yoli

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Everything posted by yoli

  1. I play in Stalker for now. Well if the level design is made for a single play mode we have a problem I have two alternative options to suggest which may have been possible, the second one still being possible in an update: - It would have been possible to make 2 parallel ways, one covered (like in caves) and one outside, in the same level. So you can take the boring but safer way, or not. - Since we have to live with these long boring tunnels, it would still be possible to add doors that would lead to various underground basements, that would make exploration more fun. And for the mountain corridors, some diversions could also be possible.
  2. I am still in progress but somewhat questioning the level design in some areas: why do we have these endless tunnels like before Transfer Pass, and again when entering Forsaken Airfield (this is not a tunnel there but corridor within mountains). These are sooooo boring to walk through. I am not sure to get the point of such a level design. I understand the interest of taking a while to get to the main region Forsaken Airfield, but couldn't the way through be... less boring? Well it is not always boring, but these tunnels and corridors... please no! Besides this I love the game of course, but this part is a little off to me.
  3. Besides the incomplete release (for which I guess you may have adapted your QA procedures since then?), the Steam presentation one I guess could not be devised before it happened? I mean you folks had no way to test the new layout before making the actual release? In such a case it's a blind test and well, it's difficult to do otherwise. Anyway what matters is the issues have been solved very rapidly and the DLC is a super good news, so don't worry, that's really a minor trouble compared to what we get!
  4. Got the "il2cpp" once after the 2nd download. I went back to my Steam Library, clicked on the button to update the game as apparently it was not reset to "Play", this moved it back to "Play", I pressed the button and then it launched without error. Note there is another bug on first launch, once on the Far Tales launch screen, we cannot go back to the launcher screen (to switch to Wintermute etc.). Games needs to be quit then restarted for this to work. And there is another bug too, I have the "Buy now" for Wintermute even though I already had TLD installed and played all the Wintermute episodes. This one I am not sure how to solve. Before wilderness survival, there is upgrade survival folks!!!
  5. This expansion is looking fantastic, the roadmap is excellent, I am super excited folks at Hinterland made this decision to extend TLD this way, I hope after this one more expansions will come, great work!
  6. Some of you might be interested in reading this incredible story of a family surviving in isolation in Siberia for years: https://www.smithsonianmag.com/history/for-40-years-this-russian-family-was-cut-off-from-all-human-contact-unaware-of-world-war-ii-7354256/
  7. Today realistic resources are very easy to find, photogrammetry is wide spread and the demo I posted above is a pack you can get for a few dozens of dollars. I would say that nowadays a stylized environment is actually more difficult to produce than a realistic one! Anyway I am not after super realistic graphics for TLD, stylized is fine and I am very happy with the style they chose so far. I guess for the next games they will get into something more sophisticated but that doesn't mean realistic or with absence of art style.
  8. Check this out folks, realism is fantastic, imagine the TLD UI on top
  9. I am playing the Nomad challenge, I enjoy it but the difficulty level is too low so it gets kind of boring. Wondering if it would be possible to have an option to change the difficulty level (if possible while in game since I don't want to restart from the beginning)?
  10. Thanks for your comment! Sure I am eager to see what's next in the Hinterland world
  11. Right I do agree with this, these mechanics would better fit TLD I think. I think the challenges need to come down to user choices in the end, not fatalities, this is what is motivating. Also, when successfully passing a challenge, we should have learned something which potentially can help us later on. Ok this is much more difficult to design, and could also make Wintermute more difficult than it was intended (I think the story mode is designed to be relatively simple regarding survival than the survival mode is). This is a difficult trade off to find for the designers, there are very different profiles playing this game.
