• Content Count

  • Joined

  • Last visited

Community Reputation

0 Wolfbait

About Fuchikoma

  • Rank
  1. I was also thinking that a realistic mode would be nice, but more with respect to wildlife behaviour, which is probably easier to implement. As someone else already mentioned somewhere, wolves in Voyageur or Stalker mode are much too aggressive. I think the official explanation is that the "event" that caused civilisation to crash also caused wildlife to develop a taste for human blood, but that feels a bit "gimmicky" to me :-) This is what caused me to play in Pilgrim mode, but after a while, it became far too easy and I started losing interest (I still play occasionally to enjoy the atmosphere, but that's no longer gaming). In the real world -- and I don't believe it would change overnight if we lost our technological edge -- most predators are weary of humans and will avoid confrontation whenever possible. However, they will not do so at any cost, e.g. when provoked or with their back against the wall. In Pilgrim mode, a wolf will run away from its hard-earned quarry if the player approaches. In Voyageur mode (and I suspect in Stalker mode, although I never tried it), a wolf will also abandon its meal, but this time to come straight after you. Both are equally unrealistic... What I would propose is a mode in which wildife's attitude towards you depends on your actions and the circumstances. If you want to steal a deer from a wolf, you better be prepared to fight or scare it away actively with a flare or something. If on the other hand you give it a wide berth, it might stare at you and growl, but continuing its meal will be much higher on its agenda than risking life and limb in an attempt to kill you. Finally, this could change as a function of the player's health, fatigue etc. If you look vulnerable and weak, a predator that would normally seek an easier prey might take a chance on you. If on the other hand you are a strong and well-fed individual, anything but the most desperate and/or imposing carnivore will most likely leave you alone unless you attack them first.
  2. No, I was playing in Pilgrim mode...
  3. I left the trapper homestead on the ML map shortly before dawn in something of a dense grey fog (very atmospheric and stress-inducing BTW). However, a couple of game hours later, day broke instantly (seemingly from one frame to the next), as if someone had switched on a bright orange light... It would definitely improve the sense of "being there" if all transitions between different weather patterns and times of day could be tested and made to span at least one minute of real time.
  4. I don't think this is a bug per se, probably more of a design flaw, but I noticed many times that when animals (esp. deers) walk or run alongisde a contour line on the face of a hill, they are drawn perpendicular to the surface instead of upright. This is somewhat comical on a steep slope as you kind of expect them to tumble down! :-) It is definitely illusion-shattering though, so it would be nice if it could be fixed...
  5. Still thinking that some sort of "orienteering" feature would be nice... I agree that a full-fledged and accurate map, even one that is progressively revealed through exploration, goes against the spirit of TLD, but there has to be a viable alternative. Trying to imagine what I would actually do to keep track of my whereabouts in such circumstances... I think I would attempt to draw something like an old-fashioned "treasure map" (see e.g. AC4 "Black Flag"), showing my perceived location of landmarks relative to each other. For instance, in Mystery Lake, the railway clearly bisects the map. The lake and field office is on one side, the logging camp and dam on the other, with the former coming first when following the tracks towards the coastal road etc. I guess I could draw this sort of map on paper or in another application, but wouldn't it be nice if there was a basic "map editor" within the game? Perhaps "hand-drawn" icons could become available as you discover places of interest (alongside generic ones such as "tree", "mountain peak"...) and you could drag-and-drop them on a blank piece of paper, progressively populating a "mental image" of your surroundings?
  6. Permadeath makes you risk-averse, which I guess is the whole point... Being able to save progress at any point encourages you to "try your luck" in the silliest ways, which is illusion-shattering and ultimately makes any game boring. So I'm not against the concept per se... However, it can also become a heavier burden than it is supposed to be... In the case of TLD, for me at least, it comes in the form of seemingly random and sudden changes in weather patterns. Now that I've managed to keep alive for a while (not much merit I guess since I'm playing in "Pilgrim" mode), I find myself reluctant to undertake any significant journey, just in case a blizzard suddenly starts and kills me before I can find my way back to shelter. Since I've become almost self-sufficient (I can set-up traps to catch rabbits, go fishing, scavenge deer killed by wolves...) I haven't got much incentive to keep on the move. In short: I have comfortably settled at the field office and I reckon I can last as long as my supply of matches, which is several weeks, provided I'm not taking any unnecessary risks... And that's where permadeath becomes an obstacle to realism and to my enjoyment of the game. In the real world, I think I would have developed a sense of what the weather is likely to be in the near future, which I would then use to make decisions. For instance, if I am reasonably confident that I have 18 hours without blizzard ahead of me, I could set off on a long-range exploratory trip. On the contrary, if it's only 4 hours, a quick stroll to check my traps and gather wood before sitting down to repair my gear or craft something would be the sensible course of action. Now it seems like there are some clues (e.g. when the wind starts blowing, a blizzard might follow), but reliably identifiable weather patterns appear to be lacking. I don't know how to introduce it without compromising the atmosphere and spirit of TLD (watching a televised weather forecast would hardly be appropriate ;-), but some sort of indication as to what the weather has in store would be welcome. What I'm trying to say here is: if permadeath is going to remain a feature of the game (as I think it should), then I believe it is important to ensure that no unrealistically random events risk putting an abrupt end to the player's adventure.
