Karl Grylls

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Everything posted by Karl Grylls

  1. Didn't know this is possible This reminds me very much of the first version of the game :
  2. Raphael said in the diary, that the biggest part of the work is done. He also said that the team is about to add new parts which is unusual in this stage of development, but it's been three months since then. Summer vacation is a valid point. But i consider the videos in the starting post a teaser. I don't think the release will take too long, but we will see. It's done when it's done
  3. Don't worry, think it will come in August/September, maybe even July. Then i could play it right off the bat
  4. The picture with the bear was good I don't think it's possible to shot through the gap, is it?
  5. wow, this post flew over my head! Just didn't see it. Were my thoughts exactly. Weeklong Blizzard sounds hard. Imagine getting cabin fever right before 🤣 But a random Aurora that lasts for 3 days and the sun won't shine for this time? Don't know how to explain that, but sounds interesting^^ Btw. can someone tell me how i can edit my older post and adding a quote like this into it? I haven't found out and made this double post ///omg, i think i'm seriously confused or something like that, because i discovered the starting post here just a minute ago oO So my idea of a shifting map wasn't completeley new 😭 But at least i did conceive of it on my own
  6. Based on this i was remembered that in the current game it goes like this: The player is on a map and has to adapt to it. You have to know the locations of caves, loot, animals and so on. And the whole gameplay evolves around the player's ability to master this. Walking and mastering the map is the core and the endgame of The Long Dark at the same time. So what came to my mind is, that if this is the endgame and people want better/more endgame, then adding new regions could be helpful. In the last survey they touched that. But when walking and mastering the map is the core of The Long Dark, then a map that is also changing would be the solution. Wizards of the Coast, the creators of Magic: The Gathering had a set called Zendikar, a fan favourite set, where the world called Zendikar is in a constant turmoil. Quote: "Zendikar's landscape is constantly shifting and changing.[4] This process is called The Roil.[5] It makes settlements very scarce and only few outposts of civilization are present." (Source) I think this would be perfect for The Long Dark 1 (or 2). Also it is very challenging and hard work (for devs and players). But it would be the endgame solution. What do you guys think? //edit number ~6 i guess : I remember some games that did this already. The Legend of Zelda Oracle of Seasons and Guild Wars 1 (in the beginning). So i guess in the business this concept is widely known and has for sure it's own name. But i'm not in the business, so i think our thoughts here aren't new ideas 😅
  7. Don't worry. Some things had been added because fans wanted it: Darkwalker challenge, item placement, quarter corpses, putting dead bunnies in the backpack. Hinterland confirmed that. But about the other things like the smell system i'm just guessing ^^ When Milton Mailbag was still existing, i asked Raphael which things had been added to the game because people wanted it. In my post i used the term "demanding". He gave an evasive answer iirc because of my formulation. But still, i would like to know which things in the game were created on a fans idea. Was it either directly or was a fan's idea a spark that inspired the team and gave us something similar or else? Maybe some day i'll get the chance to ask him again
  8. There were some things that had been added to the game because people wanted it. The ability to place items in the world for example. The placement was later improved, i was one of the people who wanted that (could still get an improvement imo). The Darkwalker event was so succesfull, that many many people wanted it to be a challenge. Hinterland added that. And years ago, fans wanted a region completeley without any man made structures and Hinterland added Hushed River Valley. Also some years ago i fantasized in this forum about how it would be if we had a smell system. Like you're sitting in the woods, cooking food and a bear or wolves (or both) can smell it? Realistically, the range would be very wide, i would say the whole map since bears have the best noses. But gameplaywise this would just destroy anything Anyway, i believe it was a few months later when they added the smell mechanic when carrying meat or guts/hides. In the same update we got the ability to quarter corpses - a long wanted fan feature also. So they have their vision for the game, but they also listen. And when it fits, then it fits. Or maybe they had the same idea already in one of their drawers, but time wasn't right to put it into the game. They don't answer, and they don't have to. Personally i would do it the same way, because when you answer on wishes etc. you always risk to fuel/stoke/shed (whatever the correct term in this context is) expectations. And when you can't deliver them because of - for example - unforeseen events, people will get mad and no Dev want to upset the fanbase. I believe that's the way Hinterland does it and i think it's the right way
  9. In the last survey that was part of it. Extra DLCs after Story mode is done, deeper mechanics etc. Would also pay extra for if it enriches the game permanently. btw nice Avatar you have there! One of the best sets they ever made. When it came out i was thrilled!
  10. well, for me it's not like "asking" for more. It's just thinking about what are the possibilities. For example for modders one day. The game got support for years and for free as you said, so i'm far away from "demanding" anything.
