yoli

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Everything posted by yoli

  1. Yes I didn't find that very logical that we could lit a torch without fire source, but since we cannot jump and we can die from dehydratation while being overwhelmed with snow, I thought this was simply a "gameplay" feature
  2. @SpanishMoss ok thanks, I didn't notice that. So basically provisioning for torches in the inventory to light fires is simply useless? I thought it would prevent to use matches, but apparently no.
  3. For the first time in my current survival play (Stalker mode), I had to use matches to light torches. It never happened before, why? Has something changed?
  4. Awesome updates in this post, thanks for letting us know about the directions TLD will take, the modding ability will be a tremendous one, can't wait for all these updates to take place!
  5. There is a new optimization available with Nvidia's new Geforce Experience app, read about it here: https://www.nvidia.com/en-us/geforce/release-notes/GFE/3_24_0/Web/gfe-v3_24_0-web-release-highlights/ Basically even if not supporting DLSS, we should be able to run a game at a lower resolution then upscale using the sharpener algo of Nvidia. Problem today is TLD is not recognized by the Gefore Experience app. Would it be possible for the TLD team to get in touch with NVidia so TLD is recognized to at least benefit from this feature if not DLSS? Thanks!
  6. Hi, I was wondering whether we could expect Nvidia DLSS support at some point? I am using an ultra-wide screen (32:9, gorgeous for TLD!) and I could really use that kind of performance boost that DLSS is providing. Please advise!
  7. So, you finished EP4 in 2 days? Lol, I just wonder how the developers who have spent months to make this episode handle this. I can tell you that for me, it is going to take weeks, and that's for the best.
  8. I'd be interested to know about the references used for vegetals and others found in TLD. For example about "reshi tea", birch bark to improve condition, lichen as antiseptic etc. I guess there is some basic truth in these even though it is extrapolated for gameplay purpose, still I'd like to know about the real life counterparts of items in TLD. Has someone made an article about this?
  9. Thanks! This is nice to see we're not throwing feedback in the void Other things I noticed: Autowalk doesn't seem to work (click left stick does nothing). When creating a new sanbox game, we always have to erase the default "sandbox" name using the DEL key multiple times, this isn't convenient.
  10. So I bought a Switch Lite and installed TLD on it (of course!). The game runs well from a tech. point of view, but there are usability issues. Indeed the fonts, inventory, even icons are super small on such a screen. They clearly have not been adapted to the handheld format. Also, picking up an item is not well handled, it is rather difficult to center the item on the mostly invisible center HUD. Even though feasible, it is annoying, for example say you are in an area where there are 5 sticks around, getting them one after one is tedious and takes much more time than on PC. Time often makes the difference between living and dying in TLD. More time spent on doing usual tasks means less survival opportunities. On the other hand this makes Interloper even more challenging So I think the handheld game still needs tuning, I hope Hinterland will consider it.
  11. @darkscaryforest Many thanks for your suggestions, I think I will give a few more chance to Interpoler!
  12. Thanks for your replies. About "There are fixed locations where matches will be found every single run", I am not sure what to think of this, if there is any design value to this. I am not complaining about the difficulty mode of Interloper in general, the only issue to me is initial fire starting.
  13. So I've been playing in Interloper mode about 30 plays over the last few weeks and the most likely reason of death was... didn't find any fire starter. So basically I am not going to play this mode anymore because there is no point in playing half an hour or 1h and then dying because there is no way to light a fire. I think there is a balance problem here. I am not asking the game to be "'easy", I am just asking it to be playable, because with no way to start a fire most of the time, we cannot do much. I also noticed learning books were very frequent in Interloper mode compared to Stalker which I am usually playing. This means that randomness is not so random, so what's the point of making fire starter so scarce? In a realistic survival experience, it would be possible to light fire with just dry wood and herb/lichen, as well as drink snow even if we don't heat it.
  14. In my opinion enabling mods at this stage would be like shooting oneself in the foot. TLD needs to live until a major sequel is available and can do that with DLCs or equivalent. Mods would not bring anything to their business model but could jeopardize it by competing with it. Mods will be welcome when the current TLD installment will end and then TLD can continue to live through the community, but not earlier.
