MarrowStone

Members
  • Posts

    1,693
  • Joined

  • Last visited

Posts posted by MarrowStone

  1. 17 hours ago, Lonelyloper said:

    your character falls and sprains their wrist while trying to break their fall, but the game just doesn't have a proper animation for it.

    While I would love a falling animation, people can suffer from motion sickness or become disoriented from sudden camera changes that aren't cutscenes. The only other game I know of that had fully simulated falling in it is Miasmata. Some people loved it, others despised it. 

    If we did go the "Simulated falling" route, I'd highly suggest that the camera flipping be optional for those who may not handle it too well medically. 

    Also, I've injured my wrists from falling irl more than my ankles so it really just depends on the person I guess. Cold tendons and heavy packs increase sprain risk even more than normal conditions as well. 

  2. The burden is incorporated into the weight in this game. Some items weigh more than they would than in real life to simulate how bulky they are. Others weigh different for balance reasons. Some things weigh less. A pound of bricks is not the same as a pound of feathers in TLD. I like it this way, If we had Unturned style Tetris inventories it would make it even harder for console players to adopt, I'm not a console player but If i was introduced to this game via a controller I would probably not want to play with that style of inventory management. Just incorporating the bulkiness into the weight is actually very intuitive. The only downside is that some values seem arbitrary or subjective. 

    9 hours ago, Ice Hole said:

    The loot we carry should affect more than sprain probability.  Alerting predators seems to be another area

    This sometimes feels like an actual thing. I'm too lazy to do the testing but in reality it is probably just a the fact that moving slower in general puts you more at risk at not getting through a gap in a wolve's patrol. So it already has its own hidden risk due to lower mobility.  @ajb1978, Is loot a variable in detection range that you know of? Most likely candidates: firewood, water, and storm lanterns. 

  3. 44 minutes ago, Muestereate said:

    I can't for the life of me say what convinced me to try to through the waterfall. Some other game or some other episode or some real life stuff or some subtle but telling clue. This was great storytelling right here.

    Waterfalls hiding stuff behind them is a cliche/trope that's used in all sorts of media. I however, don't mind tropes and cliches if done well since they must exist for a reason. 

  4. 1 hour ago, kristaok said:

    sort of get that vibe, but at the same time it does say "summit" which is like a mountain, which is like Mountain Dew. :D :P 

    @ManicManiac, @kristaok, Here's the funny thing; Sierra mist and mountain dew have the same names. Sierra means mountain in spanish, and mist and dew are similar things too. 

    Summit soda also translates to "Mountain liquid" 

    For fun, Ill come up with some of my own sodas with the same name technically:

    Peak Pop, Alpine Fizz, Zenith Nectar, Ridge Draught, Bluff Brew. 

    You've also got root beer and ginger ale technically having the same name: Root Alcohol

    Spud Spirits, Tuber hooch, tap-root tipple/tincture

    So you are both correct. The reason I side with mtn dew is so that it is functionally different than the other two sodas which dont commonly contain caffeine. 

  5. @jeffpeng, I see where you're getting at. They could've went the route where you carry the burden of only one plane survivor (Gwen) and just made that first trip very hard and much longer. It would have felt like less of a drawn out chore to me if they would've lengthened out your time with Gwen and forgot the others. Maybe even allowed you to socialize with gwen with a dialogue tree if she's at 100 percent condition and a fire nearby. OR fleshed out the other three so that it was much more worthwhile. 

    Adding the 3 others felt like an afterthought, kind of like, "We needed to extend gameplay so here's 3 others with no interesting afflictions, oh, and they're all in traumatic shock and hypothermic shock so they'll literally contribute zero to the story other than the occasional delirious mumble about a family member." 

    This may make me sound like a bad person, but do you know what you get rewarded with once you return Gwen? The emotional burden of telling 10 other survivors about their dead partners and relatives... And then the task of rescuing 3 more. You get a flare gun to spawn in the community hall but Father Thomas doesn't physically give it to you or mention it so it doesn't feel like an award, I didn't know that and left without the flare gun not knowing I needed it. And after that? You get told you need to go out and fetch food and supplies for all of them to last the storm. 

    I understand it's supposed to develop Astrid as a tough character that will do the impossible to save a bunch of strangers, and I felt proud of what I had done once I was finished, but it didn't feel right WHILE doing it. 

    To be clear I say this with the best intentions towards the studio, and the quotation I did is not meant to be take as a slight to the developers. 

    • Upvote 1
  6. On 10/28/2019 at 3:01 PM, ByST7 said:

    Just a few days ago while I was playing episode three and I had a cutscene problem and it took two days to find a solution. Nevertheless there are still some issues that I have to deal with. Normally I used to play this game on medium quality settings with no problem but since the last update I cannot even play over 30 fps on low settings. On the other hand I can barely launch the game. Almost two out of three time its crashes. Firstly disclaimer screen appears then I press a key but cannot go on and then an error occurs right away(tld.exe not working). Low fps is my biggest problem here. Even though I launch the game, having low fps makes this game unplayable.