  12. Right the pipe maze was more boring than difficult I have played EP4 over such a long period I don't remember all the steps, I think this may be the Detonators part that got me leave the game for a while as I was under the impression it would once again lead me into a boring puzzle game. It's ok to try new things though, not everything can be successful and it's only by trying that we know. I just hope they realize long lasting puzzle games are not really the type of challenge we may expect from TLD, at least for me. I do not share that view. The Old Bear challenge was actually very fit into the TLD experience in my opinion. In survival journeys there may be tougher challenges that requires special techniques and attention, that is fine. The problem in EP4 for me was that these puzzle games and time limited challenges seemed like fake/made-up, i.e. let's find some stuff to get our players busy for a while. But that is not the right approach in my opinion, this is breaking immersion and consistency when the challenges look made up (just my opinion of course).
  13. So I've finished Wintermute EP4 (on Desktop PC), I may have hit a record knowing I started playing it when it went out... Ok I'm a bit slow, but I am playing very occasionally (playing in survival mode too) and I also spent much time wandering around and do some non essential survival trips. As I am writing this, I am still under the influence of the ending cinematics which blew me away! Overall this EP seemed to me more "directed" than the others, i.e. as a movie would be. It is both in the fact there are lots of cinematics and storytelling, and also fast action paced moments. One "new" ingredient in this EP is also the puzzle games like with pipes and so on. My opinion on all this is I loved the improved storytelling, but not much the puzzle aspects nor the time limited action paced moments. This is subjective of course, but enjoying TLD for its awesome immersive survival qualities, I have the impression to waste my time solving puzzles, or restarting the same time-limited scene multiple times just because I was not fast enough, I didn't see that exit etc. These are other type of challenges and in my opinion, they do not mix very well with the TLD experience. In survival mode, the state in which you are is mostly your responsibility, i.e. how you managed your stuff and if you're in a bad condition, this is mostly because you didn't do the right things (and luck sometimes too...). Whereas triggering endless pipe combinations or rushing into corridors are really something else, they were not that appealing to me. The puzzle games actually made me pause playing the game for several weeks as just the idea I had to go back into this maze of pipes was unsettling. Regarding the storytelling, level design, quests, side-quests, everything was great, interesting and polished. I generally enjoyed this EP as I did for the other ones and eagerly await the conclusion.
  14. Oh really? So two games but still one store entry? Will this work on Steam or other stores? Well maybe through a launcher. Ok, but even in this case there is a question about savegame/compatibility.
  15. Hi, should we finish Wintermute (at least EP 4) before the separation in two apps of the story and survival mode? Or will there be migration options? Thanks.
  16. Ok this looks like a reasonable option, I hope this is what will happen.
  17. Ok, this is AMD driven though, but cool this is an open technology, let's hope we'll see something like this in TLD without having to wait too long.
  18. Whatever technology this is I am fine, just wishing TLD team brings this feature to us!
  19. There is a Unity plugin for DLSS available at Nvidia : https://developer.nvidia.com/rtx/ray-tracing/dlss/get-started#unity-version This seems like a simple integration, would you guys reconsider adding support for this in TLD? I think this should not require a lot of dev. effort however would be a game-changer for some players, in particular those using ultra-wide or very high resolution screens.
  20. @Leeanda this was the cache up from Three Strikes Farmstead in Pleasant Valley. I am still not convinced it was there once I got back at it several days after leaving it. I searched a lot, and died trying because I ran out of wood, got 2 wolf attacks and a never ending storm... that got me. Thanks for the tip about marking the place, indeed I'll think of it next time.
  21. I just lost a 17 days round in Stalker mode because I couldn't find a prepper cache where I previously stored many stuffs. It just wasn't there anymore ( Pleasant Valley). Is this a bug or are prepper caches supposed not to appear all the time, within the same survival game? There is a possibility it was there and I didn't find it, but I don't think so, I really searched a long time.
  22. Thanks, yes in Interloper I guess that is the only way to survive more than one day, provided we find an initial light source!
  23. If lighting a torch consumes a match, knowing how hard matches are to find in higher difficulty levels, what is the right strategy? To always walk with a lit torch and make a new fire when it is about to burn out, then get a new torch out of it?
  24. Right, so using a torch still has a benefit over matches, thanks for pointing this out!