Fuarian

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Posts posted by Fuarian

  1. 1 hour ago, Raphael van Lierop said:

    Curious to hear from you all. What is your favourite addition to the game brought through TALES so far? Could be one of the things added for free to the base game, or one of the TALES-only features or bits of content.

    I'll go first:

    First-Person Hand Coverings

    Took so bloody long to get this working and we needed Unity to progress to a certain point that we could use some of the tech there to handle this properly given how our game data is handled, but when I first saw this working as a prototype I almost cried.

    No judgement for people's choices, and don't attack other people for their choices, please. And no complaining, ok? This is meant to be a fun share.

    The Travois and new regions. 

    The Travois acts as a resource sink and has a relatively low durability so you sink even more resources to use it. By the time you need a travois you usually have a lot of the resources to make it and it's a great balancing tool. I wish we had more such things. I like my difficulty what can I say :D

    And the new regions are great overall. In design and atmosphere and everything, they're much more developed and advanced in region design than earlier regions. I really hope the older regions get a terrain and overall design facelift to be more up to par with newer regions; for the sake of visual consistency. Oh and their unique music tracks add to it too. 

    • Upvote 2
  2. On 12/11/2023 at 12:20 PM, JackTrysGames said:

    "...so think of this as part of a condition maintenance regimen, and less like a magic health pack. Like most things in The Long Dark, there are no quick-fix solutions- it's only through careful planning and maintenance that you can hope to survive over the long term."

    -The Long Dark Devs (Steadfast Ranger Update, Birch Bark Tea)

     

    And then they added the Prepper's Pie, a food item that instantly-restores 25% of your condition like a magic health pack, and the Peach/Rose Hip Pies, which restore roughly 40% of your Fatigue in one hit- a perfect quick-fix solution.

    Coffee gave an instant fatigue shot and always has. I think that's fine. 

    The pie giving health is ridiculous. Not just because having no magic health packs was a point made a while ago, but because it just doesn't make sense. You don't have to make the game super realistic, but come on.. somehow a pie made with ingredients scrounged up and cooked over a fire instantly heals you more than carefully procured pharmaceutical stimulants do. I cannot fathom how an emergency stim, literal medication heals you LESS than a PIE. Let alone how upon consuming the pie you're instantly healed. 

    The Long Dark has never been a sim game but there's a degree of believability it has. Mechanics like this just throw that out the window and remove all sense of immersion it has built up until then.

    • Upvote 2
  3. 1 hour ago, stratvox said:

    First off, top of the season to all you folks. 

    Now on to the real nut graf: Would it be irresponsible to speculate? It'd be irresponsible not to!

    1. Those trawls on the sailing ship look interesting, like they might be being energized by the CMEs that cause these auroras.
    2. Also, looking at the terrain, does this mean that they end up north of the tree line? That seems hard to credit as the tree line is north of where the BC coast ends and the Alaskan coast begins... a long way north of there. And yet...
    3. Is that a fire burning on the shore, or is it a fumarole or geyser of some kind? Will there be new terrain hazards?

    I will say I'm looking forward to the region, and I hope it also makes it into survival; exploring the sailing vessel could be very very cool... though I'd also not be surprised to find that the sail vessel's not in survival if in fact Will and Astrid sail off into the aurora together... also cool would be to find a ruined version of the vessel on the shores of Perseverance Mills; after all, survival mode is some years after story, giving lots of scope about how/where things end up.

    Those trawls are electricified.. idk how that works. Fishing nets are usually made of high insulating materials that don't conduct electricity. Could be the salt water but I doubt that. I was thinking they looked like an automated rowing system but on a ship that old, idk how that makes sense. It's a steam ship so it wouldn't need that to propel. Not sure what's going on there. 

    That terrain could just be minimalistic for the poster. But it does look like there's a campfire and campsite there, if you zoom in you can see vague structures that look like tents. It almost looks like a Native American village, which makes me wonder if this poster shot is a flashback to when Great Bear was colonized. But I highly doubt that given the above.