  11. I'm splitted: On the one hand, i would like to see the end game to improve (adding more etc, give little goals here and there). On the other hand: TLD is the way it is (beautiful, meditatious, it makes you being lost in thought, etc) because there is no goal or end game. And adding end game content or a goal could diminish/destroy that. When end game gets improved, Hinterland must balancing it so perfectly, that both of these parts can coexist. I just wanted to write that this is very challenging and i don't know how to solve this. But right at that moment two ideas came to my mind. First: We all know the little notes we can find in the world (e.g. in the hut in TWM). I think you can make use of this interesting mechanic. You have to find all the notes that are distributed over 2-3 regions about a particular topic (let's say how to craft pants from deerskin) and after you accomplished that minigoal, you can craft these pants. Second: Some parts of the maps are suffering from environmental pollution (oil barrels in lakes, man made structure is influencing the course of a river, etc.). Once you have pulled the barrels out of the lake, you can come back later (let's say ~ 3 ingame months) and then you are able to fish in this lake or some cattails have grown or whatnot. Maybe even the shape of the landscape has changed? Another thing is: Once you restored the original course of a river, beavers have returned building a dam. And because of this you have now access to a new kind of animal. Or if you find some empty cans that are laying around at a picknick place and clean it, mother nature won't see you as an interloper but part of her again. Just my quick 2 cents. //or maybe over time all the man made structures will decay more and more. The Carter dam gets some holes (new entrance from the bottom of the river then, but inside it gets colder and wolves can enter too!), the concrete gets weak, parts of the dam are collapsing, burying the loot that maybe was still there.... Your base, for example the camp office, is not as warm as it was before because the wood is aging. You have to repair it and therefor you have to get the materials. Either by crafting or by collecting boards laying around in the Carter dam? Something for a TLD 2 for sure
  12. I found sprains annoying too. Until i found out, that the chance to get one is increased when you're loaded and are taking steep slopes. It's more a problem of myself since i'm always loaded up with gear and never get below 25 k. Probably i should play Interloper then....:D The cabin fever on the other hand.... well, i like the idea behind it. But is it realistic after that short amount of time? No. I guess you are fine with increasing the time you can stay indoors. After i spent awhile indoors, i want to leave and see something else anyway! So it doesn't need the actual mechanic to get me outside. My impression that i'm getting reading the forum is, that most players turn it off anyway. So for me that's a sign that this mechanic needs a rework. I don't know if the times differ from Stalker to Interloper, but that alone would be helpful imo //ups, that's the screenshot section here. Sry for posting a discussion here
  13. okay, that deer in the window is almost invisible. But besides that i don't see anything. Regular screenshot for me 🤷‍♂️
  14. They have communicated that it's not finished yet and released it in 2017. Wikipedia says: "It was officially released on all aforementioned platforms on August 1, 2017[...]" Source And when you check the Steam page of The Long Dark there is no note that this game is in alpha/early access/whatever like Steam always do. So it's fully released. I think the fact that it isn't full price (only 25€ in my region), is because the game is not complete now.
  15. The game is fully released since 2017 Late game The Long Dark: I think Jeff Peng described it perfectly. I remember my days as a 6 year old kid playing with lego: building something was more fun to me than playing with it later. In fact, i didn't care about playing, i just wanted to built forever. And that could be the point here: reaching a certain goal isn't necessary (for me, maybe you think so too), just playing the game along for an eternity would be enough. To do so it just needs more content. And this is the point where mods have to happen. New maps from thousands of other players or if you need a goal to accomplish, then even new challenges created by them. Or the community thinks about new challenges, post them here and other players can play them (like the "From Sea to Summit" before it was added to the game). In that case, we only need an incentive and a thread to collect these (maybe we can even found a league for players who accomlished the best of these. We can call it the "hardened survivor league" or something like that ) But yeah, i think mods will crucially account for making TLDs Endgame interesting, but i'm afraid mods will be restricted, because they put the game's original vision in danger. But who knwos what Hinterland will come up with. TLD 2 can replace TLD 1 also🤷‍♂️
  16. Haha, for me it's just like easy, motivated start but the longer it goes, the lesser i'm interested in. My projects die close to finish^^
  17. hm, maybe starting with a short story then? A closed story about 10 pages, that's it. Just like Andrzej Sapkowski did it with his Geralt of Rivia
  18. Whenever i'm in a similar situation, i just write 4-5 (or maybe 7) pages and post it. Just to see if it gets attention and whether people like it or not. If not: ok fine, nothing to do anymore. If yes: good, i can carry on. But only if i want ^^
  19. Well it seems to me you have never heard about the Darkwalker? That's seems to be the perfect base for your story. Nature finally outraged about the exploitation of nature (overhunting, overfishing, mining, etc) and manifested as the Darkwalker, causing technology to fail and to wear. Earthquakes, Auroras, crashing planes that dare to come to the island, extraordinary amounts of snow and blizzards.... the few humans stupid or arrogant enough to remain in the regions of the island were hunted down. Every now and then you will find them, sitting dead down at a tree, when unexpected the darkness came //oh btw your cover photo from your profile looks sick! You have to post that in the screenshot thread!
  20. Think you are right with splitting the prison and perseverance mill into different maps/regions. Would the "big town" perseverance then be far in the north? Weird, because i expect big cities on an island/peninsula on the coastal side with a harbour
  21. well, i forgot about perseverance mill. It's a larger city on the island, but i can't imagine that the prison is close to it. And like mountain town it can be relatively poor on ressources (in the houses)