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About TWM

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  1. 'Lief kadaver...' (sorry, ik kon het niet laten; dit taalvautje is net iets te vermakelijk om 'm te laten passeren).
  2. Migration could be factor, although it's odd that a troop of wolves would migrate to the exact spot I just cleared out. It's the first time I experienced this, hence the question. But thanks for the suggestion of migration, it's certainly worth considering. And yes, I am aware of the quirk where wolves take longer to respawn if their carcasses are left lying around. I've also noticed that harvesting won't allow me to leave 100 grammes of meat on the carcass anymore. I've harvested several animals while trying to leave the least amount of meat on it, like if it was 3,1 kgs, i'd harves 3 kgs. Nope. Won't have it. As an aside, I've also noticed that wolves will home in on me when I'm carrying cooked meat, even without the scent-o-meter flaring up. Which makes it easier to shoot them, actually.
  3. The wolf will keep its distance, although it will advance, so this works less well in the middle of nowhere. Also note that if you advance towards the wolf, its not going to back down but lunge forward and you'll enter into a fight with the wolf.
  4. I killed some wolves around the church in Milton to create a safe hunting environment for myself; killed three, went outside that night, got stalked by yet another wolf, killed that one; then I went to the farm and fetched a hacksaw. Spent the night there. Next day, I return to the church: new set of wolves prowling about. What's the point of killing wolves if they just respawn straight away? And also, what's the point of creating game in an area if I have to look over my shoulder as soon as I start butchering it? This isn't fun: most logical place to bring game is the church, but that's where the wolves patrol, so I can't go there stinking of meat. It used to be the case I could tackle this problem by clearing the wolves first. Now it seems that's just a waste of ammunition.
  5. Volgens mij heeft niemand de vertaalfouten als bugs opgemerkt, want wat je al zegt: omslachtig, zowel voor de ontwikkelaars als voor degenen die de bugs indienen. Bovendien krijg je dan verstrooiing: een plukje vertaalsuggesties hier, weer eens daar; veel doublures ook. De realiteit is dat er gewoon niks gaat gebeuren, want dit zou dan eerst door de ontwikkelaars als probleem moeten worden ervaren - en dat is het niet, want het vertaalt zich niet in teruglopende verkoopcijfers of spelers die afhaken. Dat zal met de demografie van hun doelgroep te maken hebben, dat zijn geen jonge kinderen, maar volwassenen die het Engels machtig zijn en dus gewoon over kunnen schakelen. Ik snap het ook wel, als je al moeite hebt je deadlines te halen voor de ontwikkeling van nieuwe regionen en verhaallijnen, dan ga je geen tijd investeren om te knutselen aan de vertaling in tientallen vreemde talen. Maar had die taalopties dan liever laten zitten, denk ik dan. Pak het vanaf begin goed aan of doe het liever helemaal niet. Nou ja, 't is ook weer geen ramp. Meer een kleine ergernis over iets dat op zich een leuk idee is, maar waarvan de uitvoering vervolgens rammelt.
  6. TWM

    Let's talk plot holes

    Even in The Walking Dead, we see people banding together. Why? Because there's safety in numbers. Sure, there might be rifts within communities, people having different opinions on what to do or who's to blame; different factions will emerge - as they do when there's a major change affecting the future of a community. I expect people to have town hall meetings, heated arguments - things might get out of hand. I assume people might start thinking of plundering the petrol station when push came to shove; but it's more likely the community leaders in town would take charge and form a committee to ration the available goods and organize a party looking for outside help (and to find out what's going on). And if the town has been pretty much been forced to be self-reliant for ten years, as Grey Mother informs us, I doubt a powerout (even for a couple of weeks) would cause people to scatter and run for the hills by themselves. There are f***ing man-eating wolves prowling the land. You really want to leave your home and your community? No, you would sit tight, band together and work out a plan to get some meat on the table (there's plenty of wild life, I'm assuming people in such a place would rely on hunting and the like anyway) and patrol the area together to keep the wolves at bay.
  7. TWM

