Oywin

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About Oywin

  • Birthday 08/27/1988

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  1. Proximity Item Use: - Implement an interactive system that checks both the player's inventory and immediate surroundings, including searched containers, for required items. - Enable crafting and using objects like fireplaces, stoves, ovens, crafting tables, etc., without the need to transfer items into the inventory first. This would also remove the need to replace them on surfaces afterwards. Backpack Placement: - Enable players to place their backpack on the ground. - Add a prompt upon entering indoor locations to decide whether to put down the backpack or not. - Improved movement when not carrying it to make it obvious, unless the audiovisual cue is enough (so we don't constantly forget it). Clothing Management and Saved Wardrobes: - Implement a clothing management system for transitions between warm and cold places (remind us to strip off some clothing when getting comfortable and vice versa). - Create saved wardrobes for quick clothing changes and easy management. Reminder for Unequipped Gear: - Add a simple reminder to warn players when they are about to go outside without equipping available essential clothing and gear. - This reminder could prevent unintentional oversights when players are immersed in roleplay. I have multiple times wandered around for hours without realising I wasn't wearing shoes. At the very least the character should immediately complain about it. Apologises if some of these are already implemented or planned. I haven't played for a while, and these wishes weren't a thing when I last played. I started thinking of them again as I read the June Dev Diary and saw pictures of the various cooking items placed on a table. It reminded me of what a hassle it was to interact with items after placement and that I wanted to improve that.
  2. No, this concerns both types of wolves. And really, any kind of animal that can attack. I guess there's a distinction between chase and attack mode when I think about it, because I have also outrun wolves as long as they never get closer than say 5 - 10 meters, which seems to be where they enter attack mode. Sorry for that confusion. Basically, it seems to be two "hostile" modes for wolves: Chasing and Attack. Chasing can be avoided by broadening the distance, but Attack mode cannot be interrupted as far as I can tell. Not with flares or guns. It's kill or be pounced. I've wounded wolves with bullets and they're still forced to perform the attack, and it's not before they've pounced on me that they'll be instantly scared off because their morale is actually low. And that creates situations where you have a tireless insane wolf beneath you that you cannot scare off or kill because it is stuck in your exact position, minus height. Sure, we may call it nitpicky. And I'm sure most of people that mention these nitpicky things are pretty happy with the game. That doesn't mean they shouldn't mention improvements they'd like to see. This is after all a wish list forum isn't it? ...I totally agree. One should be suitably prepared to meet a group of timber-wolves, and they bring a refreshing challenge to the game. I'll try to avoid them and if I can't that's on me. I like timber-wolves. I realise that my first post must come off very differently that I thought it would and I see why now, but kind of assumed more people would understand what I meant when I wrote it. So I'll try to re-iterate: My point is not that timber-wolves are too hard or anything. It's that they (and all kind of aggressive animals) can get stuck in an attack stance they can't break out of before they reach me or they die. While in this attack stance they get stuck in a running animation and will growl forever, despite not actually moving off the spot. They will also know where you are at all times despite there being a wall, floor or even a whole building between you, blocking the view. However! If the wolves never get close enough to enter attack mode, and remain in chase mode, they will indeed break off if I outrun them or they can't reach nor see me anymore. I guess I should perhaps update my original post to clear this up a bit. Edit: It seems I cannot update previous reply after a certain point.
  3. Here's what I mean: once a wolf gets close enough to enter chase (or probably more correctly: attack) mode, smell is no longer a factor. Nor is sight or anything else. It will forever loop this behaviour until it actually gets close enough to attack (I.e. I jump down to it and let it attack me) or I kill it. An example of this is a moose that once started charging at me because I unknowingly entered it's aggro range from the other side of a cliff. I heard it get angry, then start charging, but it had to a whole lot of path finding before it got to me. By that time I had managed to lock a fence door between me and it, leaving it in a state of perpetual charge mode, just running into the fence, pointed at me. I just eventually left it there not knowing if it ever stopped. Listen, I get how scent works. It makes wolves that haven't fully detected you (actually seen you) walk in your direction, especially if the wind is blowing your scent towards them. But as far as I can tell, that's all it does. Once they are engaged, and especially in attack mode, they have no way of backing down except win or die. Which gets problematic when they can't reach you, because they look and sound ridiculous, and they'll keep doing it literally forever.
  4. I agree fully with OP as I had the exact same experience at the Cannery, and I've had it in other areas too with normal wolves where I manage to stay above it on top of a pier for example. A thing I've noticed is that they alternate between running in circles and running in place, directly below your position if possible in a kind of moon-running Michael Jackson style, which is even sillier, depending on whether or not you aim with your firearm. This is probably because their AI is programmed to move to the player's XY position and once they've done that.. that's it. If they can't pounce the player by then they'll just keep doing the chase animation indefinitely. So yeah, pretty immersion breaking and annoying to listen to.
  5. Ah, nice. Thanks! Somehow I missed that topic or I'd not make this one.
  6. I suspected someone would bring smell up. And sure, they probably would still smell me in reality. But I suspect that's not the actual game logic reason why they're stuck in chase mode in this case. It's more to do with them having no way to back down unless scared off or killed once they've entered that mode. But I think they should do something else than growl and do the running animation forever when they actually can't see or reach me. I think it'd make more sense that they'd quiet down, sit or lie down, maybe retreat a little and keep a look out for whenever I leave again, at least after a while. It's just the constant sound of them being in chase mode on the other side of the floor/walls that's really annoying to listen to. Besides, wolves already lose interest if you enter a building that is "another scene" so to speak. You know, the ones with a little loading screen as you enter or exit the door. What happens to "smell" then? The real reason they stop chasing you then is because you don't exist in their scene anymore of course, and this behaviour is inconsistent with situations I described.
  7. Oywin

