Looper

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Everything posted by Looper

  1. As pointed out in another thread it has wrong starting weather. Also deadman was every setting against the player (?) but this now has weather variability and blizzard frequency not at the top.
  2. I understand - and it wasn't to be rude. I guess I'm trying to say that you maybe need to adapt your playstyle. We all do.
  3. How can we know if its too many when we don't know how you play? Clearly you take heavy chances since you can die while sleeping (which requires some great effort to do). It's like saying wolf attacks or food poisoning are to many.
  4. Surely must be a bug. The howling is one of the coolest aspects of the game. Sounds truly horrifying. 😮 Anyone got a revised deadman challenge code?
  5. You realize that you can warp time by using the card game icon (spend time). You don't have to walk away. As other have said the game becomes somewhat stagnant around 50-70 days. You can up the difficulty setting (which I recommend). Or you can give yourself a mission. Go to Broken Railroad hunting lodge and back to CH can be a ... challenge. 😁
  6. As discussed several times - I think the troubles aren't with difficulty but with durability. In all experience modes the games becomes very stale and repetitive after say 50-70 days. This comes from fact that no factor in the game really changes after this and you've got all the loot/clothes. HL (Ralph) stated several times that they would like to approach strengthening the midgame with new challenges which will give alle experience modes benefit. I think OP will benefit from this as well. A sanity-meter kicking-in, malnutrition or the need to know more of the islands history could be drivers. Longer, colder blizzards after 50-70 days with warnings could be a driver to ensure stockpiles. Imagine you have to keep a fire going indoor to survive even just for 1 day and night during a deep blizzard - how it will tax your ressources and make sense of building up. Imagine you have to find a new book, a new location or some notes, computermesages etc. to keep you from going completely crazy. Or a need for several plants to balance your diet. This will certainly drive more exploration need and more challenge in midgame. Imagine if you could use the radiostations during aurora to intercept broken messages. I guess with the music playing from normal radios something is going on in the mainland. ☺️
  7. Yes I truly agree . On the brighter side 😉 - until then you can consolidate yourself with the fact that many game mechanics - that are very unrealistic - also works to your advantage😉. F.i. Water will never freeze in bottles outside - neither will meat (unless it's inside a carcass or a dead rabbit). So cut it out and leave it on the ground to avoid freezing (and disappearence). But do not cook it until you need to eat it. You can live 1000 days on solely meat - every mans dream. Wolves can't touch you while using your mag. lense - unless they see you suck a it. You will become a masterchef if you cook very very tiny pieces - that's why gourmets cook tiny plates. Leveling up. We accept this because - it's a ... an a damn good one ☺️ Cheers to all and no more of the infamous S-word! 😁
  8. Have you tried putting 50 kg on you back including a bed roll, 40 sticks 15 pieces of coal and several long saplings. No. It's a game. There has to be some punishment for goating encumbered. I rarely travel encumbered - almost never get sprains. The update almost exclusively made the game easier. Don't pick on every negative mechanic.
  9. Good points. Also go for the flare gun and stims.
  10. Doing the cooking exploit - yes. But don't do that Bears are to easy to hunt and needs a buff.
  11. But the best game mode there is... ruined interloper for me. The sleepheal is a wonky mechanic.
  12. Survival is the way to go if slowly introducing challenge and story elements. F.i. Maybe distant massages can be heard in radio towers at aurora. Numbers leading you somewhere. Clues leading to secret locations. Blueprints to big craftings. Wandering wolves outside normal patrol areas.
  13. You don't have to bring everything - you can and will come back to most places.
  14. Any news - just lost 50 cattails and all my scrap metal at the old spence about to craft ...
  15. Ralph prev. stated that Frostpunk was a game that was a positive surprise in 2018. One of the things I like in that game is the temperature and storm cycle behaviour giving "build up" a real sense of urgency and purpose. Would such a gameplay feature be considered in long dark to challenge in the midgame? It could be more than normal cold blizzards which last longer, affect indoor temp (demanding wood stocks) and resets animal spawns. Obviously should be subject to game difficulty settings. Just to get your view on midgame development of survival mode in 2019.
  16. I like the trapping too - and it's not the snare mechanics fault. I think the main reason many players avoid snares is the low calorie yield pr. harvested rabbit (time+tool use) compared to simply shooting a dear. Deadman challenge aside - it's primarily early game you are in any calorie need in interloper and in the early game cattails and carcass' does the trick easily (plus found food). It's simply inefficient.
  17. Yes. As demonstrated by others it is very possible to play the game normally (without minmax, seeing beyond code etc.) while still having a shot at this. As in normal game getting the bow is key if you don't wanna exploit the cooking skill bug and other min/max-stuff. You need a bit of luck early game getting namely a hacksaw though. This challenge demonstrates to me how The Long Dark can really benefit from a higher skill ceiling by increasing the challenge of survival over time in the normal interlooper game. It will be more fun to play and more fun to watch.
