Thrasador

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Posts posted by Thrasador

  1. 1 hour ago, Mixxut said:

    Yeah they drop those little red dots. They are kinda hard to track but not impossible

     

    I know they drop little red dots.

    My question is are all the little red dots appearing in the snow at once for you, or are your little red dots appearing gradually....like three or four at a time....

    For me previously they would all be present immediately....now they are appearing for me gradually as I follow them....

    Which way is it happening for you?

  2. Has anyone noticed blood spots appearing as you follow them, or is there something wrong with my graphics?

    What I mean is prior to Wintermute, the blood trail for animals were static, like if they left one the entire trail was visible from the get go. Now....for me at least, the blood trail is appearing a little bit at a time...as I follow it. 

    Basically I'm asking if that's how it is now for everyone, or am I experiencing some kind of bug....?

    • Upvote 2
  3. 4 hours ago, SnowWalker said:

    That's the bummer thing about games with episodes with the inevitable cliffhangers. You have to wait way longer than you would for TV shows with cliffhangers.

    Well I was just going by the whole waited three years for the first two episodes....

    That being said hopefully most of the heavy lifting is out of the way. They had to make several new maps and overhaul old maps to get the first two episodes out....

    Hopefully there is maybe just one more new location....whatever is through the tunnel....and maybe that's connected to that bridge people saw that they couldn't get to...

    They also have done a lot of the character model work and animations. They will have to do some more voice over work, but really that doesn't take a lot of studio time....you just have the actors read all the lines a bunch of different ways and then edit together the best versions.....Maybe do a call back later to fix any last minute changes....

    The hardest part will probably be all the scripting of the new quests to make sure they trigger correctly and don't all bug out....

    That's where they will want to do some serious bug testing....like doing things out of order, not going the right way on maps. Dropping important items on the ground and seeing if they disappear...lol, making sure quest items don't disappear if you die....etc....

    Hopefully they learned a lot from the first two episodes as far as play testing goes....

     

     

  4. 27 minutes ago, ChillPlayer said:

    ah lol now I know why Wintermute sounds so familiar, it's the Swiss AI in Neuromancer yes, a book I've just read a few months ago. Dunno about the Americanized German part though, Winter means Winter in German and there is "Mut" for courage but not "Mute", it's also pronounced differently (you'd write moot to have it sound the same as "Mut" in German).

    Btw I've a new theory about Jeremiah: I think he is either one of the founders of the Forest Talkers or at least strongly affiliated with them. We learn the story of the Dam in the text about Mystery Lake which we receive from him. Forest Talkers sabotaged it back in the 1990ies already and are the main reason why it was finally shut down (after financial strungles, earthquakes and so on). The Story in Wintermute is set in the future (or an alternate universe but I prefer the former) because the world economny is already collapsed, something we haven't achieved yet although we are trying really hard.

    So lets say it is 2030, which means Jeremiah would've been between 20-30 years old when the Forest Talkers had the Dam closed for good, perfect age for idealistic activism.  He has knowledge of the dam and the FT and then there's the final scene where he opens the secret hatch with a radio inside. I think he is in contact with the remaining Forest Talkers for unknown reason. But "Jeremiah = Belongs To Forest Talkers" is something I feel quite strongly on my current playthrough.

    And lastly: I think it was planned to release all 5 episodes this year, I hope they stick to it ;)

    This is where I got the name bit:

    https://www.ancestry.com/name-origin?surname=wintermute

    Wintermute Name Meaning

    Americanized spelling of German Wintermut(h), a variant of Wendemuth, a nickname for an inconstant or fickle person, from Middle High German wenden ‘to turn’ + muot ‘mind’,‘sense’, later ‘courage’.

    And see the final "h" must be dropped sometimes for mut...or courage....

    And also I wrote my prior post from memory....

  5. Also, the outline may be done and probably some coding for Episode 3 and maybe 4.....but I sincerely doubt work on Episode 5 has even begun.

    I'm  guessing Episode 5 won't be out till next year....probaby at the end of the year, lol.

    I don't know that Episodes 3 and 4 will even be done this year....

    They are still fixing bugs in Episodes 1 and 2, lol....

  6. 5 minutes ago, SnowWalker said:

    I haven't forgotten about it. It's all very puzzling to say the least.

    I googled it....all I can find out is it was the name of one of two AIs in the Neuromancer novels....and it is a Americanized German surname that means one who is fickle or changes their mind. The root of the first half of the word means "change" and the other half has several meanings including "mind" and "courage."

  7. 57 minutes ago, SnowWalker said:

    Me too! And the end would be cool also if you're just playing one or the other but one of them is an npc who goes along with you. Any of those scenarios would be awesome.

    Although it would be awesome if you could switch between the two during gameplay....like at least one of the Resident Evils I played a bit (the one in Africa). ...I doubt they would incorporate that because they would have to invent a totally new gameplay mechanic and add pathing for your "follower" and everything. I don't see them doing that. They could totally let you pick Will or Astrid like you do in sandbox when hitting resume for episode 5. They could also save the last save from Episode 4 so you could then resume again with the other protagonist.