    • Upvote 1
  4. On 12/10/2023 at 4:21 PM, Raphael van Lierop said:

    Lot's of interesting comments and theorycrafting here. I don't want to spend too much time on it, because a lot of it is subjective feedback and opinions and everyone can believe what they believe, but just a couple of quick notes (for what it's worth):

    * This comes up a lot, with every update really, and it's kinda frustrating to always see it. It's just not possible to make everything in the game an option for you, just because you might not like it. Also, we are crafting a specific experience with intention behind it, and (apart from bugs which obviously do happen), limitations are purposeful. Even when we do make something optional, it doesn't happen without a bunch of work. So please stop saying "it'd be so easy to make this an option, they've done it before" etc. etc. It's just not the case. Every variation creates, at the very least, the need for significant additional testing, as well as dev work and often more UI, tuning, etc. Nothing comes for free. We make these choices and trade-offs all the time. The only easy thing here is posting in forums.

    * The world of GBI and the Far Territory is huge now. We try to give every region a theme. Some regions will be more interesting to certain types of players. We have 10M players and some of you have been playing the game for coming up to 10 years. We also get around an additional ~500k-1M players per year who are new to the game. And everyone in between. We're making a game for everyone, not just for one group or sub-group of players. The only way to do that is to add variety and to continue pushing ourselves to try new things. And, if you find you don't like a thing, that's ok because there are probably lots of other things for you to like, and I promise you some other player really loves the thing you dislike. It's 100% ok if not every region is to your specific tastes. I have favourites too and some I rarely go to. Pretty sure my list is probably different from yours.

    Re: Scurvy -- I mean this is our problem and not yours, but this is a damned if you do and damned if you don't sort of scenario, and, as per my first bullet above, making something optional isn't always that easy or the best solution for implementation. So it's fine -- if you want to play with Scurvy, start a new game. Easy. If you want to continue your long-standing save and not worry about ending up in a situation where you annoyingly have to do a bunch of stuff you didn't ask for because of a mechanic that was freshly introduced, or maybe it's super hard for you to continue surviving because you've already used up a ton of the existing resources that have Vit-C, great, you can do that. Nobody is forcing you to do one or the other, you can make that choice for yourself.

    So, like, stop complaining. 🤣

    Respectable points for the most part. But I would like to add that while making certain features optional may not always be possible, one such feature that I believe should be made optional is the Trader. A good majority of the playerbase enjoys the solitude that comes with The Long Dark and the addition of the Trader to the game may not be something that supports that. I don't claim to know how the feature will work nor am I suggesting how to go about implementing it, but I did want to drop my 2 cents.

    I do have faith however that the Trader's implementation will be executed well and will not compromise the sense of loneliness in survival mode, but rather enhance it even more so. Looking forward to that feature.

    • Upvote 2
  5. Some ideas I've had that compliment this well are:

    • Smoke plumes in the distance
    • Burnt or ember campfires that weren't there before
    • Footprints in the snow that aren't yours
    • Dropped items in the snow that weren't yours
    • Dead animals/carcasses that weren't there before
    • Blood trails 
    • Distant gunshots/flare shells in the air (rare)
    • Random voices on the shortwave
    • Light in the distance (a lantern, flare, etc...) that disappears after looking at it
  6. On 11/22/2023 at 1:13 PM, hozz1235 said:

    This already exists to some extent.  Look at all the frozen bodies, some with pills, knives or "crime scenes".  I think if we added more of these, it would make those we do find less "special".

    Just my 2 cents.

    @piddy3825's post showcases them well.

     

    The idea is that they'd be changing, not something you come across and always see. But something appears that wasn't there before. 

  7. 2 hours ago, Glacia said:

    It's working almost at 100% now. The author released a 1.1.1 version with many bug fixes, https://github.com/Fuar11/SignalVoidInterloper/releases/download/1.1.1/SignalVoidInterloper.dll.

