn't make it harder - just more annoying But you are right, as long you don't know "everything" there is still some challenge and you might think more wolves equals difficulty. But again, in reality that's not true. The author is at the stage where he recognizes that there is no concept, no thought through survival game, just a sandbox and he thinks that Hinterland, at some point, will adress this - but they won't. It will stay a sandbox because the effort to change this against the few players who benefit is inbalanced. Again, for most of the players it makes no real diffrence and yes, in the end you have to admit that you had many hours enjoyable playtime for a relativly low price.