    I know basically creating two separate playthroughs for Episode 5 is basically like making TWO Episode 5s....I still think it's a really cool idea.

    Maybe if I tag Raphael he'll consider it....

  8. I hope Episode 3 picks up with Astrid's version of events in the crash...so we SEE why she left Will....and we SEE what happened with the convicts, even if it is little game play with cutscenes at first. Like if she is being held hostage....obviously she can't explore all of Milton like Will does (and that would explain why she still isn't there six days later screwing around)....but you explore like the room she is locked in to advance the quest. Then another section where she patches up a convict or whatever. Then the scene at the tunnel plays out with her writing the message and probably escaping through the tunnel before the colapse of the tunnel.

    After her escape I would like to see it open up like Will's playthrough where she explores whatever map is beyond the colapsed tunnel and she finds a NPC that she helps there and learns how to make a bow and hunt...and does all the stuff she is supposed to do....

    I'm not sure if it will eventually connect to Will's playthrough and she rescues him at the dam....that would be cool though! Having the female protagonist rescue the male protagonist would be a good role reversal....and show a strong female character....

    Then for the final Episode (Episode 5?) I would like to see two separate versions where you can complete the episode as either Will or Astrid and each one has a different set of objectives to accomplish to complete the Story in Perseverance Mills....which is Pleasant Valley? Like Will needs to get to the signal tower and send the "Wintermute" code word message....

    Like they both need to work together to finish the story, but they have to do it separately to cover more ground.

    Then once you complete Episode 5 as each of them, you can then import that character into the sandbox as per a normal sandbox game on whichever difficulty....

    I really hope they incorporate that last bit...

    @Raphael van Lierop, what do you think about two separate Episode 5 playthroughs....one with each protagonist?

    • Upvote 1
  9. 2 hours ago, Fuarian said:

    I doubt she was abducted but rather attacked. And what you said about them needing her makes total sense. And about the blood being a prisoner's, I guessed that too. And it makes more sense than it being hers. 

     

    Abducted....attacked....potato...potatoe....same difference, lol.

    I'm trying to remember what Grey Mother said about the yelling at night.

    Typically with convicts one guy is the Alpha who orders the others around....like the dude who was torturing Will for the case code at the end of Episode 2.

    At first he was probably yelling at Astrid about medical attention for the injured one, if she did all she could do and then said....that's all I can do he needs a hospital....or I need better medical equipment. The alpha convict probably just shot the injured one because he was slowing them down.....and it would help to establish dominance....

    So she may not have killed him either....but then did use his blood to write the message.

    I know I'm going back on what I just said....but I don't know that Astrid is the killing type, if she is a doctor that typically saves lives....

  10. Well we know the plane crashed at night from the cut scene, and we know it was because an aurora flared up and his instrument panel/controls went out...

    I don't know how the hell he survived the crash....the cockpit was waaaay above that plateau he regained consciousness on....If we try to go that far down off a cliff in one go, we always insta-die. So how he fell from up there and wasn't dead is pretty ridiculous to begin with.

    I'm assuming Astrid woke up above him. Closer to the majority of the plane. Since it was dark, she probably had no idea where Will was. Even if she could make out his body down there, she may have thought he was dead....and even if he wasn't she may not have been able to locate a safe way down....so she probably left to get help.

    I think she was leaving a trail for him in the event he WAS alive so he could catch up with her if he was able to...

    Somewhere along the way we know she was abducted by some of the escaped convicts, as Grey Mother eluded to as much. They may have needed her because one of them was injured and she said she was a doctor. She may have even killed one of them while trying to escape. The blood writing in the bus could have been written with the blood of the dead convict near the bus....it isn't necessarily hers....

    I just got to Episode 2, so I don't know much about Jerimiah....but based on videos and what he says in the final cut scene, he did seem to be teaching Will so he could succeed in surviving in this world. As far as his secrets, and the radio, and the code word....I'm not going to guess....I'll wait and find out....

    • Upvote 2
  11. 2 minutes ago, Kaiservadin said:

    Had no sticks, and if i could see where sticks where it would be no problem.

    I always carry at least 2 sticks, 1 piece of cedar, and 1 coal....and obviously matches and tinder....usually one accelerant for an emergency fire....

    Hopefully now that "that" happened to you....so will you...

    • Upvote 2
  12. On 8/17/2017 at 0:42 AM, cekivi said:

    Welcome to the forums @Chester Rico^_^

    There are two explanations here. The first is your fire went out since it gets really cold on the forlorn muskeg map. But, I've found that your position when you click on the bed also impacts the temperature. The foot of the bed is outside the warmth radius of the forge so you'll freeze. However, at the head of the bed the forge's warmth is correctly accounted for and you'll be toasty all night. At least that's been my experience.  

    That is ridiculous and needs patching if true....

