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140 Pathfinder

About Miniwizard

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  • Birthday 10/05/1972

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  1. Just finished it and all the various side quests. Couldn't put it down once the story actually kicked in after the initial handholding tutorial section. The linear start and well constrained circumstances is nicely handled and then suddenly opens up - perhaps a little too quickly (I ended up at the farmhouse first - rather than Milton) and my metal shard (makeshift hunting knife) actually gave out opening a tin of food there (somehow the can opener didn't make it to my inventory after picking it up and it magically disappeared). This put me in a somewhat tough spot - having no tools whatsoever after progressing beyond the linear stage of the game, but getting the hatchet wasn't too far off in the distance, and that proved to be more than enough to live, thrive and survive from that point on. Never even used one of the countless flares or fired any of the dozen the distress pistol rounds or even needed to use one of the few stims, yet despite this, never for a moment did I feel 'safe', and the adrenaline was always pumping. The new art, new map, music, voices, cut scenes, backstory all beautifully come together with the gameplay to produce a delight of a game. Though some places do still feel a little rough around the edges and it's not without a few odd bugs here and there. I think my main criticism would be the journal section - for story quests, side quests, items and so on. It feels very awkward to use and actually figure out what your current task is, and where it might be. It seems somewhat disjointed and 'squeezed in' to an existing UI format. Highlights on the map 'tell your read' a particular note or item that you had found, but it would make far more sense to actually have it be clickable to read it directly rather than manually clicked all the identical notes to try and find the right one by name. The 'tutorial tasks' suffer from the same problem (as some people have already complained about being oblivious to building a nine hour duration fire) and you have to specifically open up the UI and then struggle to locate/read the finer details. A couple of small things somewhat bugged me about the tutorial. One, the unharvestable rosehip bushes (until you started the task). If they are unharvestable, can they not be placed just out of reach of the player? Only on the ledge accessible by the fallen tree or something? Otherwise what is the harm in the player harvesting them? I'm guessing it is because the area respawns most things each day? However, it feels overly contrived and authoritarian. Secondly, once escaping the crash site, those now harvestable bushes are right next to the 'climb action' hitbox. I felt highly cheated, now finally being able to harvest them, that a simple mis-click prevented me from doing so as I had no way back down again after the climbing cutscenes. Lastly on the subject of rosehips, (and I am aware that I am experiencing it as a change-to-the-norm, rather than a fresh mechanic) the tutorial did a pretty poor job at pointing out the two-step process involved in cooking rosehip tea or reishi tea. I'd also have to say that Checkpoint vs Last save is quite a confusing choice. I've since watched a few other people streaming their first experiences who have been a bit confused by the difference (seeming as both save and checkpoint are game-driven not a player free choice) and have seen numerous players leaving an area thinking that they had already picked up or harvested various items, without realising that had all been reset. I found that for the entirity of my playthough I was deliberately and permanently re-entering and re-exiting every building on my way out, just to 'update my progress' of having cleared out the house, rather than have to repeat searching through all the cupboards etc should anything fatal happen. This exit-enter-exit to force a desirable save point became quite a chore, but a seemingly necessary one. As for the ease/difficulty of play and availability of items, obviously most (if not all) the items are fixed position and not random loot drops, but food, matches and firewood were never an issue from the church onwards. In fact, I think I completed Grey Mothers first task just with books and piles of paper (which have a nice weight to them considering how common they are) and I had left fully stocked kitchens in a couple of properties when I left for the mountains. However, I have also seen fresh faces to the game struggle with food and starvation. If some kind of 'difficulty setting' could be put in, then the amount of 'non-essential' items (food etc) could be randomly reduced