ridankrad

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About ridankrad

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  1. Thanks for maintaining this list, @JAFO. I have a few additions to share. Here's a SPOILERS tag in case it matters to anyone. - Wolf behavior regarding eating prey has been updated. Wolves will no longer simply abandon the carcass to chase the player. Instead, the wolf will growl as the player gets closer, but if the player backs away the wolf will resume eating. - Crows now will circle over carcasses of animals that the player or wolves have killed, instead of just pre-generated deer carcasses like before. This is a welcome addition because the player can now look and listen for crows when trying to track down an animal carcass during a hunt. As a bonus, there are lots of new sources of feathers.
  2. What's the condition of your clothing? The condition of clothing wears down slowly over time and will wear down rapidly from blizzards or animal attacks. Low condition clothing will provide very little protection from the cold.
  3. Thanks for the tip. That's really useful.
  4. I agree with all of this. I doubt that it'll be in the game by August 1, but I hope that it might be added later on.
  5. I wonder if the rocks will have any effect on a bear. I'm guessing that they'll just make it mad, but perhaps there will be a small chance of making it run away instead.
  6. Highly doubtful until the release of story mode on August 1. For the survivor (sandbox) update later this month (or early next month), I would expect nothing more than what was officially announced on the dev diary. The reason some people are talking about the aurora is only because they were shown in the new trailer video that was released on May 4. Hope that clarifies things for you.
  7. Good point. Despite what I said earlier, I might end up using cartography just for the sake of having a mission. Survival (sandbox) has for a long time needed more to do in the late game after all of the initial needs are met, clothing/tools crafted, and supplies stockpiled. Mapping out all regions of the world would be far more time-consuming than all of those things I imagine, so I may enjoy it after all. Hmm...
  8. Careful, there may soon be hundreds of rabbits that eat you out of house and home.
  9. Me too. Would love candles to be added eventually. Perhaps they will on August 1.
  10. Agreed. A rabbitskin cap would be a welcome addition.
  11. Found it! I knew I'd read something official somewhere. It was on the Steam forums. Here's a direct link to the post: http://steamcommunity.com/app/305620/discussions/0/1326718197208830253/#c1326718197208851227 And here's the quote:
  12. Yes and no. The game does currently choose the struggle weapon automatically, but it's debatable if it chooses the "best weapon". @Timber Wolf ran a series of tests a couple months ago and found that the hatchet actually results in the least condition loss to the player on average, so arguably the hatchet is the best weapon for wolf struggles. However, the game will automatically choose the knife instead of the hatchet if both are in the player's inventory. However, based on the update notes, I think that all this may change. Hinterland has always emphasized that it wants players to make meaningful choices. If the player can choose the struggle weapon, then each choice should have pros and cons. If there is one clear "best weapon" then it becomes a false choice. Having said this, I'm not sure exactly what these pros and cons might be. Taking the least amount of condition loss seems like a really important stat for a weapon and would make it an obvious choice. But perhaps another weapon might reduce the amount of damage to clothing. And perhaps another (knife perhaps) might have a chance to kill the wolf during the struggle instead of causing it to run off. It's fun to speculate, but only time will tell for certain. I agree with you about the quartering. I can easily imagine myself sticking to my current strategy. I think I saw something from Hinterland that indicated the player would be able to pick up the rabbits entirely, however, and harvest them elsewhere. If so, I will definitely do that. EDIT: Oh you beat me to the punch, @Timber Wolf
  13. I'll admit that I was disappointed that the moose didn't make it into this update. Hinterland released a teaser of the moose right after the last update and said that the moose had just barely not made it into that update. Based on that, I had really expected the moose would make it into this one. I guess it's possible, however unlikely, that Hinterland kept the moose as a surprise but after yesterday's events I'm trying extra hard to manage my own expectations. That said, here are my thoughts about the things confirmed for the next update: Throwing stones: Long term, I think I'd still use snares for rabbits, but for the early game it might be a good way to quickly get access to some guts for the first snares. The more important use may be for dealing with wolves, since it'd provide one alternative that relies on renewable resources. I'm interested to see how this will work. Struggle weapon selection: It's funny, because I actually suggested back in August 2015 that players be able to choose their struggle weapon. My suggestion relied on each weapon having pros and cons. I'll admit that I'd like to think that my feedback was considered for this change. I doubt that Hinterland would go through the trouble of letting players select a weapon for struggles unless each weapon had advantages and disadvantages to weigh and consider. I'm an interloper player, so wolf attacks are devastating to me and I really try to avoid them entirely. However, perhaps this mechanic will make the struggles a little more interesting. Carcass quartering: I wonder what the drawbacks will be to quartering. I find it's not a big deal to just start a fire by a carcass when I harvest, so if there are major drawbacks to quartering (e.g., loss of substantial amount of meat to harvest) then I may just stick with my current strategy. I'm speculating, though, so I'll wait and see when the test branch comes out. Throwing flares/torches: I will agree with Hinterland that brandishing probably isn't working as intended. I never use it because brandishing oftentimes just provokes the wolf into attacking. It's safer to just drop a decoy or light a flare/torch and walk away while trying to break the wolf's line of sight. I'm unsure about throwing flares/torches because unless it is guaranteed to cause the wolf to flee, throwing the torch/flare will mean that you have nothing to make the wolf hesitate attacking and will be virtually the same problem as with brandishing currently. I guess I'll have to test it and see. Cartography Gameplay: Although this inspires the name for the next update, I have to admit this is probably the least interesting to me of all the new mechanics. I already know maps like Mystery Lake, Coastal Highway and Pleasant Valley so I don't really need a map. For Timberwolf Mountain and Forlorn Muskeg, a map might be useful, but a big part of the fun for me is learning the maps by pure exploration. That said, I do appreciate that Hinterland kept players like me in mind and made cartography an opt-in feature. New UI: I know some others don't like the new UI based on the previews that Hinterland has released so far. From what I've seen, I actually think the new UI looks pretty good, although I will, of course, reserve judgment until after I've gotten to try it out during the test branch. Like someone else also mentioned, I'm not really sure how eating food will work for the radial menu since there are so many different types of food and each has its own condition to also consider. It will be interesting to see how Hinterland handled this. Being able to drink water from the radial menu will certainly be a welcome change, though. Cosmetic Changes: Improved first person presence and graphics are nice. I generally am more excited about new gameplay mechanics, but it's good to see progress being made on the game's visuals too.
  14. To be fair, Raphael van Lierop posted an apology on the Steam forums earlier today and explained that the countdown's ambiguity was intended to "build up some excitement around our new trailer." I can understand their motivation, but hype is a double-edged sword--see, e.g., No Man's Sky. I agree with you that people shouldn't hype themselves into a frenzy, but Hinterland intended for people to get hyped up and knew people's inflated expectations before today, so I do think there are lessons to be learned for them as well. All that said, I hope that none of this comes across as anything more than constructive criticism. I wish all the best for Hinterland and am looking forward to August 1.