ShieldHeart

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10 Survivor

About ShieldHeart

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  1. Alright going to leave me 2 cents here, I really hope it helps add more productive dialogue to the conversation. I've been modding the game for the last 2 years now, and since the very beginning I've been hoping and advocating for an end where we, as both big fans and modders, could find a way to work with the studio and integrate our mods into TLD in peace and for the mutual benefit of everyone - for Hinterland, modders, and players alike. I'm not sure why we cannot realize this wonderful and obvious potential that so many games seem to be able to achieve coming right out of the gate. Yes it's been heartbreaking loosing my "unofficial" mod along with roughly 1000 hours of development, it's even more heartbreaking to see this seeming hostility between the studio and the modding community as it exists today. I feel like such a massive potential is being wasted and realizing this win-win-win potential for all parties is becoming more and more distant. There exists today, by our estimates - 73 mods, 9 English-speaking modders that we know of, at least 5000+ hours of additional external development for the game, and probably at least 200,000+ lines of C# code bringing new gameplay and tons of new content which have been wished for by the community. I now understand the switch to IL2CPP and it seems to make a lot of sense for the studio. I would just like a genuine consideration and reply to the following, if @Raphael van Lierop you can kindly spare the extra time, I can understand addressing all this can be both frustrating and exhausting. It seems like an incredible tragedy for the modding content out right now to go to waste, would there really be no acceptable means of integrating these mods with the game again one day? I'm sure there would be many of us willing to spend the time to think this through and explore different methods, even if you cannot spare any associate to work with us. There currently exists modders ranging from beginner C# coders to seasoned software engineers working professionally, and if there was an olive branch extended and a direction we could take, I bet we can accomplish much for the win-win-win potential that I believe is there. Whatever the answer may be, I'm grateful for the awesome experience I've had with the game, and the genius and selfless modders who've helped me with Relentless Night. I've gotten a lot out of this game, the price on steam really doesn't do it justice, especially with how far it's come and the content that's been added. Cheers and best of luck with the future development!
  2. There currently seems to be a bug with the respawn rate option, setting it to low will actually maximize the respawn rate of animals. Set the wildlife populations to "low" (or even "none" for some animal types to have even less to kill/eat), the "Wildlife Respawn Frequency" to very high, and population decline over time to high as well - believe these are the current settings that truly minimize wildlife in survival mode. Hopefully the counter intuitive respawn frequency thing will be fixed in the next update.
  3. Any chance we will be able to get an answer for this and whether there may be a solution for this in the December update? Having looked a bit further into this, I believe it is a bug rather than part of any intended feature, though it would be great to have a comment from a Hinterland Dev/Associate, thanks again!
  4. After story mode came out, even though I thought the story could be cool and intriguing, I was skeptical about what more gameplay content the game could bring in the future, and started to feel that many players would start to lose interest in the game after this point. After reading the October dev diary, with which I was pleasantly surprised! I just wanted to come here and say a quick thank you to the Hinterland team for making it clear that they're still listening to their players, even after early access. I think the refocus on survival mode and the effort to make story mode more similar to its open-world gameplay, was exactly what the game needed! And I can't speak for everyone, but I believe this is exactly what the vast majority of the community has been wishing for as well. I don't post here much and probably spend more time at the reddit community for the game - where for a long time now, players there have admittedly been even more doubtful and critical about future of the game. But it's refreshing to see even them now praise the efforts mentioned in the dev diary and look at the future of the game with hopeful eyes! The efforts to create more quality content for the game, even after early access and through all the ups and downs, is very much appreciated by me as TLD fan and player. Best of luck in your future development efforts! Strangely looking forward to getting trampled by a moose
  5. Hey there, There's a post submitted at the TLD subreddit outlining a possible bug (or feature?) that I'm also curious about. Link here. I haven't seen any mention of something like this in the bug database. Is it possible to get an answer from Hinterland here on whether these indoor light differences are a bug or an intentional feature somehow? If it is a bug, is there an upcoming fix planned as of now? Cheers and thanks in advance!
  6. I have fiddled around with the Nvidia Control Panel quite a bit, but you gave me some ideas for some new things to try. I haven't even heard of the "Nvidia Inspector" I'll definitely see what I can do with that today, thanks! Weirdly enough, the new faithful cartographer update has really hurt the performance on my new system, on top of the issue of intermittent lag still being present, now I see that I am averaging less than 30 fps is certain areas. After putting 400+ hours into the game and trying so many different things to try to fix this... I really hope the more technical-savy players or hinterland associates here can give the advice I need to fix the issue.
