Looper

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Everything posted by Looper

  1. A wildlife refresh ? Missed that. Great idea. Make wolves scary again!! Before I found out you can "walk the dog" with regular wolves I used to run, hide, go into buildings, burn flares.πŸ˜€ The real experience. I would love that so some extent in all maps. But mbe with a custom setting to turn off.
  2. What did the game say you died from? You can't die unless you messed something up. Thirst, food or temp. +3 c means it ADD 3 C to your temp. but if you are minus 5 c then your stille -2. No need to change anything.
  3. good point human always where 😁 but isn't the game about nature reclaiming human world? One of the things that caught me in TLD was how affraid I was from wolves. I would jump in the chair for a "Wooouf" and run for a door 😁. Scare is part of the beaty of the game. So I hear youπŸ™‚
  4. While I understand the point, I think thats not a good argument. The game puts one in a survival mode where its you against the elements. A bunch of selfmade rules breaks the immersion of survive at all cost.πŸ™‚ But this has been discussed before. It's not a big deal but asked directly I would say bears should require more arrows to kill. Or give every player across great bear a heart attack and secretly patch tree climbing in 😁🀣
  5. Yes. To kill the top predator in the game with one shot is too easy, imo. Climb a fallen tree. Shoot the bear with one arrow. Guarenteed risk free bear kill. The game design with the moose is very good. Demanding several arrows and with some smaller risk.
  6. Ravine - jump from bridge / railway on a calm clear day. Eat some meat, drink a tea. Close your eyes. For ever you will be.
  7. a whole new game for lopers βœŠπŸ™‚
  8. This! - so annoying they made a feat to counter it. πŸ˜ƒ
  9. hmm fun challenge. Though Dead world seems to me to add to the "churniness" of NOGOA😁. Coastal highway seems like good base. Beach coming, coalmine for fishinghuts, loot of fishing Maybe strategy suggest to use all expandable ressources to build up for a fish-a-ton πŸ˜€
  10. Completely agree. Its more like a minecraft game than a survival game. But its a question of liking/flavor I guess.
  11. Well I certainly mean no putting down on hinterlands work. Balancing challenge such a game is extremely hard since so many variables are in play and new players should come on too. Theres a question of the games pace not being too tedious. Long dark is one of the most rewarding games simply because its not "on rails" and punish your bad decisions while rewarding the good ones. In most game now a days it doesn't really matter what choice you make - you end up the same place . It has been the best money given for me and I would gladly pay more to extend survival mode. So even if I get nothing new im one happy player πŸ˜„.
  12. Good points. And maybe you are right. Actually its not so much the realism but the challenge. Many "unrealistic" things im fine with. Overaggressive wolves, the wierd being tired and hungry damage on so on - because its adding to the game challenge. If modding would strengthen the middle game challenge and add diversity (i.e. more purpose of running around to survive) I would pay good amounts. Interloper become a little stale at 50-70 days when you have all the gear. Imagine all your stocked supplies making a real difference. Imagine the succes when you must find an item to stay on survival - could be a book or some medicine - and you find it! Heureka! There could be some extra cold nights where you have to get a fire going inside - thus need firewoodstock.
