As it has been mentioned, it's already possible to live a really long time if you know what you are doing. The problem with the time is, what to do with it other than the daily routine of collecting sticks, fishing / hunting rabits with stones (no resources needed for this one). and fire starting for water when the sun is shining.
IMO, what TLD really needs in the long term is... long term projects that are actually fun to pursue. Right now the absolute best part of this game are the first cuople of days / weeks in which you are really struggling to get the basics. After that, for experienced players, survival is practically granted.
I'm not as active in the forums as I've been in the past, but I just wanted to jump in and give, once again, thanks to @Raphael van Lierop and the whole of Hinterland Team for this amazing experience we have been so lucky to enjoy over the years... and will continue to do so.
I'll completely subscribe @TROY post. You have nothing to apologize or feel sorry for. This is one of the best games I've ever played, and you made it with a very small team. Perfection is a goal that is never reached. Is good to look for it while being aware that you'll never quite get there. But that doesn't mean you need to feel sorry!
Enjoy your holidays, we'll be waiting for you guys in this very same spot
I'm on the opposite side of the luck rainbow it seems...
Took me two draws in my Voyager game to get the parasites. I was preparing to experiment with the rabbits+fishing diet, and wanted to finish my wolf and bear reserves. First day I got my percentage up to 19%. Packed some snares and fishing lines and head to Jack Rabbit. That day I eat fish only. Set up the snares and take shelter at the house. Next day the risk went off, so I eat all the meat I had left. Chances went up to 15%. Next day at dawn: boom, parasites!
It may seem low chances for some, but eventually everybody will run out of reishi or antibiotics... even the luckier ones! XD
I'm all for tweaking the mechanics. I really like the road @Scyzara suggests:
+ adding a infinite resource as source of treatment. Birch bark sounds nice. Or make mushrooms respawn every 365 days (or add any random high humber). The more reasons to get out of the cabins, the better.
+ make the debuff last for longer by making the risk decrease gradually. For example: 10% every 24h
+ (alternative) implement a safe way to cook meat. Water + Bowl + really high temperature fire, for example.
I like the idea behind this new affliction, but as it's right now, aiming as I aim for long-term survival, carnivores are off the menu. I won't throw away the antibiotics like that, having other safer alternatives. Not complaining, just mentioning
Noticed this as well... but not so sure its an issue, could be intended?
Allow me to quote you:
Never hesitate this is the right thing to do. As a former employee of a Triple A game company... who always makes the same mistake, this is a lesson I know by heart. Don't allow TLD to be rushed so close to the finish line. As you very well said: you can only launch the game once!
You guys are building a unique master piece. Be proud of it, and make sure you feel the same way when the game launches.
Thanks for the update Raphael!
Edit: sorry, had to run another quote:
Another wise move! This is also something that can be seen in most Early Access and Kickstarters. The original design vs the evolved design has this effect on timelines
I'm following a few other Early Access, and this has happened in ALL of them. At some point, the devs feel bad about missing the same deadline so many times... then you guys say no more ETAs. Which is fine.
We all need to learn how to play with this new development rules. We'll learn together
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