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6 Wolfbait

About Oywin

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  1. 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.
  2. 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.
  3. 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.
  4. Ah, nice. Thanks! Somehow I missed that topic or I'd not make this one.
  5. 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.
  6. 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.
  7. 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.
  8. Oywin

    More footprints?

    That would be nice too.
  9. 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.
  10. Oywin

    More footprints?

    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.
  11. Hello, fellow TLD gamers! This might be a TL;DR post. (Hah!) I've got 278 hours of playtime in The Long Dark and it's definitely my favorite single-player game right now. I just really like that feeling of harsh, cold loneliness that this game sometimes has, while other times being so very beautiful and relaxing. Maybe it's because the in-game nature reminds me so much of the Norwegian nature. I'm a roleplayer and like to immerse my self into my character and the world, and for my next sandbox-game my goal is to try to write in the log about every day. Even though I started playing this game at the end of 2014, I still haven't survived over 200 days. My last game was the record: 199 days. I froze to death in my sleep while in the cargo-plane atop the summit in Timberwolf Mountain because my bearskin-bedroll got worn down one point over the freezing point without me noticing. At that point I had stopped roleplaying long ago and was just chasing that last achievement which is surviving for 200 days - so you can guess my agony when I went to sleep and never woke again. I got a little too eager and a little too careless, which is enough in this game. Anyway, what can I tell about my self? I am 27 years old and live in Oslo, Norway. When I'm not playing The Long Dark I like to play Planetside 2 - I just like the huge scale battles, the teamwork and being competitive. When I'm not gaming I like to try being creative with drawing or 3d-modeling and animation - but I'm a huge perfectionist and my own worst critic, so I don't create as much as I wish. Anyway, the art-style of The Long Dark is something I really dig and I hope to create something l in the same style one day. Also, if anyone wishes to see my 3d-work, I've got some on my YouTube-page (shameless self-promoting, I know). I'm not really new to these forums, but I never saw this introduction-page before, so I guess it was time.
  12. +1 for this idea I agree completely. I've always wanted this, but haven't bothered to mention it because I also presume people would deem it "too much". This would be an factor in forcing the player out of houses to relief themselves, instead of sleeping indoors all the time, grinding days for as long as the food lasts. Using the toilets wouldn't work (at least not more than maybe once or twice), since the water supply to them doesn't work anymore. A bucket could be used a few times, but would eventually have to be emptied as well. I also think there would be a lot of interesting health afflictions that could come into play with this.
  13. Make more time-passing tools and activities: The simplest way would be a tool in the TAB-menu called "Pass time" or "Wait around" and you do that for a chosen amount of time til you're ready to move. Skyrim, for example, has this ability. Or make certain items into abstract recreational tools, like books and newspapers being readable AND an easy way to start fires. It doesn't have to be more complicated than "Read book/newspaper for X amount of hours" and doesn't need actual writing for the player to read. While in-doors, perhaps a "Clean out bodies" function, both to pass along some time, and so you dont have to share a bedroom with a creepy dead guy. Make 1 in-game hour the same as 1 real time hour. The Fatigue, Hunger and Thirst-meters would naturally have to be slowed down accordingly. The Cold meter would be fine with it's current speed, as you do start to freeze pretty quickly in the cold. Currently in-game you can walk for hours in a -60 degrees blizzard where you'd most likely be a frozen corpse within 20 minutes. No longer takes 5 minutes to walk 50 meters. Reasoning: I don't like sped up clock in games. It makes it seem like everywhere I go takes an unrealistically long time, and I feel rushed. That said, it might sound like a paradox that I think it takes too long to wait around for the weather to change or to warm up. Currently I just use sleep to quickly pass time til I'm warmed up or until I'm ready to leave a safe-spot. I can harvest and craft stuff as well, but this costs calories and resources, is not always necessary and you eventually run out of those activities, and then only sleep remains. And while sleeping is just as an effective tool to pass time as the tools I suggested, the roleplayer in me feels sorry for the poor survivor who has nothing more to do than sleep and eat. The apocalypse isn't supposed to be fun, but there should be more ways to pass time than just sleeping. If enough ways to pass time was put in the game, I don't see why a realistic timescale couldn't be used. I imagine and understand this clock-change is probably something not everyone would want, but perhaps it could at least be possible to add it as an addition game mode or a tweak-able option in the options-menu or in the data-files?
  14. Well... no, fine, maybe not while it's cold. But they do when you get inside and warm up. Then again, while I'd still like to see the clothes getting wet like that, maybe that would en up being too much to worry about in-game for most people. I think I'll edit my post a bit. ^^ But what do you think of the freezing on different body parts?
  15. +1 to self-boiling water, because that's just awesome. Maybe if you forget the time you could end up boiling away all the water. Like I do in real life way too often. +1 to getting water from fishing hole, because that makes sense. +1 to placing actual pots and canteens on top of stoves and fires.