pi972

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About pi972

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  1. A long long time ago, you mentioned following a "Half Life 2" line of thought where you'd prefer to place narrative moments in-gameplay rather than in cutscenes. Is that still your goal? If so, how far do you intend to take this concept in future episodes?
  2. I am also disappointed, but OP's reasoning isn't the strongest. Some other, more serious weaknesses would be: * The fact that the NPCs don't feel like real people, they feel like... Well, NPCs. At no point do you even begin to care for them. * The fetch quests with no substance. I understand that they are sometimes necessary and even fun, and the quest to repair Jeremiah's rifle shows that even something as simple as "Go to this place and click on an item" can be fun if the journey is long, hard, and involves dramatic events - such as the aurora and the midnight run through a wolf-infested woods to get to a safe place. "Grab some mushrooms from the nearby woods", however, is exactly the opposite of that: It's a not-very-exciting journey to a place you already know, to grab some mundane item and get a cutscene as a reward. There is room for improvement, and the first step would be to make sure every quest gives the player a certain feeling: Either anger, fear, sadness, excitement or plain happiness... That's why we play stories in games: To feel something. If a quest or mission just makes us moderately entertained and gives us no feelings of any sort, it's just busywork. * Lack of proper pacing. "Get wood for me. Good, now get food. Good, now get..." just kills any urgency we could have had in seeking Astrid out. I don't need to constantly be on the move after her, but I do need a semi-constant stream of clues as to where she could or couldn't be, otherwise I'm just gonna stop caring. Raph has defended the fetch quests in the past and I get his point - they make sense within this universe. It makes sense that you'd need to help the lady out if you want her help. But they could have been done better, with more drama - and by that I don't mean melodramatic cutscenes and dialogue, I mean actual drama: Scripted weather sequences (blizzard on your way back from a certain location, for instance), wolf packs attacking you (like in the maintenance shed), a scripted bear encounter, the discovery of a new, previously unseen location (maintenance shed comes to mind), an encounter with a potentially hostile survivor... Stuff like that. "Get 10000 calories of food for me" is not exactly very fun, even if it does make sense.
  3. You're right that making the NPCs accompany us would be a lot of work and at this point I don't honestly expect them to do that, but it wouldn't be that hard to include some missions/goals/quests that are actually related to Will and Astrid, have a plot (not just "grab a key for me" or "get mushrooms for me") as well as some sense of urgency (come on, go fetch food is just busywork and in no way do we feel *motivated* to actually do it. Especially when you complete 5 fetch quests and get the same response every time: "Thank you. Now collect just one more thing for me and I'll help you!")
  4. Give us quests with actual meaning or an actual story to them. Instead of "go to this place and grab this thing for me, then you will be rewarded with a cutscene before I send you off on another fetch quest", give us quests that integrate story and gameplay, quests where you meet other survivors (dunno if that's possible since Hinterland doesn't seem to have coded human AI), quests where you really feel an URGE to complete them - because let's be honest, nobody feels an urge to collect 10000 calories worth of food, that's just busywork. The "fetch -> cutscene -> fetch -> cutscene" routine needs to go, we need missions that are actually related to Will and Astrid. Overall I can't say I enjoyed ep 1 (haven't played ep2 yet). This whole sequence of fetch, cutscene, fetch, cutscene is really uninspired and boring, and I can't help but feel that it wasn't worth the wait. Either way, I'm hopeful for ep 3, since the base game still has tons of potential.
  5. Why stop at 10? The indoors temp can get much higher than that with good clothing, and that's without a fire going.
  6. Fair enough, but that doesn't really explain why we can't sleep in a warm cave or house that happens to not have a bed.
  7. Well then I give up. It's impossible to have a discussion with someone who constantly twists your words.
  8. No. It does not happen IRL. At no point in real life did a person have their bedroll ruined and decide to die of exhaustion instead of sleeping on the floor. Like I said, this is a ridiculous situation. If I'm to die because my bedroll got ruined, then it should be from the hypothermia I got from sleeping on the floor without taking the proper precautions. NOT because I'm afraid of sleeping on the floor. It's ridiculous that the upper limit for someone's amounts of sleep is 7 hours then. I'm not talking about me, let me rephrase that: Normal humans do not sleep for a fixed amount of time. Normal humans can sleep anywhere between 7-10 hours and not feel any negative effects. We're playing as a bush pilot, not a robot. I'm not sure why you feel the necessity to willingly misunderstand my argument. When I talk about gamey or gimmicky features, I'm not talking about the geomagnetic storm, because that never negatively impacts your game experience. I'm not talking about the excessively vicious wildlife, because it actually positively impacts the gameplay - IRL wolves rarely attack humans, and that would make for a boring game. I'm also not talking about deer surviving extreme temps, or all the corpses being men, or the rabbit meat found in ovens, because you KNOW those don't negatively impact gameplay, so I'm not sure why you even mention that. I am obviously talking about silly gimmicks that take me out of the game and kill my immersion. Things like waking up 3 hours earlier than I intended to, then having to play cards in the dark for 2 hours, so that I can sleep for another one - Because if I had not done that, I would have been too tired to endure a full day of walking around. I am talking about (and I keep mentioning this but you won't get it) dying of exhaustion because my character is unable of sleeping on the floor, despite the fact that a normal human would obviously try to. I'll explain for the last time: My issue is not with dying. My issue is not being able to do something that any normal human would be able to do, in this situation, that would have saved my life.
