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About Carbon

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  1. The idea that the game is not striving to be a faithful simulation isn't at all a grey area, it's a fact. As I said, though it may veer closer and farther from some known reality doesn't say anything contrary to the established fact that it is a fantasy. I think it's a valid conclusion to claim that the current sprain system isn't at all realistic in any sense and why should it be? And where exactly is the game striving for realism? I can't think of one system that accurately portrays any objective reality. snows. There's one. It gets windy. Two. But past these more banal examples, I really can't think of anything objective. Maybe the reason why this keeps coming up in the context of TLD (and not in Star Wars games) is that the fantasy isn't so far from a common and well-known reality and our familiarity with aspects/elements of particular aspects of the game leads us to believe that represented reality 'X' in the game should more accurately mirror the real 'X', but there is no foundation for this assertion. Why should in-game 'X' be more like 'X' in real life? So, a kind of Appeal to Nature variant mixed with a confirmation/familiarity bias? I'm not well-read on all aspects of ludology or game criticism enough to label exactly what's going on here concisely, but I guess that there is something akin to what I described. We know 'X in real life' and judge 'representation of X in game' according to our understanding of 'real X'. We thus have difficulty suspending our disbelief towards those aspects of which we are more familiar. I don't see anyone making complaints about the harvesting/repair systems though, probably because we don't know much about those things, as a contrary example. Anyhow, the railing against reality as a yardstick by which to measure the game might go away simply because of redundancy, but it will never go away because it becomes a valid premise to justify a conclusion about an aspect of the game. We should be happy enough to state and discuss our opinions on these matters and not strive to dress them up as truths or valid arguments. Again, @diggity, no disrespect intended at all. Just talking. :)
  2. I wasn't being passive/aggressive, I was simply showing that arguments based on 'realism' are invalid and suggesting a solution. You don't have to treat the sprain. Again, most community challenges have come about by players setting their own rules - typically limitations - and adhering to them. It's a choice and to set your own limitations is as valid as the game's hard-coded rules. It's your run and you can make your own story and it how you want. Pain does affect my playing (I can't speak for everyone): the character whinging constantly and the blurred edges are a strong motivator, particularly if I get a sprain early in the day and have a lot of ground to cover. It's just annoying to continuously hear and see that and I don't want to have that continue. The pain meds being finite are the punishment - or deterrent, if you want - to getting sprains. Not having them or needing to take the time, energy and materials (wood, precious matches or needing a sunny day if you're lucky enough to have the mag lens) to brew RH tea are all negative side-effects of sprains. The bandage returns mobility but trying to carry on in pain drastically affects my enjoyment of the game, so I'm strongly motivated to avoid getting sprains. The point is that pain does have consequences and meaningful ones (again, for me) all within the context of the game. So your calls for these consequences to be more severe are just your opinion and to base those calls on reality has no foundation given that the entire premise of the game is essentially a fantasy. Yes, the game is a reflection of reality, veering closer in some aspects and farther in others, but it's not trying to re-create reality. And yes, as I said, perhaps your ideas will be implemented, as this is our place for discussion. But certainly we are allowed to politely debate these ideas with one another which is what I believe I'm doing. No disrespect intended at all and I apologize if you took anything I wrote that way. I responded not to simply be contrary or antagonistic, but to voice my opinion toward your ideas, that's all.
  3. Well, invalid premises will beget invalid conclusions. :P The "realism" argument is equally exhausting and exhausted. At every moment we are asked to suspend reality, an idea toward which I'm sure you don't require detailed information. An argument that founds itself on realism in a game which not only makes no claim to be a simulation but actually makes claims to the contrary on each and every startup just seems....invalid. It's simply your opinion that the mechanics are "broken", hence this topic being in the "wish list" and not in a formal bug report. Your idea has gone from a desire to now stating that the system is broken but language alone doesn't change opinions into arguments. It's not broken, it just isn't the way you want. I see no more suspension of disbelief in ignoring meds and bandages than using leather taken from running shoes to make hiking boots new; they both require the 'forgetting' of reality. Heck, the very premise upon which the entire game is founded requires this, yet we play. I really don't want to argue at all. It's not that you're wrong in reality - we've all had bad sprains that don't go away in an instant - but it's a game and there is a lot of creative license taken at each and every moment. It's good that we can state our ideas and I don't doubt that the developers read those ideas and take them into consideration. Perhaps you will be vindicated with a patch or an update incorporating your ideas. But they are just opinions based on a faulty premise in the end. After all, anything is possible in Disneyland. ;) Take care mate.