  18. Actually this is a lot of fun. My first attempt I spawned in ML near the logging camp and went unnamed pond, trappers and camp office 1 day. No prybar, no matches, no Mag.lens. but a bed roll. Found matches at the derailment, made 4 L water and went to sleep somewhere around 80 pct. health. NExt day was lookout where I found a hammer then logging camp and the dam. Tried to harvest cattails at the river but had to maneuver around a moose (). Day 3 I was going through ravine getting cattails on the way sleeping in rabbit groove in CH. Day 4 was Rabbit Island, fishing camp, logging camp and the dear by the camp around 45 pct. health. Day 5 I went to the qouncet where I found my beloved hacksaw. From there to the lookout and the small village beneath it. Day 6 the food situation was kinda dire, so I chopped some rabbits near misanthropes. Bad weather and a pack of wolves caught up and I was flanked without any bait or wood for emergency fire. Survived the attack with 11 health so could have dragged it to 7 days - but GG. My 2 cents on strategy at this early stage Go even faster than regular Interloper. Calories is time - don't waste time on rabbits or repairs unless it really fits in your day. Use teas/coffee or cans to boost cold protection since matches won't be an issue anyway. Only real option to get to 30 days seems to be to get a bow somehow - I think by going through FM forge where food is ample. Since the world is cooling I would guess that you need to hit the forge around day 7 - 8 to have a chance with saplings curing somewhere at the same time. Will try again some time.
  19. That it is.. honestly, it makes for the most entertaining TLD streaming I've ever seen.. Isn't it interesting? Attention and excitement comes when the skill ceiling is raised. Might try this
  20. This is the point. It really doesn't matter if it was intentional or not at some point. We all try to make the game better - some by suggesting new wildlife others adjusted mechanics. (I doubt it however it was intentional - why make a caloriemeter to show burned calories pr. day while allowing 1/3 consumed with very little consequence. Doesn't make sense. Seems like a simple scaling problem; the damage from starvation in one day makes sense but continued starvation doesn't).
  21. I can only speak for myself. (As can you ). When opinions meet its a debate and from that can come a better understanding for both parties. I would rather you told me which mechanic of the above you like? While I start to realize that many players have concerns about making the game harder, I really don't think any of the abovementioned makes the game significantly harder - just different.
  22. Yes myself - haven't found any others yet. To me at least the game is about surviving at all cost what challenges presented by the game to the best of my abilities . Thus getting thrilled when locating stuff to help, avoiding danger in a new way or to find a new strategy. That's in fact the whole game element. Selfimposing a lot of selfmade "laws" draws from the experience. Adjusting mechanics can give new experiences, contain new need for strategies etc. Example. Ralph teased that there could be introduced a need for drying wood before it will burn as good in the game. If introduced it will surely force new gameplay, new strategies for survival, restrict something, forcing innovation. In short - fun fun fun. Using your argument however, you would say "no, people who want it can just simulate it by choosing not to burn wood before its dry and the can make up their own rules for that" Let folks do what they want ? Thats is why the new cooking system was brilliant in my opinion - forcing new gameplay.
  23. I'm very happy for this post since i'm very much in disagreement with it . An exploit to me is simply a misuse of a game mechanic to get an unfair or unpredicted advantage that breaks immersion or difficulty. The game surely wasn't designed so you can survive with 900 cals and burn 3000 every day or b-line down timberwolf mountain at a 70-80 degree cliffside with 50 kg of gear avoiding all ropes. It just a consequence of developers can't think of everything. So pointing this out is just feedback. To me these things chip a little away from some of the great things. Example. When carrying a little (0.10 gr.) meat wolves are almost no threat because you can just drop the meat and shot the wolf from close range. I would argue that the bait-mechanic was introduced not to make bowshots supereasy but to give players ability to avoid a sticky situation with a wolf running away. Increasing the range the wolf will ignore the bait and introducing a minimum weight is a small solution that to me will reintroduce the need to be good with the bow against charging wolves. The real agenda of your post seem (maybe) to be that it is dangerous to discuss these issues and that we should just live with it. I strongly disagree for several reasons. First this is the wish list forum. Surely it can also contain other things than "I want [insert random canadian wildlife/gnomes/items/food]" . I think we should also include things that could iron out some mechanical issues - no harm in that. Secondly, I really think most players got attracted to the sandbox (including me) because it's god damn awesome. Play your own story, solitude (and no silly zombies or bunnies ). And modifications such as new regions and cooking, mapmaking etc expanded on that. But I think that with some simple tweeks and maybe a strengthening of the mid game it could be even more awesome and fun. This would give freshness and purpose to af large playerbase, new DLC's etc. Surely the purpose of a forum is to discuss these issues among the players of the game - and not just say "it pointless, lets wait for the next game". Finally, to my understanding its very normal to finetune balance and mechanics of a game based on player feedback. There's really NO way Hinterland Team could spot or test the many ways players can use the game. So to discuss is feedback but not all feedback will result in anything. Respectfully,