    Let's talk plot holes

    Okay, so the tunnel collapsed on the bus, which allowed for the convicts to overtake the prison guards. It conveniently left the bus intact enough so as to make a tunnel through which the convicts escaped... After which they would have frozen to death in their skinny uniforms, but oh well, never mind that... Also never mind that the bus doesn't seem nearly long enough to function as a tunnel, but okay... So this bus-tunnel within a tunnel lasts long enough for Astrid to get through, but then conveniently caves in before Mackenzie to get there, because - o well, we need to force him to detour and meet the trapper. Again, what were these convicts doing on a remote island again, and they were getting moved from where to where exactly? Is there a prison facility on the island? If so, how come nobody we encounter seems aware of this. I mean, Grey Mother seems half psychic, yet she has no idea who these inmates are? Also, none of this is on the map of Great Bear. No air strip. No prison facility. The convicts just seem to have been placed there and driven around for no reason, without a starting point or destination. And how did they manage to drive through Milton to begin with, since the road seems blocked off - is that something that occurred after the bus with the convicts rode through? But if so, then how come Grey Mother knows there's only one way out of Milton? What about the other road leading out of town, the way the convicts came in apparently - how does she know that side is blocked off? Did people check it out and then went back? If so the time span seems awfully tight: where did these people go all of a sudden? During my conversations with Grey Mother, I assumed that roadblock was due to the earlier earthquake she talks about, the one that cut Milton pretty much off from the rest of the island, let alone the main land. Although if that were correct, I don't see why people would use the road to go that way. See, this is where things get confusing. The narrative challenges, even requires the player to put a puzzle together of what happened, but the picture itself doesn't seem to be congruent. Now of course, you might maintain that's just my fault, that I'm misinterpreting things, or haven't been paying enough attention. But I have a sneaking suspicion it's because the writing itself wasn't designed to tell a congruent story, but to get the player from place A to place B, and from event I to event II - never mind consistency of the world and it's inhabitants the plot and it's background narrative conjure up. And that's where I start having a problem with the suspension of disbelief.
  8. TWM

    Let's talk plot holes

    What route exactly? According to Grey Mother, there's only one (!) way out of town, which is through the tunnel. So where did the bus came frome? And why would a bus full of convicts be on a remote island in the north of Canada anyway? It makes no sense. Okay, maybe I wasn't paying enought attention when this explanation came up. So why can't I use the same route then? Because the tunnel conveniently collapsed further onto the bus after Astrid used it, so that I, the player, now have to find another route... It strains credulity as far as I'm concerned.
  9. So after finishing episode 1 and playing throug a fair bit of episode 2, it dawned on me that much of the central premises on why the places I was visiting were abandoned don't actually make much sense. 1. How and why is Milton abandoned again? Take the abandoned town of Milton for instance. After the electricity broke stopped working, people tried desparately to get out of town. But why would they, or rather, why would all of them? They're in a pretty remote place, I assume these people are part-time hunters and self reliance types anyway. You'd expect people to huddle together in the case of a catastrophic event, have a town meeting, maybe send out a reconaissance party to find out if things are as bad in the outside world and perhaps get some help going, but people just haphazardly stealing goods and making a run for it separately: it doesn't actually make much sense. Where are you gonna go? How long do you expect to survive the winter? Now, I get it from a standpoint of development feasibility, especially for a small studio: funds are tight, every NPC encounter requires many, many more man hours, plus extra expenses for the voice acting. But on the level of the world that the story is building, it makes no sense: even if people turned on each other (because they didn't agree, or because goods were running scare and people started to panick, you wouldn't expect a town to just run empty. 2. So how exactly did Astrid and the convicts manage to get out of Milton? Grey Mother tells us there's only one way out of town (which is odd, since there's a road going the other direction, the way we came into town, but okay, whatever: let's say that road leads to nowhere): through the tunnel. But the tunnel has collapsed and from the looks of it, right when a bus of convicts rode through. Now, since the only regular way out of town was closed off, how did the convicts and Astrid manage to get out of Milton? The only other way is go rope climbing through the mountains, so Grey Mother tells us. Did you see a rope hanging down that ravine we traveled through? That would make more narrative sense, but game-wise we need to be forced to be dependant on Grey Mother to disclose Lily's half a century old mountaineering kit to us. But even if these convicts somehow managed to get the necessary equipment and figure out a way to get out of town, would you really expect them too, so soon? What's their plan? Wouldn't it make more sense for them to stick around, loot the gas station, bully the left-over townsfolk until things got so dire, they needed to move on or starve to death? 3. What were those convicts doing there anyway? Why a bus of convicts would travel through a place in the middle of nowhere on some remote island beats me. Where were they coming from, and where were they headed? It doesn't exactly jibe with what Grey Mother is telling us about this place: it's pretty much abandoned from the mainland. So... is there some Alcatraz style prison somewhere on Great Bear? It doesn't make sense, but we need convicts to generate a sense of urgency and danger to the story, so let's drop some convicts from the sky - no not literally from the sky, even though that would make somewhat more sense on the level of world building, since it would make it too obvious were taking a page from the movies Con Air and US Marshalls. 4. The trapper sure seems to like having people around! This is a spacing issue. I've noticed while playing in Sandbox mode that the Mystery Lake map was pretty crowded (it's a nice starter map for a game, to learn the ropes so to speak, but it's got a lot of stuff happening) and it only's gotten more crowded when the Story Mode release neared. An extra watchtower near to the Camp Office and the Derailment (it's near the Logging Camp as well), now there's a yard in front of the Dam, some extra trailer cabins. For someone who likes solitude, Jeremiah sure seems to have picked a place with a lot of people moving through. Imagine all the activity coming from Mystery Lake during the fishing and hunting season. There's a hunter's blind at the creek not far from Jeremiah's cabin, for crying out loud. I can just imagine him stumbling over all the tourist hunters nabbin' his game. Oh, and while we're at it: if Mystery Lake is pretty much closed for the winter, why are there four ice fishing huts on the lake? Who put them there, and why? Well the devs put them there, so you wouldn't freeze your ass off while traversing the lake and to give you something to do, that's why - but then they forgot about them while figuring out a plausible reason why no-one was there. It's off season, yeah, that's the ticket! As a bonus it kind of helps to explain why a man hating trapper would stick around a well-visited tourist spot. Not that it helps much, because there seems to be plenty of other activity going on in the area: there's a well used logging area in the vicinity, with frequent cargo trains coming through: imagine the noise! There are not one but two Watchtowers in the area, which seem to be in use. It would have made more narrative sense to relocate the Trapper's homestead to the Muskeg, but development time constraints probably wouldn't allow for that. Ah, well... 5. Flushing money down the toilet on the Dam We're told the Hydro Dam hasn't been in use since the earthquake ten years earlier, if I'm not mistaken. Which doesn't make much sense, because why would you put hundreds of millions of dollars into building a dam and then not repairing it after an earthquake. There doesn't seem to run a huge crack through the dam itself, in fact, the plot is going to require someone without any hydro-electrical engineering skills to get the Dam up and running again - but a huge corporation with all it's resources just thought it wouldn't be worth the effort and just pulled the plug on their multimillion dollar investment. Sure, sure... ****** And so this is why you hire professional writers to put the pieces of a story together. Other people have commented how the story seemed underwhelming, with cliche motifs and plot points to move the story along (the estranged couple meeting again after so many years, the loss of a child as cause of their separation, leading the male protagonist to isolate himself in the great outdoors - Firewatch, anyone?; the old crone/ testy wise woman guiding the protagonist on it's way) and implausible events and side characters (hunter-woodsmen ecoterrorists, really?). For me it's not a deal breaker, I bought the game for the Sandbox/Survival experience and it hasn't let me down since, I've been getting free extra content for over two years now - the actual Story Mode was always a bonus for me and the stunning visuals and art direction help sell the story. Still, if I'm honest though: I used to feel no hesitation in recommending this game to other people at it's former price of $20, but at $35 the story better be down-right engrossing, since that's the main dish buyers are going to look at. And I notice that I have to overcome a twinge of embarrassment when I want to recommend the game now. For a game that has been rather dependent on word of mouth for it's pr so far, that's not a good thing.
  10. TWM