  7. Hey Folks, Really stuck on this one, I've been having this issue with the Long Dark and it's come to the point of being unplayable, I've tried quite a bit to solve this myself, including reinstalling the operating system, to no avail. I would appreciate some help/input diagnosing and fixing the problem. I get intermittent lag spikes every 20-60 seconds where fps drops by 30-40 frames for short bursts that last 0.5-1 second. It started about a week ago and they've been becoming progressively more frequent and longer. I don't believe I have done anything out of the ordinary to start this since last week, the installed game version has been at V.393 for months. Overall the FPS on my system in the long dark is very sporadic, I can only get consistent 60+ fps on the lowest settings, even then I can get anywhere from 40-120 fps outside. This is strange since the system I have can run Skyrim on High/Ultra at a steady 60 fps. I can confirm that these recent lag spikes only happen in The Long Dark, tested other 3D games - Skyrim and Kerbal Space Program and they run fine. Here's what I've tried so far to resolve this issue, I'll be adding in what other users suggest as well in edits: * Reinstalled the Game * Defragmented the hard drive * Updated all graphics drivers * Reset my operating system with a clean install * Ran Latencymon, nothing out of the ordinary. * Ran Malware Scans using Malwarebytes and HitmanPro, nothing malicious * Monitored Loads using Task Manager's Resource Monitor, CPU loads don't seem to go above 60%. * Monitored GPU/CPU temperatures, can get quite hot up to a maximum of 84C, but no thermal throttling. * Reinstalled everything into a new ssd, no change in game fps and issue still present. * Ran the built-in Windows Memory Diagnostic tool for the RAM, no memory problems found and issue still present. * Edit: Verified integrity of game files, all is normal * Edit: Ran the game in DX9 mode, no changes. None of these have resolved the issue. Here is my system: * Lenovo y410p notebook * Windows 10 Home 64 bit * Intel Core I7-4700 2.4Ghz (8 CPUS) * 8GB RAM * NVIDIA Geforce GT 755M * 500GB SSD) * Direct X12 Love the game and would really appreciate some help diagnosing/solving this! Sadly, trying things out in the test build seems to have decreased the performance on my system on top of the intermittent lag issue still being present :(. With everything set to the lowest quality setting it goes, I am now averaging 35-45 fps outdoors. Though I can quit and start up Skyrim on ultra settings and get a steady 60 fps, very odd.
  8. Thanks for the reply! So as I understand it, you guys can't confirm that modding support for gameplay mods will be added just yet, which is fine of course. Having said that, I am very excited to work on some mods for TLD, and I can even start before proper modding support is added (making models, etc). Though as I'm sure the devs know, doing such work can take a lot of time and effort, and it would be futile to work on this if it can never be a part of the game in the future. So I guess I'd like to add a +1 for modding support, if there is any other way I can encourage it please let me know! I am ready to start as soon as I know that such mods can be a part of the game, it's definitely going to be fun for me and hopefully many many players as well.
  9. Hi folks, Apologies if this has been answered elsewhere, please kindly provide me a link if it has. I have seen modding support mentioned for the game roadmap in the "medium term" projects. I definitely have some mod ideas and would like to contribute to the modding community of this game long term - starting with implementing this idea. I can even start working on a mod now, but it will all be futile if there will never be modding support for the game. There doesn't seem to be a definite answer from the developers on whether there will eventually be modding support, it's all been a 'maybe' so far from what I understand. I'm hoping I can get a more definite answer here, will modding support be added in the future? If so, any indication of how far down the line that may be? Cheers
  10. I agree this may not be compatible with the current story mode that's already planned, that's why I now think this would now be better as an additional challenge, instead of some part of story mode. I liked this idea mostly for the gameplay it would bring, I understand that realism is important, though I don't think we should forfeit ideas that could provide great gameplay for the sake of realism only. I would like to be able to hear any ideas that could add some sort of fun endgame to the current sandbox, even at the cost of realism.
  11. The link to the original post made on the TLD subreddit explaining the gameplay in detail - Here. It would be great to hear what you guys think about something like this being added as a new challenge.