    However the journal it's still buggy (Not impact on gameplay anyways). Im playing standard interloper with the mod and it seems to work, i need more testing anyways to confirm it's working at 100%.

    Thanks @Fuarian!

    The journal works in Custom Interloper. Just not regular Interloper. I tried getting it working but UI is very difficult to work with. So I won't be doing that.

    • Like 1
  8. Hello all,

    I finished Signal Void and thought it would be a good time to express my thoughts on this update and the content within it.

    Tale: Signal Void

    Starting with the biggest part of the update, the Tale. I really enjoyed this form of narrative expression. Each transcript giving a little more of the story but not being too explicit about what's going on felt like a perfect way to deliver some narrative content. I just wish there was slightly more of it. The voice acting was also really good, especially for Patient 7. My current theory about what is happening is that these people are experimenting with some kind of electromagnetism device that changes psychological states of people near it. With the intention of doing some kind of research. Something like MK-Ultra. It induces psychological effects and I think dementia and insomnia are some of them. I believe whatever device was built is still present in one of the Far Territory regions and the aurora is activating it, causing the glimmer fog. This caused the teams working on the project to go insane but some likely survived and moved onto Phase 2.

    The part I did not like about the tale is that it took place mostly in Lower Great Bear. It makes sense that it did because lore-wise they would build bunkers there, but the real reason is because there's areas to work with. The rest of the Far Territory isn't here yet so obviously they needed to put bunkers in existing regions. However for a DLC focused on the Far Territory it feels weird that we spent a lot of time travelling back and forth between it and Lower Great Bear. Also, the Tale isn't in Interloper which is a shame cause it could easily fit with some tuning.

    Handheld Shortwave & Transmitters

    I really enjoy this feature. Repairing the transmitters has nice animations and feels like a great objective to pursue. Some of the locations feel a bit odd and I kinda wish there were more of them around. But overall I like that part. The actual shortwave was a bit hard to figure out at first but it's quite intuitive once you get the hang of it. The one thing I'd wish is if you could find it in LGB and that would allow you to repair all the transmitters in LGB, find the sites and give you a reason to go to the Far Territory. You could find it in various set locations around the world and each new run is a new potential starting scenario for the Tale. I feel like this would've made more sense.

    The supply caches and downed aircraft feel a bit lackluster to me. Firstly, while they added more downed aircraft in other regions I feel like even more, but randomized locations of these would make using the shortwave have more of an incentive. Same thing with the supply caches. But a more pertinent problem with the supply caches is that the loot isn't very amazing. Getting a lot of flares and such, which aren't that useful once you have a revolver for example. But there's so much potential for this gameplay mechanic and I'm excited to see the future of it.

    Bunkers & Unique Items

    The new bunkers look really good and have some nice assets inside. I like them even independently from the Tale content but I do wish those in LGB had more stuff in them. The bunker in HRV is particularly good because of the workbench in it. The new food items are pretty nice. Although I do wish they weren't bunker exclusive. Variety of items is nice to have all around the game world.

    The aviator jacket is pretty nice, although the paperdoll texture looks too high definition to fit with the other clothing items. The aviator hat on the other hand fits quite well. And the hockey jersey. More variety of clothing, the better! The technical balaclava looks really cool and I much prefer it to the original balaclava. It's also more like a ski mask which I've wanted for a while.

    Finally the Rifle Sling. I haven't tried it out, it seems a bit buggy. Conceptually it works but I feel like we need more accessory slots with the amount of items we're getting that fit there.

    Acorns

    I like acorns! I expected to see them physically under the tree but them being buried in the snow makes sense. I do wish they replenished over time for a set amount of days. But there's plenty of them in the game world. I like the prepping process and having some more natural food is nice. Although the calories they give for the time it takes to prepare them doesn't feel worth it. Even for the coffee which isn't that useful on lower difficulties due to the sheer amount of man made coffee present in the world vs. how much you actually drink it. 