  13. 38 minutes ago, Mike in GA said:

    BIG NEED TO KNOW, without a bed or bedroll you CAN NOT SLEEP!!! Not entirely sure if you can sleep in a car without bedroll, help with this info please. 

    Yes...radial menu....under camp craft.....campfire symbol I believe....

  14. 2 hours ago, NightlySteel said:

    There is a display option but the option to turn on/of shadows is not present. Options like this is never present on consoles. The normal options under display in a game on console is adjustment of brightness and perspective. And hud option. In TLD I cannot even adjust brightness only perspective and hud on/off.

    That blows....oh well....

  15. 26 minutes ago, NightlySteel said:

    Hi,

    Nope. Cannot turn of on console, but yes it's horrific. And no I have not bug reported it. I figured they knew about it and that it was some kind of tactical compromised decision. They have to know about, because it's impossible to go unnoticed.

    Thanks for letting me know it's not just me that have discovered this. I used to like the graphics when lighting up a dark room or bunker or so, but now I just go to bed and wait for the day light and spend as little time I can, or just simply avoiding bunkers and dark spaces.

    This is how it used to look, before it was broken:

    Unfortunately I don't have a video of the present state for comparison, but If you have a Xbox One or PS4 or maby PC( don't know if it's the same there) It's just to light up a dark room and the horrific shadows will rice from the long dark ;-)

    So at the main menu, there's no options for the game? Under options there is nothing for "display?" That sucks. I always prefer to turn shadows off....Even though I'm on PC and I have an NVIDIA 960M, which is more than adequate to run the game at max everything, I turn shadows off because I just don't care about shadows. I figure everything else will run smoother and at a higher FPS without them...

  16. 21 minutes ago, NightlySteel said:

    Hi,

    Thank you for your share. I have a question for the developer, what happened with the shadows produced from the light that the character is holding? Earlier it was fine but now it's sooo pixelated. I'm playing on Xbox one by the way, but I also observed this on PS4 by YouTube video. I'm sorry to say it but it's devastating. Will this be fixed to its original state again?

    Best regards

    SP

    Can you turn them off under options until it's patched? I have mine turned off....shadows are graphics intensive, and I don't feel they offer anything to a game....

    Also, did you bug report it? The bug squashers are often too busy squashing bugs to read every little complaint in the forums....

  17. 1 hour ago, RossBondReturns said:

    Though I have not used this effectively or consistently the idea is to throw the flare in front of the wolf, sometimes this alone causes the wolf to flee. If not then put it between the wolf and you by edging to either side. The wolf then stands on the flare...and runs off.

    Yes that's the plan exactly....

  18. 3 minutes ago, BZant said:

    First off i just want to say. Todays my first day actually playing tdg. Love it and couldnt be more happier with it. I just have one question on my mind. As i have looked everywhere for this answer (google, wikis, this forum, ect), and needless to say, havent been lucky. But how do you swing/wave the torch at wolves? I am playing this on ps4. And have tried looking everywhere.  But no one mentions this. And i have tried pressing every button. All i can do is throw a torch with L2. Or extinguish with R2. But yet the wikis state you can swing them on pc with rmb. So can you swing torches to try and ward off wolves ? Ive been lucky so far and have been luring wolves into rabbits to get away, but thats real risky. I read a quick reddit post from the beginning of this month mentioning a bug of some sort maybe pertaining to this? Anyone know for sure. Or can perhaps help me. Any info's appreciated

     

    You cannot brandish anymore they removed it. The wikis need to be updated. The best you can hope for is throwing a torch at a wolf and trying to get it to walk over it if you miss....

  19. 39 minutes ago, JAFO said:

    Further to the above, a not-fully-harvested carcass takes several days to disappear. Only after that does the respawn clock start ticking. So you can slow down the respawn rates of troublesome wolves and bears by leaving some guts or hide unharvested.

    That's what I'm talking about....at least in my experience in the Story, that isn't occurring properly...i.e. the way it has been in sandbox. I've had carcasses despawn immediately after quitting and reloading and/or sleeping and reloading the zone whether I have left material on the carcass or not. The biggest issue I have with it is the wolves. Like the barn wolf guarding the corpse with the key. Both myself and @SnowWalkerhave had that wolf reappear VERY quickly on that corpse. Like the next day, whether it was harvested or not. I have an issue with this...No sir, I don't like it...

  20. 1 hour ago, JAFO said:

    It doesn't hurt to keep rubbing it in. When I make posts like those, it's not so much for the person I'm responding to, as for every other newcomer who might read what they've said, and take it as gospel.

    Gotcha....Well, hopefully they listen. There is no need to waste ammo in this game. All wounds bleed if you definetly hit the animal, and they eventually bleed to death after x number of hours. It takes the least time for head/neck shots and the most time for foot/leg shots. Other than the occasional bug where the animal MIGHT reset when you go into a building....they are SUPPOSED to all eventually bleed to death. Don't waste your bullets and arrows....