  9. That's a pretty good suggestion, Boston. I believe the temp penalty you'd get from sleeping on the ground wouldn't be life-threatening for someone wearing two bears, but for all other situations, there isn't any valid reason I'm not able to use makeshift beds. Another example of a location where this happens would be those houses in PV with no furniture and a lot of planks laying around - no bed, but the enviroment is still really warm, so you should be able to sleep on the floor.
  10. Not talking about outdoors, in the open. Certain caves or the dam can reach very high "feels like" temperatures even without a fire. I'm not sure why you think this is a good scenario: Here I am, in a perfectly warm cave, with a full belly, actively dying of exhaustion, yet I can't sleep because I'm afraid the ground might be a bit cold. As a result, I literally die from exhaustion (or am forced to go out into a blizzard to look for shelter, because surely that's better than sleeping on the floor). Did you even read my post? I can sleep 7 hours a day and be fine, absolutely zero extra tiredness the next day. I can also sleep for 12 hours and be fine. So why is it that our character can only sleep for a fixed amount of time? If my ingame character sleeps for 7 hours, he'll wake up tired, not at full energy. Meanwhile he is phisically incapable of sleeping for 12 hours, even if he just got mauled by a bear and is barely holding onto life. I don't need to argue about this any further, I can just call it what it is: Stupid. As for cabin fever, go read my post about it if you want to. I'll tell you what this game is really about: An immersive survival experience. Everything in this game is meant to make me feel like I'm really a hardened survivor doing their best to stay alive in northern Canada. Some of its features, however, are incredibly gamey and gimmicky. They do nothing to increase our immersion or the authenticity of the setting, and unless they make gameplay more fun or enjoyable (they don't), they should be removed. If I'm to die, let it be because I made a mistake, or didn't prepare enough. Not because a wolf tore my bedroll to shreds and my character is afraid of sleeping in warm caves.
  11. That's not a very good idea IMO. Players who miss it and feel like the current temperature icon doesn't give you enough info are going to continue checking the temperature gauge, doesn't matter where Hinterland puts it. This just results in a slowed down pace of gameplay. So as I said: Get rid of it completely, and make the temperature icon in the tab screen more informative.
  12. I see nothing wrong with disabling cabin fever risk increase if the player was sleeping while heavily injured. In fact, I even made another forum post about cabin fever (I think it still needs work). As I said... Give us a heavy temperature penalty then. Force us to have a fire going the entire night, I don't care. But actually dying because you were exhausted but couldn't sleep without a bedroll is very stupid, not a "meaningful parameter". It's a bit like dying of starvation because you have food but not a plate to eat it on. I understand you're desperate to defend the game's every flaw but make an effort to see it my way.
  13. Steve, I'm not trying to say we should be able to sleep unlimited amounts of time like we used to. I'm just saying that there needs to be some leeway regarding the "You are not tired enough" thing. As it stands, it is unrealistic and annoying.
  14. * Hinterland didn't remove the temp gauge, they just relocated it to the F screen. But if precise measurement of your temperature is still available, people are still gonna use it, no matter how hard it is to check. So essentially what this patch did was slow down the gameplay by having you press F instead of tab when you want to see the temperature (because let's be honest, nobody is going to stick to tab only). Either remove it completely (and make the tab overlay a bit more informative) or put it back where it was. And since it appears that Hinterland wants to stick to this minimalistic approach to UI, the exact temperature meter should be removed. In its place, something as simple as more tiers of temperature could be added - Instead of 1/2/3 arrows for different levels of cold, perhaps we could have 5 tiers. That would make it more informative and we'd get used to it over time, wouldn't even miss the old gauge! * The scent meter isn't very well designed. I see people asking "what are the 3 bars?" daily online, so it could be made more intuitive. I don't really have any ideas on how this could be managed (other than lines from the character, maybe) but it's important to point out as I feel that it needs changing. Bonus feedback: The steamy breath that your character exhales is a bit too opaque, and a bit too bright. Many people have complained that this makes it very hard to see, especially indoors and in the dark.
  15. Nicko, pay attention to the rest of my post. The impression I was going for (and maybe I could have worded it better, you're right) was: "Why is it that I can NEVER sleep if I'm not tired, even though there are situations where I should be able to?"