  15. Hey, first thanks to the TLD team to have sent us a survey about various plan possibilities after ep5. Since there was no comment field in the survey, I'm writing here my little remarks. I have to say future plans look exciting in many directions they could take, however three topics caught my attention: a potential sequel or another game the additions to the current version of TLD after ep5 survival vs story About a sequel or another game, I think this a major plan for any company, in my opinion this should represent at least 50% of the workforce after ep5. However TLD is a special game in the sense it lasted years with new content and drew countless of loyal supporters, so could hardly end abruptly knowing it can also help fund the development of the sequel. In the survey, several options were presented for a continuation of the current game. I think new maps, mechanics, items, animals, enhanced graphics etc. are all fine, the only one I think is not fine is additional story. Not because I don't like the story mode, I really appreciate it, but because additional story may require a workforce not compatible with working on a sequel in a timely manner, and the main focus in my opinion should be the sequel. About the survival vs story aspect: I personally enjoy both and would hope to see the same split in a sequel if survival was involved, which I hope. One of the main differences between the two is replayability, strong in survival and much less in story. However have you considered dynamic stories for the sequel? Stories with several paths and random events, this would greatly improve the replayability of the story mode. I am not only talking about small alternate paths like some games are doing, but much more dynamic than this. Changes in execution order, changes driven by events etc. Once the story has been played once, users could even configure in some ways the next story they're going to play. They could enable/disable some main goals, potentially all of them and then we'd have a survival mode. Survival mode being derived from a degraded story mode would be such a satisfying realization in terms of game design! Last thing, I don't think this was mentioned in the survey, but when the sequel is released and you stop additional content to TLD v1, please make a last update to TLD v1 bringing mods so the game can continue to live through its community.
  16. Hi, I am trying to vote for TLD for Steam nominations for 2 days now and always get an error saying "an error occurred while saving modifications, please try again later". Tried from the Steam client and web. Any idea?
  17. Hey guys, just to recenter on the topic here, I am not complaining about being lost: there is a full map with direction the character is heading to, so chances to be lost are low. The problem are the exits: in some maps they are well hidden and the map marker is loosely placed so we can end up turning around and not finding them for a long time (up to just give up).
  18. In Pleasant Valley I was coming from north and there are two exists south-east and south-west: I couldn't find any of them!!! For one the Darkwalker was near so I had no time to really search, for the other one I just gave up, this was too boring to spend so much time just to find an exit!
  19. Hi there, I've been playing the Darkwalker for a few hours, I love the ideas such as usage of the spray paint and the atmosphere. However there is something that kind of ruins the experience for me it's that very often I don't find the map exits. Even though they are loosely indicated on the map, I just don't find them. I can circle a very long time around a group of rocks and still don't find them, and the fog doesn't help. For my playing so far that's a major issue, veterans who know the maps well will not have this problem though. If developers read this, please consider providing some help (may be optional) for players to find the exits (like marks on the ground or some objects) in such events where we are time limited. The whole point of the Darkwalker is to set up strategies to escape it, it is not to helplessly look for an exit which we know is near but well hidden (and die just because of this).
  20. Ok well, will have to try again and see, but it seemed to me this was not like what was said in the dev diary so was wondering whether it was a bug.
  21. Hi, just played Darkwalker, I managed to change region (through a cave) before being killed, but when in the new region, Darkwalker came close in a few minutes. This way I don't see how it is possible to do anything in the game... And this is unlike what was said in the dev diary, changing region was supposed to help us escape! Here it just did nothing. A bug?
  22. Hi, will it be still possible to play the regular Survival mode during the event? Also, the "escape in 5 realtime minutes" from a region look like a harsh constraint and requires people to know the maps very well, this may take away newcomers or people who don't know the maps perfectly. Is there something planned for this so everyone can have fun? Thanks!
  23. Small thing but I'd like the ability to have a fully random game (besides difficulty level), random map is already in but we have to choose whether we want to play male or female, this could be left random too for those who wish.
  24. Hi, I played in survival mode about 1 or 2h with test build 1.84T 6555685S on Windows 10, NVidia RTX2080, latest version of OS and drivers. I came across the following issues: I was currently wearing a "new thermal underwear" (as it appeared in description) however in the cloth slot it appeared as worn (black stains) I dropped 7 books on the floor and their textures were glitching/clipping (fast alternate of texture, maybe a depth issue) Among the places I visited (maybe 10 or so), in terms of clothing I was getting tee-shirts most of the time. Maybe that's just because of bad luck, maybe not... I was playing in Stalker mode. Also I had very few clothing items, fewer than I remember having when playing earlier in the same difficulty mode. Maybe this is not significant and part of the gameplay adjustments of the last update.
  25. Hi, in the Bleak Inlet coast area where the buildings are, the is one building with a broken stairway, I tried to take it and fell into an area surrounded by metal bars, no way to get out. Btw, this kind of situation makes it even more frustrating that we cannot jump in TLD. Some areas are just not accessible because we cannot jump which is highly unrealistic. So I know probably people will tell me this is for my own good, part of the game design etc. but well, when you have to walk around a stair just because you cannot make a step up (there is area like that close to the one I got stuck) or climb over a branch or an ice process just higher than one another, I am not sure there is any valid design justifying this. So, I am not asking to be able to jump like in a shooter game, but an action to climb or jump when it makes sense would be highly appreciated (and you'll have less stuck areas to fix).