    Beautiful but flawed

    That's odd, because after setting my resolution way down on my desktop (midsize PC, mind you, with a laptop motherboard, integrated CPU, so I can't upgrade it), I noticed considerable improvement. The struggle bar still isn't getting full, but at least I survive the struggle these days. And speed of movement has gone up as well. I'm jogging around like Super Mario, without actually running. Still, I think it's an issue that framerate should cause such problems. I use my system mainly for web, mail and reading/writing so I'm not keen on buying a new PC just to play TLD either.
  11. Quite likely. As you say, I've had wolves gnaw for days on a deer carcass I had cleaned out earlier, popping up right after Grey Mother informed me that the wolves move into town when people move away. Well, they did indeed, right on cue. It's moments like these that remind you you're playing a computer game.
  12. Given your description, I assume you mean the open structure in front of the Barker farmhouse Grey Mother sends you to find the key to a safe deposit box she wants. Yeah, I got jumped there as well. But that's not because there's a wolf lurking inside; but because the wolf roaming the area outside can see you (and I have a sense it can even see you through the walls) - so you best bring a torch when going there. So sorry to say that wasn't fluffy. Furthermore, I feel it's plenty unsafe outside, I wouldn't want to having to be walking crouched on my toes and looking over my shoulder inside as well. Man, there have been instances where the game dropped me right next to the dam in the beginning, and I almost crapped my pants. That's some scary shit, it gets on my nerves. Good to know Fluffy has been moved. Next time I'll enter the dam, I'll breathe more easily.
  13. Ah, that explains a lot. Also explains why I had an excess of bandages. Wasn't paying much attention, I just assumed it worked like it did before: bandage + lichen = disinfectant bandage. I guess not. Okay, that helps. I'll just craft some bandages then, and I'll be fine.
  14. I tried it two times in a row; I don't think it's a glitch. Unless I'm overlooking something, the game doesn't seem to recognize the OMB-lichen bandage as a bandage anymore (at least as far as Story Mode is concerned; I haven't tried it on Sandbox yet).
  15. So I just got into a wolf tussle in Story mode, and tried to heal myself from the radial menu. I had several Old Man's Beard bandages prepared, but they don't stop the bleeding. So that's a waste. Those bandages are pretty much useless now. But perhaps I'm doing it wrong?