    Do you have a 34 bit system? Some old processors have stopped being supported, check the most recent dev diary for more specific information if you are being affected by it. 

  7. On 10/27/2019 at 10:43 AM, Ruruwawa said:

    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.

    The best part about TLD's story sidequests is that they'd work perfectly in survival mode as well. They'd encourage new survivors to learn new locations off the beaten path. The reading itself would have to give hints as to where to look however, which brings me to:

    On 10/26/2019 at 8:59 AM, tulkawen said:

    It would be an utter nightmare not having these quest spots marked on the map.

    While I don't think the map should be removed, I agree with @MueckE in the fact that the game misses an opportunity here, maybe a survivor says they split up from the main group somewhere around *insert landmark here* etc. Then it'd perfectly be acceptable to have that area be put on the map for reference since its knowledge your character has.

    I believe quest markers and good maps are necessary for a modern and accessible game; however, there are other ways developers have lead players through quests:

    Take Oblivion and Morrow-wind for example: The journals and characters gave you all the information you needed, environments hold clues and are designed to guide player's with lights, colors etc, these techniques allow people to stay in the game world and not the game UI.

    Then Skyrim comes: Everything is just a floating quest marker you chase, your journal says next to nothing important, and the town guards don't even give you directions anymore. When you check your journal you feel like you're completing your medieval grocery list instead of reading clues and critically thinking where you need to go. 

    I'm not against the map, it's story mode after all, I get frustrated and just want to be told what to do as well. But quests feel much more organic and less "gamey" when you can get actually usable information other than "Here, I'll mark it on your map."

     

    • Upvote 1
  8. 3 hours ago, ThePancakeLady said:

    Indeed, in the US State I live in, if you get caught baiting deer or (other wildlife), with corn, or apple piles, or grain piles, ect., you will get a hefty fine, and possibly jail time. Even just having a huge pile of apples on your property, that obviously did not fall naturally can get you pretty big fines. 

    In my State it's ok in the off-season. In States particularly high in chronic wasting disease (CWD/"Zombie Deer") it can increase the rate the illness spreads, it also artificially raises the carrying capacity of the environment which can have other detrimental effects. 

    I never really used the bait as a hunting technique in the game. By the time I have cooking level 5, bear is a much more reliable and efficient food source than wolf. If you want the pelts before x days you can also use a knife, revolver, or find guaranteed wolf carcasses on the map. I haven't observed how far the range they can grab the meat is so I can't really form my own opinion other than it won't affect (me in particular) that much.

    @Raphael van Lierop, did our breath move in 3D space before this hot-fix? If not, I somehow just noticed it and I've gotta say it is both convenient and looks great! Thanks for implementing it!

    • Upvote 1
  9. No no, this is a good question! Morally grey things like these are what the world of The Long Dark bring to "Light". 

    @Ice Hole did a terrific job enlightening me on why logical decisions aren't always good for the long run. We can min/max and use every resource to its fullest in survival mode, but in Wintermute everyone's actually human and this does not simply work anymore. 

    From a character perspective, no one knows the true scope of this quiet apocalypse. Maybe if this individual makes it to the mainland there's a chance. Is it just the island? Why didn't all planes fall out of the sky at the same time then? Astrid seems to have crashed days before the airliner did, doesnt that seem odd if it was a global event?

    Type 1 diabetes is hereditary, healthy individuals develop it simply from their genetics, so it's not the survivor's fault they have it either. 

    Insulin was first used to treat diabetes in 1922, and for a while it was purified from animal pancreas. Now it can be made from vats of genetically modified bacteria. I don't know it how was harvested from pigs and purified but considering it was a hundered years ago there's a good chance it could be made without electronics. As long as someone with the knowledge survives....

    • Upvote 1
  10. 13 hours ago, GothSkunk said:

    Father Thomas makes a number of references to 'his flock' -- Catholic parlance for one's congregation -- but where are they?

    They all died in the snow looking for the lost artifact.

    All joking aside I did find this detail strange and I just wrote it off as they're busy gathering firewood for the infinite fire. I think you're right where it just wasn't necessary to add NPCs you cant interact with or offer nothing to the story. Or maybe they got sick along with the survivors. Thomas never mentions them leaving/abandoning him does he?

  11. Concerning timberwolves, implementing them into survival mode seems like the next best thing but they are very likely to upset the game in quite a few ways. Timberwolf packs require you to use resources, which can be both fun or annoying depending on the rate they spawn in survival. What do you do in interloper with just torches on a windy day? Throw rocks to save a match? how many kg of dedicated rocks should an interloper player carry just in case? etc. I think they should be very rare and not in all regions.

    Another thread suggested that they start in the region in a heavy loot area and you can drive them off for a long time after killing them all or scaring them off x amount of times. Imagine fighting a pack of 5, then 4 etc down to 2 before they leave for 20+ until they form back up?