    I think they should add more natural foods and stuff like this under trees, like pine needles, etc... Also, we should be able to eat reishi mushrooms like we can eat acorns. But they need prepping obviously.

    Beachcombing

    I haven't been out to the coast much but I've seen a lot of positive feedback surrounding this feature. I like that items can wash up on shore, including carcasses and boats and such. Just an extra level of immersion and dynamicism to the world. Although I have seen a few bugs with this feature, including assets like the boat disappearing right below the player's feet as they're looking at it.

    Fire-Hardened Arrows

    This is definitely the weakest feature of them all. These arrows are good in concept but not in practice. Firstly, they take durability off your bow when you shoot. I think they should take far less because they are lighter than normal arrows and thus way less on the bowstring. Secondly, they only used for killing rabbits. Once the Ptarmigan is added they'll be more useful. Sure they can scare wolves, but so can flares and stones and other methods (some even more effective). They do level your archery skill which is good but not enough of an incentive to use them. Finally, I think they should deal damage to bigger animals. There's no way that absolutely PELTING a deer full of sharp sticks at high speeds won't kill it eventually. I think if you hit a critical organ it should cause bleeding over time (slower than normal arrows) and if you hit, say a leg, it will cause them to run slower. I think these arrows have potential but need tweaking to be truly useful. 

    That concludes my thoughts and feedback on this update! Hope it's helpful to Hinterland to make some changes in the future.

    • Upvote 2
  9. 16 hours ago, Glacia said:

    Copied from discord:

    You can find them with the shortwave but the locations are always the same. So you can go there without having the shortwave and it will still be there. But to uncover it the game checks to see if the transmitter is repaired and if there's an aurora, not if you have the shortwave. This is because you will only ever find the bunker WITH the shortwave if the transmitter is repaired and there's an aurora. So they check for those 2 things instead of having the radio in your inventory.

    Right now the mod let the player get the shortwave, but have no use because if the transmitter it's absent, you can't enter any bunker anyways. The transmitter small cabins only spawn if resources are set to at least, Medium (Stalker standard). Also i don't know if fussibles and wires spawn on interloper settings, this could be another problem for making a mod to work.

    In order to have a full working loper with tales, we need to have the transmitter stuff avaliable. Thanks for the modder for the ongoing work!

    It has been updated to include this

    • Upvote 1
  10. 21 hours ago, RegentRelic said:

    Use the Transponder to call the trader.

    Trader air drops supplies on you in bundles of: two MRE's, two fire logs and 24 matches for 1.99, Ten MRE's, Ten logs, 100 matches and, three days of good weather for 9.99, bonus hp and an extra perk slot for 9.99, a revive, plus a bear skin coat for a limited time for 9.99 , a special set of cloths that better than any cloths in the game in every way and five MRE's for 15.99, horse armor 2.50, Ten revives for 24.99, and all of the above x10 for 99.99!

    Put the pleasant valley farmhouse anywhere for 14.99, Upgrade it with a forge in three weeks or for 4.99, turn it pink for 4.99 as well! Add a potted plant for ONLY 1.99!

    An air drop wouldn't work consider no planes can fly

  11. I have always found it weird that a literal laceration takes away some health but doesn't cause you to bleed. But blood loss is it's own affliction. It would make more sense for blood loss to be the result of lacerations rather than adding laceration as an affliction entirely. 

    • Upvote 2
  12. I like this a lot. But there should be effects of fainting before you actually faint so you know it's coming. Instead of instant passing out.

    Blurred vision, tunnel vision, darkening vision, slowed and unbalanced movement, voicelines, falling over/camera shake, etc...

    Additionally you should be able to just sleep anywhere, without a bedroll. But if you do this you will wake up with a 'Poor Rest' affliction that has negative consequences that last throughout the day or two.

    • Upvote 1