  13. What one could consider first is: What do I want the mod to accomplish gameplaywise. Obviously adding thing A or thing B is a short time benefit. It will make the game slightly easier as a player power creep but will do little but drive need for thing c and d. Better to add some mechanics or meaning to drive new gameplay. To me some of the fundamentals could need some rework. Meaning of indoor fireplaces: all the neat indoor fireplaces a rarely used because with few exemptions all buildings (and caves in interloper) are warm. It removes the one core survival need for warmth and firewood. Why? How about a heating up a house mechanic where the indoors starts slightly above outside (minus wind) and can be heatet. Would be cool if the roaring fire was a need and not a luxury. Meaning of searching: Many items have no real meaning despite them being so fleshed out in the game world. Different foods, cans and books, money, papers, letters etc. How about mental condition or diverse food need to drive the need for such items in the home base and the good feeling when finding them? Balancing outdoor fires: Outdoor fires are so insanely easy to make compared to real life its and immersion breaker. Wolf comming? Vupti - fireplace makes out of the blue and in the 10 seconds you have a fire even with wind blowing somewhat. Outdoor fires should require some crafting and ressources as @GothSkunk suggested. And what's with the magic of pulling torches out of fires? Make fishing and trapping needed some times again: The gameworld is littered with cattails which require no cooking or ressources to eat (yikes dryπŸ˜„). Stones can kill rabbits easy and deer are everywhere. This totally makes trapping and fishing void in any interloper game unless you have need for lamp oil. Why not remove the stones mechanich with the rabbits. It's gamish and wierd to crouch shot stones while rabbits run around you in circles. And fish should be a mutch needed diversity of food. Just some considerations
  14. Could a good challenge bring you back? πŸ™‚Also love your writings ✊
  15. Valid point. Trouble is one can say that of many regions. Interloper midgame sort of lacks drive (i.e when you have bow, gear and lot of saplings etc.). Why fi go to broken railroad? Hope for a whetstone and some saplings. All other loot - do you really need it? It would be great if the first DLC would aim for putting some pressure on Interloper midgame. I think what drives interlopers is the early game intensity - you vs the game. What also could be funny would be a small (very small) chance for some prime loot in some containers. That would make IL's go check.
  16. Same here! Say if need a screenshot or other thing - but HL said they are looking into it✊
  17. I think the discussion of how the hardcore difficulty could be developed could and should survive to a new thread. I have same sentiment as Mistral and dont like the "you can always just make your own house rule". Personally I hope DLC has new ways of expanding game mechanichs to give more flavor to long time surviving. Some very good elements has been added in the base game but some things (like loot tables) dont make sense. Wandering wolves where some packs move freely out of spawn zones into new areas or even maps ... 😬 To me the game deadmans challenge was one the funniest new game states from the community. I remember the first ones saying like "dont go for a bow, it will never work", now some play it permanent for days and days πŸ™‚
  18. Amen well said It doesn't "talk down" to its players and is god damn beautifull.πŸ™‚
  19. BRR - it's just a dead end choke with nothing to do.
  20. Henry Ford: β€œIf I had asked people what they wanted, they would have said faster horses.” Go with a clear vision for a new game. People don't know what they want.
  21. The akward savegame thing in your post reminds me of when deadman challenge arrived. Some said it couldnt be done. Some said you could only do it by knowing the game code. Some said you couldn't get a bow but should hunker down. Then - when everyone learned the technique - it became manageable. Its like everything skill bases - when you know the tricks and ways it doesn't seam like magic anymore To my view it has to do with adapting a new way of playing. My theory is that is actually very hard to go from voyager / stalker to interloper. All other difficulty levels aren't a survival experience since loot is abundant and food is too. The player goes freely around the map enjoying looting places. In interloper most places are empty only the big ones really needs to be visited and loot-food is scarce. This means that the pace must be increased and one should pay close attention to all the natural food (cattails, carcasses, teas). Interloper is about high tempo and search for hammer /hacksaw, saplings and bedroll to get to bow. Then skins and clothes and skills. Best of luck and try again with new mindset.πŸ™‚
  22. While I agree with this post it always comes back to the fact that the interloper experience stagnates to soon. The trouble being the short "tech tree" and the ease of keeping the meters up when you learn a few tricks. Hinterland did a good job of adding some nes gameplay elements while not demotivating players. (well fed buff, sprains mechanics) and they also got rid of the worst game exploits. The new maps are cool and diverse. I feel that what the game could use is one or mere new mid game related meters or conditions (like sanity). The game world has a lot of items already that could be used to this (paper, books, churches, pictures). Also eating nothing but meat should trigger some condition promoting finding vegetables and fruits. Also the cooling of the game world should include indoors and caves. The cave temperature bonus should be removed.
  23. Don't put to much into what you read in forums.πŸ™ƒ Good thread though.
  24. Exactly - plus loot is very rare in loper so proportionate theres quite a stash in the summit. Matches, clothes - all you need for at good start. When starting a loper its summit within 10 days. WHEN you have a hacksaw
  25. Not in loper. Just for the record πŸ˜