    More footprints?

    That's a pretty good observation. And yeah, I'd love to see at least some variations in the "quality" of the footprint. A few could perhaps be clean, but most should have long streaks of broken snow behind them. To leave such clean footprints really requires a person to lift and plant their feet pretty elaborately. Well, I guess it depends a bit on the depth of the snow, but still.
  8. So, a thing I realized that I really want to see in a future update is, well, what the title says. I want the wolves to calm down a little on the infinite chase behaviour. If they can see you, but not reach you, fine they may run around in circles or stand growling at you, as they already do - but if they can't physically see OR reach the player, I'd like them to eventually move on. I've had several encounters with wolves where I can avoid them by being above them (for example atop a pier), however since the AI doesn't know what to do in these situations the wolves infinitely "chase" me directly below my position until I'm reachable. And somehow they always know exactly where I am even if line of sight is broken. This get's really annoying coupled with the constant sound of their running and growling. I just spent maybe two-three ingame hours in the Cannery, cooking food and warming my self by a fire while a group of Timberwolves were directly below just constantly "running", barking and growling even though they hadn't seen me for hours or had any way to reach me. Eventually my immersion was so broken by this that I simply quit and decided to reload the game, hoping to avoid them. I know the situation is kinda specific, but it can happen pretty often and it looks, sounds and feels silly when it does.
  9. Oywin

    More footprints?

    That would be nice too.
  10. Oywin

    More footprints?

    Well, like I said it's not the most exciting suggestion, and I wouldn't be surprised if I'm one of a very few who cares about it, but I'm still throwing it out here just in case. Perhaps it's true that the current step distance is useful for gauging ranges, but... who does that? Or.. why? I've played this game for 400+ hours and never once felt the need to measure or count anything regarding distance or steps. Am I missing something? And I can't imagine how the current long strides have an impact on the troubleshooting and level design, but I know too little of this subject to tell, really. ^^ Also, I know that technically the player is actually floating and that there isn't an actual 3d model walking around. When I mentioned floating before, I meant that the long strides (combined with the very leveled camera) makes the presence feel very floaty - or, like I also said, that the player has long rubbery legs. When it comes to the reality quote - I get his reply to that topic, as a game designer usually has to choose fun over realism. But my suggestion is not something that is very revolutionary or game changing, I think. Again, this is a nitpicky suggestion, but also one I suspect wouldn't be too time consuming to change (but maybe I'm very wrong). I just think it would have a positive impact on the feeling of presence in the world.
  11. This is perhaps not a very exciting suggestion, but... can we get more frequent footsteps? The strides these characters take are almost twice as long as you'd expect from reality. I feel like my character is almost floating or having long rubbery legs when moving because of the few footprints I leave behind. I play with a gamepad, and with it I tend to walk slower than max speed (for immersion), because max speed feels like a constant jog at least. But if I move slowly the distance between footsteps remain the same as at max walking speed, making it feel more like my character is moving in slow motion, rather than taking smaller steps. Sprinting increases the distance between footsteps, but that distance is just insane - it's like long jumps. I think if we could see our characters moving like this in third person you'd find it looking very unnatural. So, basically I think walking and footsteps would feel more natural if distance between every footstep was reduced by like 50-40%. And in case anyone misunderstands - I am not suggesting to increase or decrease the actual movement speed.