  12. Wow! Thank you for bringing this to my attention, had no idea it made its way over here already. Glad to see you and a lot of others liked it! Well, I will officially add my +1 Realism aside, I'm glad those here saw that it was mainly an interesting way to provide exciting long-term gameplay, and address the issue of the game getting easier over time, when I think it should become more challenging as the player survives. I was really excited to hear those at Hinterland enjoyed reading it
  13. A while back, I made a post at the TLD subreddit detailing an idea for some interesting gameplay that I thought would fit the game really well, a lot of people seemed to like it over at reddit, and some suggested I post it here as well, hope you like it! Credit goes to u/ElvisPressly for sparking this thought in another post here, I quote his suggestion for an endgame to the long dark: I have had the pleasure to play this game from the very start, and learn about the workings of the game one great update after the other, enough to eventually get very good at the survival part and reach 500 days in a run - please hear me out on why that bolded sentence in the quote above excites me, and why I think this idea has the potential to make sandbox amazing for all levels of players, and add immensely to the atmosphere of the game. A game where the rotation of the planet is slowing down would mean both increasingly longer days as well as nights. This effect, becoming more and more apparent the longer the player survives, could create a continuously changing environment, a slow but accumulating increase in difficulty, and more exciting long-term game play. Several days would go by at first, without the survivor noticing much, but soon enough the player can be heard saying things like “wow, I had an unusually long day” or “what?! It’s still dark out?”. This effect would continue, with nights now lasting as long as several days, where temperatures continue to drop with each consecutive ‘day’ of darkness, large temperature distributions within the atmosphere give way to extreme and lengthy blizzards . The player, realizing what is happening, now has to take advantage of the long periods of daylight and warmer temperatures to plan, collect resources, and prepare again for the next, even longer dark. This would continue into the later game, the hard-core survivor now has to deal with what seem like weeks of total darkness, ungodly cold temperatures and blizzards that seem to last for days. During these long periods of night, the only real source of natural lighting comes from the odd full moon. Traveling outside will put the player into freezing conditions extremely fast, and moving quickly from shelter to shelter becomes the only option to hunt, scavenge, and move around during these periods, using knowledge of the land and what little natural light that exists from starry skies and the moon to navigate. Certain wildlife become rare and starts disappearing completely. The slowing of Earth’s rotation eventually causes the Earth to become tidally locked with the sun, with the western hemisphere and the survivor faced permanently, and unfortunately, towards dark skies at the new ‘dark side of Earth’. The player now faces the challenges of THE LONG DARK. When stepping outside the survivor can now be heard saying “the stars stopped moving?! Is this what I think it means?!” or “I will never feel the sun against my face again.” Perpetual darkness now exists, with little means to survive, all that time preparing for this will now really determine how long the player survives, even the expert planners and survivors struggle to keep alive, with eventually conditions becoming harsh to the point where the player struggles to keep up with food, or keeping warm, and fades into the long dark, forever buried under the lengthy blizzards of the dark side of Earth. I hope I was able to share well the kind of amazing experiences, atmosphere, and gameplay elements that I think this could bring into the sandbox game. Here is a point form list of ways that I feel this gameplay scenario could be beneficial: Players bored with long-term gameplay and easy survival conditions get to play in a constantly changing environment which slowly increases to extreme difficulty. Novice/casual players still get to enjoy short runs learning the game without the difficulty increase becoming too apparent (maybe have this scenario as an option to play in stalker mode only?) Adds greatly to the already mysterious/creepy/surreal atmosphere of the game, which I think hinterlands is trying to create and enhance in this game Leaderboards become more meaningful? Players can no longer survive for 1000s of days through hibernation due to the impossible conditions which the game would eventually lead to. Adds further meaning to the name of the game? hah I have a feeling there is more to that list, but this is what I can think of for now. I would love to hear your opinions about being able to play such a survival scenario. I also know that I, many of my friends who play, and many redditors here, would love to hear from hinterland studio whether similar ideas have been considered, and whether such a sandbox option could be added at the current stage of development. I am no game developer, but sounds like the technical programming/development part of adding this would not be too difficult, relative to some other suggestions I've seen at least – feel it would mostly involve programming days/nights to get longer over time and temperature and frequency of blizzards to change according to consecutive days of daylight/darkness, but like I said, I am no game developer. As for those who will say why the Earth would start slowing down in the first place, it could perhaps be explained (without getting into hardcore sci-fi concepts) with the geomagnetic storms/anomalies applying forces to the Earth’s iron core? Just one of many potential explanations, please feel free to suggest more. Thank you for reading this lengthy post! I would love to hear some opinions on why you think this may or may not work. I have enjoyed this game immensely and I am happy to support the game in what ways I can! Credit again goes to u/ElvisPressly for original idea! Rock on Elvis!
  14. Just wanted to say it's beautiful New region, lighting, graphics, and the new sounds, just adds that much more to the feel of the game. Looks like another great update to me