Ruruwawa

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  1. Ruruwawa

    EP3 review

    I really enjoyed Ep3 -- quite a bit more than Ep1 or Ep2. The side quests felt more organic to the region, and more rewarding. Just stumble over a clue and follow it's trail to some light lore and useful items. I also liked carrying the survivors. Yes, it was hard until I figured out the wolf pack mechanics, but to me it felt like survival with a worthwhile purpose -- my kind of challenge, and something I often miss when playing survival mode. TBH my only disappointment with the survivors arc was that the loved ones who begged me to find them never thanked me, or indeed expressed anything at all about their rescue. Likewise, I felt the fed ex missions for Fr Tom could have been improved by having the health of folks at the town hall improve a little. A few of them sitting up on their bedrolls with a small "thanks" dialog, for example.
  2. @ajb1978 Thanks so much! My last 6 hours of play have been combing the entire map for that note! FINALLY, I get to finish Ep3!
  3. Yep. I chose to do the side quests ASAP, and I really felt rewarded for it. Got some nice stuff to make the journey easier.
  4. Thanks! I guess that experience of playing Ep.1 over and over to try to get the achievements left its mark. It's good to know the point of no return is obvious. I also have not found Forest Pleasant Valley Collectible #1. Nor PV History #1, although I have 2 and 3 for both sets.
  5. I don't the answer as I'm not done with the episode myself. But...
  6. I've gotten ammo from some of the other side quests too. Some nice gear too.
  7. It didn't click for me this way, despite playing plenty of fantasy games with boss fights. In TLD you pick up a knife, or prybar, or rifle, then you discovered by doing when and where to use it -- anywhere in the world (even the story version of the world). I thought the spear would be similar; I even tried it on a wolf. During the "practice" fights, I just figured I was still not doing it right. If I'd found the spear in the cave, the "this-is-a-special-boss-fight-mechanic" thing would have been obvious. Like @ThePancakeLady I still prefer the new spear mechanic to the bear fight in the original Wintermute -- by a lot! I died a couple times learning the new cave mechanics, especially (again) that I couldn't just use the spear on the bear anywhere in the cave. But was definitely more engaging and fun. Plus no fog. Yeah, I get it, fog is one way to create suspense in TLD but (for me) fog also feels tedious. Being trapped in the cave with a super bear was far more exciting.
  8. I'm in the camp that believes the majority of players are just fine with the changes once they adjust. Each major change does rejigger the tradeoffs, and some folks have a hard time adjusting their gameplay. This is -- by far -- my #1 pet peeve with the game. Even after reaching cooking 5, I have to drop my tools before opening a can. Forever more. Hundreds of days later, I'm still dropping my tools. I can choose "hand" for many other actions, but not this one. Better still the game could just assume I always want to smash the can once I get to the "no calories lost" bonus -- similar to how tinder works in the fire building interface after fire making 3.
  9. @selfless Much respect for your opinion (and thanks for all you've taught me over the years). But coming back after a long break I have a different perspective now. Recently I've played a fair bit of Oxygen Not Included which is very math and mechanical engineering intensive... it's pretty much impossible without a solid understanding of specific heat capacity. A spreadsheet open on the other monitor is often necessary too. It was wonderful to come back to simple ol' TLD and just lose myself in a game without math. I find I rarely need anything but the HUD to assess my needs and risks. Feels more legit too, since I've never backpacked with precision, real-time measurements of temp, windspeed, carry weight, calories consumed and expended, etc.
  10. Me too! Experience has taught me to be cautioun s about random gen; often it changes the gameplay to "a long search for what your prefer". But this would be truly challenging -- especially for experienced TLD players because we know where the dangers and resources are in the static maps. Measure this challenge in distance from the start and we'll be motivated to keep moving forward into unknown territory.
  11. Cool challenge, I'm in for the ride wherever it leads! I appreciate you feel strongly about this but, respectfully, I don't follow the logic. It seems to me that Deadman is the artificial thing. Not a part of the game, just a challenge cooked up by a handful of streamers. It seems to have run it's course in that crowd too; I just checked both YouTube and Twitch and found only 3 guys making Deadman videos in recent months. So, what's the expectation of Hinterland here -- undertake development work to support a community-designed challenge played by just a few people? Don't get me wrong, I really enjoy following the community challenges -- yours in particular, @Drifter Man. But I'd prefer Hinterland stick to it's knitting and deliver on its own goals and commitments first. If manipulating game settings is included in mod support in the future, great. That would give the community the means to directly support the challenges it creates. Until that happens (and unlike the well fed buff) there's a simple workaround: don't use the new tea in the Deadman challenge. Why is this so impossible?
  12. Well, at least a deadman can choose not to use birch bark tea (unlike the well fed buff).
  13. Whoa! Congrats to the whole team on the new update! I'm THRILLED with the development cadence you've achieved since Redux. Of course, I'm looking forward to playing Steadfast Ranger, but if I'm honest I care even more about your 5 episode commitment being finished so that Hinterland can branch out to new things. I'll take one of each, thanks! I think I'd play the second more, however, because the partial-procedural element helps replayability.