  4. I think the challenge is more about finding and consuming finite, non-renewable resources than hobbling the player for extended periods. I suppose if you feel strongly about it, don't take the meds or use the bandage and limp around for your requisite 2 days. If you make this choice, you get what you want while everyone else is also happy not having to do that. This is how the Deadman challenge was created: players setting and adhering to rules they set for themselves.
  5. 24-hour grace period maybe...?
  6. I often just keep walking. I've strolled right through a pack of 3 wolves and they all start growling and following, but I just keep on truckin' and sure enough, at a point they are either scripted away or they just give up. Breaking line of sight helps, but yeah...I just kind of ignore them most of the time.
  7. Carbon


    The Long Dark changed my gaming life forever and set a new bar in survival simulation. Bravo, even if it were to all stop now. But no. That we're still getting unpaid content is unheard think I paid only $30 for all of this joy. What else can be said but thank you all at Hinterland.
  8. Some oddities in a game are annoying, some are game-breaking and some are simply endearing. I think Trapper's falls into the latter category. As @stratvox said, it's very welcoming right now when you arrive at the location and my vote is to leave it be.
  9. Nice! That looks sweet @Obsidian Productions! I'd likely frame it! Good on you for spending some more to help HL out. For those who wish to do the same, the merchandise store is here: Top-notch items and - as I found out - they ship halfway around the world!
  10. Having all of the weapons in the game makes TWM (and any other location) a breeze. Wolves, deer, possibly and moose and rabbits pretty much within sight from the hut, 1 or 2 bears nearby, more deer in deer clearing, cargo containers spread over 5 locations besides the for months and all manner of hides for crafting. A workbench right in the hut makes crafting and repair a breeze, the fishing hut for cabin fever avoidance and of course another source of food. On my first run, I dragged all of the loot I could and left it in the bunker at the foot of the last climb to TWM (in PV), making an easy trip for some supplies if needed (TWM lacks convenient storage). I made TWM my final destination at that time, so I left a ton of stuff in the bunker. The caves and cave systems should not be forgotten! There is - or was - a ropeless path to the summit and one can also get off the summit ropeless as well, so this way you can have more gear with you for the summit run (to help with first time success) and you can ferry down a ton of gear. I say was: I haven't made the summit bid since many updates have passed, so I'm not sure if the ropeless path is still viable. Crafted clothing is a must, so get those hides curing as soon as you can and I always craft a bearskin bedroll for TWM. Change out clothing when the weather is good to save wear and tear on your best stuff, so have both 'warm' and 'freaking warm' loadouts. TWM isn't the easiest survival location in the game, but it's very rewarding. Best of luck.
  11. I've posted this music before, but for me, most of Erik Satie's work captures TLD's mood and atmosphere perfectly. This is perhaps his most well-known piece, but it is a fitting sample. The last thing I want when playing is lyrics; it takes away that feeling of isolation and calm. Satie provides the perfect soundtrack for my peaceful, meditative experience.
  12. Seems as good a time as any for some levity. Yep....excessive sprains have been around for a while.
  13. Just throwing this out there for anyone who wants to offer more support to Hinterland. This bad boy is on my office wall.
  14. Well, this is truly an epic thread. Good on everyone for having a civil, considerate and very open discussion, particularly to Raph for being so open and forthright. It isn't often that a community is privy to such personal insights from the developers, and I for one greatly appreciate it. This is the very reason as to why TLD has been and will continue to be in a league of its own; because the developers are a very special group and have fostered an amazing community around their vision. Thanks to one and all for this. You are all pretty freakin' awesome people. Game on folks.