from the current sets. Button mashing... doesn't work for me either. It took me about 5 minutes of frantically tapping my mouse button to remove the shard from my hard, and any wolf combat I am lucky to see a 2-3pixel flicker in the left of my bar. A couple of instances wolves seemed to run away within the first second of combat, otherwise I always came out at pretty much worst outcome, clinging to life if my condition was initially high enough to survive. I had numerous struggles in the run through, but always practiced caution, avoidance and lots of sneaking. Anything to avoid the one-sided battle. This did however add to the element of fear throughout the playthrough keeping my adrenaline pumping and nerves on edge. As a quick off-the-cuff suggestion would it be gamebreaking to simply have a 'hold-button' option rather than button mashing? Perhaps it charges slower than a fast masher could achieve, but there would at least be control of 'building up the charge' and 'releasing your attack' (as I am led to believe the mechanic is supposed to work) Yes, there are several bugs too - but not truly gamebreaking one. For example books disappearing when dropped, wolf-eating-carcass noises persisting after the wolf has left or fled the scene, can-opener vanishing when picked up, and I am sure most of the bug reports will be pretty quickly patched. However, depite what may seem like a long nit-picking, complaining post - it's not. I thoroughly enjoyed it. Especially the challenge of getting to Milton. No bedroll, poor condition, very limited supplies.. lighting fires next to the front door of a car, and sleeping inside for a few hours (just remember to get out the opposite side of the car if the fire is still burning) After playing sandbox for a long time, entering story mode was awesome. Great job everyone involved in it. It really is a true gem in the world of games. Edit: Oh, yes, and the lack of vocal dialogue was a bit jarring and felt out of place. Would have been so nice to have had all those extra scripted lines voiced.
  2. Yeah, the idea was made with 'materials at hand'. Guts are far too valuable to really waste on it - especially if you have lots of spare bundles stored up for long spells of bad weather. Interesting idea with the 'sacrifice of 2 sticks' that could work - though not sure how logical that really sounds - binding sticks with other sticks. It might also lead to a fair amount of player confusion, people feeling cheated, or bug reports if 12 sticks only acted as or gave 10 when harvested. That said, it would certainly be acceptable option for me. I mostly just figured on line because it is pretty cheap and is also easily craftable, not only to give an extra use for an already existing craftable item (line) but also because it is, in effect, only a fraction of the otherwise useful gut. As for it being too thin and hardly able to bind anything, I would slightly disagree. While commercial, manufactured, fishing line is actually incredibly strong, the real question is how much does it truly represent manufactured fishing line anyway? I mean, you made it from guts on a workbench. If anything it is a makeshift twine that will suffice as a string-like item for fishing with, much like a shoelace might. At the moment, it equates to something less than half a gut - or a gut split lengthways. From this perspective it seemed like a pretty valid option (although if implemented, I did suggest increasing the number of lines from a gut when crafting - so as a) to keep the wastage cost down, and b) to make them more accessible to players)
  3. I agree, the dark red is very difficult to read. I have found myself struffling to read the value numerous occasions myself to see 'how over-encumbered' I actually am. Both the colour and size of the text make it particularly difficult.
  4. The colour scheme, I have no real issue with - though I did prefer the cleaner, lighter background. It was much easier on the eyes and had higher contrast. However, it is really awkward to read large blocks of text in this font. Ideal for headers, slogans or short lines, but not for paragraphs of text.
  5. Interesting notion about altering burn-time with a greater heat level. Hadn't considered that aspect. I was simply multiplying up the value of 1 stick to 10 sticks - I wasn't actually comparing it to a wooden log. However, if you were to compare it to other fuel, it would still be vastly inefficient and much less than logs (per kg). Both 'reclaimed wood' and 'cedar logs' give about 2 hours of fire per kg. 'Fir logs' yield about 1.5 hours per kg. A stick bundle using the simple multiplied value of a stick only comes in at less than 1 hour per kg. (80mins for 1.5kg)
  6. Wasn't there one lying in the snow just below the fallen tree at the train derailment?
  7. Miniwizard