  7. It's actually the feature in Edge #277 that got me hooked and prompted my letter (which then appeared in the following issue)... Word of mouth advertisement is working for you! :-)
  8. Just a quick word to inform the community that my enthusiastic praise of TLD ("The Maddening Crowd") was published in this month's issue of Edge magazine (E278) and even got chosen by the editor as "letter of the month". In my excitment, I got confused and forgot that "Pilgrim", not "Voyageur", was the lowest difficulty setting, but it should serve the game's PR campaign nonetheless :-)
  9. Yes please! Multiple games would be nice, or at least the option to have one save per difficulty level. That way, I could keep going on exploring the fantastically atmospheric world of TLD in "Pilgrim" mode when I'm in a casual gaming or tree-hugging mood (which is most of the time), and keep pu(ni)shing myself in "Voyageur" or "Stalker" modes when I'm looking for a challenge or a wildlife massacre "a la Far Cry 3 or 4" ;-)
  10. I see your point... I actually have an expensive gaming mouse hooked up to another machine which I use for your typical FPS. I just thought that it would be nice to be able to play TLD on the go as I think the "instrospective" gameplay is suitable for this (no risk of me disturbing my fellow plane/train passengers with frantic mouse or keyboard action ;-) But I guess I could stick to "Pilgrim" mode, which is effectively what I'm doing right now...
  11. Thanks for the advice. I think the problem is partly due to the fact that I'm playing on an ultrabook, with the integrated touchpad. This makes the game very playable as far as exploration and crafting are concerned but combat is nearly impossible. Since the generally slow-paced and cerebral gameplay of TLD makes it arguably an ideal title for this type of machine (apart from the fact that it seems unexpectedly demanding on CPU/GPU resources and drains my battery in about one hour!), I think it could benefit from a "defend yourself" action bound to a single key. Perhaps it could use a timing mechanism to make it a little more challenging (similar to Assassin's Creed III's or Tomb Raider's QTE in an identical "wolf attack" scenario)?
  12. Waow, clearly I had no idea how hard the game was! I first tried it on "Pilgrim" difficulty and thought I had done poorly dying on the fourth day. I've now tried on "Voyageur" 3 times and I never lasted more than one! Meeting a wolf seems to mean instant death... I don't even understand what I'm supposed to do. Is there even a way to fend them off without a bazooka? ;-) Seriously, I guess when you have found a rifle, you may have a chance, but until then you are just dog meat... When you are freezing and there is a wolf between you and the next shelter, it's game over! Please Hinterland, make it a little less "hopeless": I think I'm going to stick to "Pilgrim" mode until you have adjusted the difficulty curve...
  13. Some might consider it a cheat, but what about the option to sleep until blizzard stops? It would be one way of addressing the issue about blizzard duration apparently depending on your actions (another area of improvement for pseudo-randomness?). As for justification, I guess one could argue that silence would be enough to wake one up if one is sufficiently stressed-up! ;-)
  14. Yes, I had the exact same reaction: days are way too long but I don't see how to make it more realistic without making it a game about staying in a cabin waiting for dawn :-)
  15. Hello There, First: I love the game (got it from Steam about a week ago)! It's got almost everything I'm looking for in the genre including, most importantly, a true sense of place and the right kind of open world freedom (the one that puts you in charge of your own fate and forces you to take responsibility for the consequences of your actions). I've got a few minor suggestions though, which I thought I would share... I've only done one playthrough so far and I didn't survive for long, but I kind of felt like I was doomed to fail early on. The main reason is that I never found any of the items that I quickly realised I needed to go on. After 3 days of scavenging around Mystery Lake (I died before sunset on the 4th!), I had found some food and enough matches/accelerant etc. to make fire, but *no* tools, *no* weapons (not even a kitchen knife) and not enough scrap material to build or repair *anything*. By contrast, I had found several items that were no good on their own (e.g. scrap metal) twice or more... I am a programmer myself and it looked a little like there was something wrong with the random number generator, or rather like it was "truly" random, making me fall victim to a statistical fluke :-) I may be wrong but it made me suspect that the content of every drawer or cupboard was randomly generated independently. I would suggest that you start from a list of items that contains at least one of each desirable object (an axe or crowbar to break the ice of a fishing hole would have been nice) then distribute it at random between caches. Now that may have been what you did and perhaps I was just unlucky, in which case I humbly and sincerely apologise for being so presomptuous... Randomness may also need some tuning with respect to the blizzard. More than once, I ended up "ambushed" by it while crossing the frozen lake and therefore forced to stay in one of the fishing shelters for hours. Since that basically meant having to choose between slow and fast freezing, I felt like I had reached a dead end (pun intended). Blizzard also kept me indoors for a whole day when I was already starving, which was frustrating (no doubt the feeling would have been slightly worse had I actually been in that predicament! ;-) I guess this is all very realistic in a way, but it could undermine the game's appeal, so these are my two cents to make it more playable... Cheers, F.