Looper

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Posts posted by Looper

  1. 4 hours ago, acada said:

    BTW can you imagine it? A year in the frozen land with no human contact (except for Carl who sits in the Camp Office). What it would do with human mind?

    It would be a serious challenge - isolation is the worst punishment for humans. Put in dead corpses and families disappeared and the trauma willl be there. 

    Reading books, exploring something new, seeing pictures, burying the dead and listening to radio could help. 

  2. On 4/8/2024 at 8:00 PM, Warhawk said:

    Now about game mods: Mods will kill this game's gameplay. It's a winter apocalypse. Its not meant to be easy. There will be no electricity, no running water. Tools will be used more often so they will degrade faster. That's the whole point this game is trying to portray. And adding mods will kill that portrayal.

    Or mods could make the game more of a challenge! Cold indoor f.i. could really add to interloper balance. Deep blizzards to -100 C another example. Alternative wildlife behavior og positions would be a fun challenge (long wolf patrols, running bears). Sanity meter (need for books to read and comfort in a home). Tear of clothes when you sleep in them. Removal of cave heating for interloper. 😁   

  3. Im not sure tbh. The game has 5 million caves - some of them magically superheatet :) (in inteloper at least). This doesn't really add much gameplay. 

    We have the snowshelter doing nearly the same thing. 

    That Tepee picture though👍

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  4. the forge need to be a certain temperature (160 c) Heat it with wood and boost it with around 6 pieces of coal. Or bring enough coal to bring it all the way up. 

    While there make some arrowheads :) :)

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  5. 6 minutes ago, Leeanda said:

    As long as we don't have to take a massive risk of a dunking to collect the sea water ..

    only salt from beach-combing😀

  6. While sharing the hopes for news I would like to remind all how little money we paid for this game and how much we have gotten in return over the years.  It is the best deal you ever made. 

    Fire up the game - go to an overlook and drink your best coffee ;)

    • Upvote 8
  7. On 3/26/2024 at 6:33 PM, survivor123 said:

    We definitely need the ability to salt meat so it can be eaten on the go. We get salt, we get meat. Combine it in the crafting page, then we need to let it cure for a couple of days. The draw back is it makes your water level go down.

    I disagree. One important gameplay aspect is the need to cook; burning matches, wood etc. taking time. This adds little and greatly subtracts from the cooking gameplay. The game should be more challenging not easier. 

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  8. Blackrock ! Why? It feels gimmicky. It breaks immersion. I love the long dark for the feeling of a remote small town canada wasteland. The prison seems like such a gimmick from the campaign driven by a story. I haven't played the campaign yet but I understand why Blackrock could make sense in a storyline. But I just avoid it. Its not my story I guess.  

    The scripted wolf in bleak inlet I also avoid (should be removed). When playing interloper theres not much to fetch from Bleak inlet or blackrock. 

    HRV also is only visited for saplings in ultralategame.  

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  9. A wildlife refresh ? Missed that. Great idea. Make wolves scary again!!

    11 hours ago, artmunki said:

    I can't really imagine they'll ever show up in any of the smaller regions, because they'd just be too hard to avoid,

    Before I found out you can "walk the dog" with regular wolves I used to run, hide, go into buildings, burn flares.😀 The real experience. I would love that so some extent in all maps. But mbe with a custom setting to turn off.

  10. 15 hours ago, Comfy said:

    This is such a bad mechanic. I have over 220 hours in this game, and have recently started in on Interloper. However, I think I've just about had it with dying in my sleep for no discernible reason. It ruins my immersion to suddenly die with no warning. It rips me right out and reminds me that I'm just playing a game and that sometimes it wants to artificially punished me. This has already happened a few times, but most recently I staggered into the Lighthouse on DP with 5%, struggled up the stairs to the bed, ate 1200 calories worth of cooked rabbit, drank an herbal tea, filled the rest of the bar with water, and then climbed into my +3 C warm bed for some much needed shut eye and heal up my sprained wrist. Watched the bars slowly start to fill up and leaned back with a smile.
    GAME OVER. RUN FINISHED.
    Suddenly dying when you do everything right is not "part of the challenge" it is just punishing RNG that doesn't need to be there. In other game modes you at least wake up if something is going wrong, but what am I supposed to do with dying randomly in the middle of the night? Did a window break in the lighthouse for it to suddenly drop -5 C without reason? Did my character suffer a cardiac arrest of the stress of being hunted by wolves all day? Did my character roll around too much in their sleep and choke themselves to death with their bedsheets? WHO KNOWS?