    10 Suggestions

    1. I totally agree, interiors at night are now way too dark, it is frustrating to spin the mouse around trying to find even a window, for orientation and a sense of direction. You don't even know if you are looking upwards at the ceiling or downwards at the floor. It can take several minutes of sheer frustration trying to navigate a few meters, or find your bed again. 2. Not so fussed, point 1 would resolve any issue here. I find the current ambient glow very beautiful. 3. Yes, but now try harvesting anything with a stone equipped. It is even harder as the smallest mis-click will throw the stone instead. The rifle and the bow at least require you to 'aim' first. 4. True, but that would require quite large changes to the game mechanics. Personally, I'm not fussed about 'seeing' all the items and being able to place craftable containers in desired locations would be simpler to implement. 5. If you are sorting your inventory by weight, then yes, it tends to jump around after dropping an item. However, at the bottom of that screen, you can already also choose to 'sort by' condition or type. Choosing type will solve your problem here. 6. BOOM! - I think it's safe to say this is not a great thing to do... sure, use it on the tinder to aid fire starting, but don't pour it on naked flames! 7. Yes, the storm lantern is 'awkward' in this regard. It does stick out compared to the functionality of moving all other items. Not a big issue, but would be nice to have uniformity. 8. This seems to be a bit hit and miss. Sometimes the animals seems to have moved off and done things, sometimes they don't. Take for instance harvesting a branch for 10minutes, with a wolf in view. It doesn't hardly move an inch from start to finish 10 minutes later. Other times, the passing of time does seem to have affected all local wildlife and their positions. 9. Can't comment. I've not yet suffered from frostbite. 10. Interesting. Would probably end up making things a lot harder, as they would be far less obvious and distinguishable from a distance.
  8. Terrain really makes no difference. Just crouch down and get into the same line of movement as they are (so that there's minimal left-right variation with your aim) get toi a couple of meters away with it neatly lined up between your finger and thumb. Throw, and move forward to catch it. You can bag 4 rabbits in as many minutes. A careful aim is better than a haphazard throw. A bad throw will startle them all and you'll get frustrated at chasing them down again.
  9. I think it's just because the game is saving that there is a bit of a jump (which feels like a lag-spike or a temporary game-freeze) followed by the loud 'arghh'. It always makes me jump in a slightly pannicked way, much more so that being startled by a nearby wolf or anything else. It's a bit of a jarring moment, but I just chalk it up to me feeling the pain of the sprained joint. Sprained ankles, while walking on steep banks or when overburdened, I can understand, but the frequency of sprained wrists when seemingly not even using my hands for anything is rather annoying and bizarre.
  10. Sure seems to be. I remember first experimenting with snares ages ago - I put them behind trappers homestead where I had seen the rabbits regularly running, and where I had seen them occasionally run, but every time after a blizzard, the snares were mostly broken. Yet putting them close to that small boulder in the middle of the area behind Trappers or between a couple of trees on the ridge seemed to protect the snares pretty well and regularly catch rabbits - if it isn't because of the shielding from the winds, then the random number gods must be playing tricks on me! However, given how easy stone throwing makes catching rabbits, snares are somewhat defunct now anyway.
  11. Yeah, at the moment, interloper is very much driven by the need to go to specific spawn point locations to look for key items - most notably, matches and preferably an early hacksaw, Without the matches in the first few hours, you're pretty much gone. You have specific milestones to reach, within specific deadlines, achieved by always hitting the same key locations of a starting zone. It's a much less fluid start and the challenge is far more linear up until you have got all the gear you need. You also rely much more on the RNG. The hunt for a sleeping roll isn't as bad as you have options to make do without. However, I feel if you started with a book of cardboard matches on an interloper run, the first day or two would be much more diverse in every run.
  12. Still rather fond of 'Rogue Male' by Geoffrey Household. Haven't read it for donkey's years. Not exactly 'The Long Dark' or 'The Road' kind of scenario, but it's certainly one that springs to mind when thinking about survival.
  13. @cekivi Ah, my bad. When I initially saw this thread a few weeks back, I thought you were gathering the top suggestions. DIdn't realise they had to be submitted in here. (guessing quite a few folk also didn't hehe)
  14. I'm a little saddened to see some things excluded from the list (notably a couple of the much more common or heavily posted to threads - climbing restriction, sleep and condition etc, more craftable items). However, votes added. Blizzards blowing you off course - could be annoying as hell, but would certainly add a challenge and some realistic behaviour. Not sure it's overly necessary though given how much you might already be turning around with low visibility to try and get your bearings. Food and water freezing - would be a nightmare - especially if you had yet to find matches, or had a seriously limited quantity - unless it excluded carried items. Wolf packs stalking behaviour - well, i'd rather better 'wolf behaviour', not so much the 'pack' element. Cooking system overhaul? As in real time cooking? No thanks, its one of the best ways of controllably passing time* when there is little else to do instead - especially when it's dark. (* In intervals with greater accuracy than the 'pass time' feature) House junk - To be honest, I'm not sure what you meant by this Craftable containers - hell,yes please! Fire mechanic overhaul? Am I missing something here? what is particularly broken with it? Difficulty settings - would be nice to have some control. I feel the jump for many players between pilgrim and voyager is way steeper than it should be. From wolves and bears running away from you, to having packs of possibly 4 or 5 - even pretty early on in your survival run on the 'easier' maps.
  15. .. but try to place your snare next to a boulder or tree that can help shield it in high winds, or you'll likely return to a useless broken snare.