    This is such a bad mechanic and it is such a turnoff for this otherwise really fun mode that I WANT to enjoy. If there are some masochists who really enjoy rolling dice to see if they randomly die anytime they shut their eyes, throw that on as optional setting when setting up the game. 

    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. 

    • Upvote 1
  11. Just now, Leeanda said:

    We're supposed to be the top predator😁.

    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 you🙂

  12. 9 hours ago, ManicManiac said:

    We can really drastically change our survival experience simply by choosing to change the way we play

    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.🙂 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 😁🤣 

  13. 10 hours ago, Leeanda said:

    Nope😁

    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. 

     

  14. On 10/20/2022 at 1:15 AM, Admin said:

    Full global loot and wildlife refresh. We’ve redone all the loot tables, all the pre-placed loot, and rebalanced the loot economy across the entire game. The Resource refresh will go live for all players when the Expansion launches, and the full Wildlife refresh will come some time next year.

    a whole new game for lopers 🙂

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  15. 8 hours ago, Jimmy said:

    Stranded Deep is a fun crafting experience, but the game lacks any real depth. As often happens with these types of games, I mastered the basic survival mechanics fairly quickly, made a megaproject base in one game, and lost interest.

    Resource scarcity isn't very well balanced, and you're able to simply grind whatever you need to survive. The environment isn't a major threat to the player outside of the obligatory giant scary fish. You need to work really, really hard or make some phenomenally poor choices to starve to death in this game

    Completely agree. Its more like a minecraft game than a survival game. But its a question of liking/flavor I guess.

    • Upvote 1
  16. 18 hours ago, piddy3825 said:

    I can just imagine some gaming company spending countless 1000's of hours to produce a "realistic" survival game simulator only to be told that their work isn't challenging enough!  Lol, but you know it would happen.  

    I don't know about you, but I am eagerly waiting to see what comes out of this Hinterland/modding community collaboration when they release their first "sanctioned" cooperative effort.  

    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 😄.  

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  17. On 1/26/2022 at 2:26 AM, piddy3825 said:

    I can respect your ideas for trying to remake the game with improved mechanics that simulate real life conditions closer.  Maybe some tweaking of the custom game settings could be manipulated to give you those finer points that you seek.  However, it seems to me you want more of a survival simulator game based on real world conditions.  I honestly don't see the mod developers putting that much effort into rewriting the game in order to make that happen here.  But, if something of that magnitude were to made available as payable DLC, how much would you be willing to pay for that type of content?

    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.    

  18. 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 dry😄). 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 

  19. On 1/4/2022 at 8:37 AM, Drifter Man said:

    I suspect I am getting way more praise than I deserve, but it is great to know so many people found my writing useful and inspiring to start their own great virtual adventures. See you around and keep warm out there :coffee:

    Could a good challenge bring you back? 🙂Also love your writings 

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  20. On 1/13/2022 at 8:57 AM, The Lord of the Long Dark said:

    Yep lost my 1000 day interloper in BP by getting caught in aurora with timberwolves. 
      Definitely the hardest region in the game BUT also absolutely no reason to go there in interloper just like for BI. The vest is nothing more than a paperweight and I have no use for the noisemakers at all.  There is no draw for interlopers to go there like there is for AC for example. 
      I wish the developers would give some incentive such as making crampons repairable only at a mill, or making flare shells at the ammunition bench. Even then I’d only do it at BI. 

    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. 

    • Like 1