psychomuffin

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About psychomuffin

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  1. I haven't been on here much, but the few times I have, I had always wanted to see something like this. I didn't know it was here. I'll keep a look out for it more. With that said, maybe I can make a few comments, because I do understand why doing this and only gaining 1000-1500 views would be frustrating. Please note, my comments all come from my interactions in following Factorio. They have been doing a blog for called Factorio Friday Facts (FFFs) for 345 Fridays, and they get a couple hundred comments and between 6000 to 35000 views (which sometimes strained their servers). I think it is successful for the following reasons: 1) it is right there on the factorio.com page, in fact, the last three are linked there. This MM is a little buried. Not impossible to find, but it would be nice if I could just see it going to thelongdark.com. I only found out about it from the dev diary update on TLD steam library page. 2) It is every Friday, seemingly without fail. There have been so many times I realize it's is Friday, and although a Friday is a great thing to get excited over, the FFFs add to that, and I look forward to what they post. The consistency allows me to know if it will be there. Looking back, the pattern is a little loose with this MM, and so I wouldn't necessarily visit here looking for the MMs, not know if one will be here or not. 3) The content varies (I'll have to back back through the MMs to see what all the content is (In fact, you should just post something every Monday, then you can call it MMMs)). On FFFs, sometimes it is talking about new graphics, or the next release, or weird code and bugs, community highlights, or recipe changes. I don't always like the content in every single one, and I don't understand all the code, but it is neat to get a little inside view of what they are dealing with. 4) They vary authors somewhat, which gives different content and different perspectives and I imagine helps with FFF burnout. And lastly, 5) I think they benefit. They get feedback and really engage highly with the community. I don't know what it is like here, I'll read back and see, but I am so impressed with how many idea and things are from the community and feed into game, and just how much they talk to the factorio fans. Which gives Wube the advantage of sometimes the community providing resources or generating new thoughts or ideas they can use, and also lets them know if a new idea which sounded good in the office, will be garbage with the users. In the end, they always balance the users and their own ideas, and I feel all the changes they made were for the better (see, I'm not afraid of change, as long as it is good!). Although I will admit I am nostalgic for the alien artifacts. RIP purple orbs. Anyway, just my thoughts. I do hope you check out the FFFs if you have not before. I think they could help with your MMMs 😃 I do hope you run with that, I think MMM is funny idea. Mmmmmm...
  2. I heard someone else describe that, but from what I hear, the items seem unrated. Stranger still... if removing an item cause something to drop... why would the same code cause something somewhere else, to rise? Now I'm doubly curious why this bug is so hard to pin down.
  3. Sometime, (maybe when you post the update), could you explain what was going on? Even if just briefly/generically? I'm super curios why breaking down things causes drawers to move.
  4. Sure... I can understand that, and I think it would be reasonable to attribute that to forgetting to link or instruct those items to fall or disappear. It would be an easy fix too, just add the same code used in the other circumstances. An error from omission makes sense... but these things are (seemingly) completely unrelated. What does breaking down have to do with drawers? What if MAYBE, and a big MAYBE at that... say, there is a pallet with a mug on it. The mug is perhaps named "Entity315" by default... and is programmed to drop 2 units when the pallet is removed. But if during the design process, someone decided to delete the mug (thus freeing up nametag Entity315), then went and made the drawers (which autonames with the lowest avaible tag, like Entity315), it would be reasonable to see why braking down that pallet would drop the drawers 2 units. But this doesn't match reality... why do the camp office clothes drawers keep rising? Why do the camp office filling cabinet keep dropping more and more? I get where you're coming from.... but I don't think it matches this circumstance. Do you have any others thoughts? Anyone else? I'm still super curious.
  5. What I'm curious about is the cause. Why does breaking something down cause certain items to move. I assume that breaking something down removes the entity from the game. Why does removing it change the coordinators of something near by? Very odd
  6. Admin, I'm really really curious, can you described what happened? And what was the fix? You said something about the items being on a different layer? Also... I noticed that the first time I entered the mystery lake cabin, the drawers moved down about the height of two drawers (~about a meter?). The second time I entered, they were gone. Did they just move down another meter below the cabin everytime you enter? Again, just curious And thanks!
  7. I can confirm this as well. Some additional info if it helps: In this same cabin, I had three rifles on the calendar mat at the counter. The two that where packed closely together seemed to disappear, while the third, which had other items not quite as close, was not affected. Could it have something to do with the fix regarding space around objects? All of my other items (including lanterns) are fine (except for the 4 drawers, duh). Also, I loaded some saves from before the fix, and the error persists in those as well, so the bug is retroactive. I hope that gives some insight.
  8. Part of me thinks about the what makes a game fun. Like with Bioshock, if you like pipe maze games, great! there are games dedicated to that, it's just not what Bioshock as a whole is. Similarly, if you like to micromanage, try factorio, Wube did a great job at that game! All I'm saying is that TLD isn't about cooking. Perhaps if they make the interface more intuitive (to reduce people eating raw meat), make more reasonable times (maybe even snow can melt on its own in buildings warm enough!), and allow smaller fractions of time to be used for other functions (make studying a slider tool, down to the minute,) factor in weight and temp (eg, a chicken wing at very high temp should not take as long as a giant steak at low temp), then maybe it will get better. I'm just surprised their internal play testing didn't reveal these issues before it was released to the public. Again, this is why I am so enamored with Wube and their consecutive 247 fridays of reports to the community (who play their own game a ton).
  9. I'm not new to this game, I have 400 hours logged and have been playing since Jan 2017. I have done plenty of planning in this game. I am arguing that cooking style gives less freedom and forces you concentrate more on cooking (at the detriment of the other parts of the game which are more fun) It's like Bioshock 1 and 2. Sure, that pipe maze thing when hacking may have been fun the first few times, but after the 50th time, it gets in the way of what makes Bioshock a great game. Bioshock is not a game about solving pipe flow mini games. No surprise that mechanic was dropped in Bioshock 2, and it was all the better for it.
  10. I do fastforward, spending thirst, hunger, and fatigue, negating the times savings proposed by devs. Building a second fire means more firewood needed, also more micromanagement of cooking (again, I don't see TLD as a cooking sim) and if the thing that makes this work is finding a 6 burner stove, then I don't really want to play a game which encourages you to stay around certain stoves because others are inferiorly inefficient (yes, I made up that adjective, seemed appropriate). Again, all of this makes more attention needed on cooking and managing food, which takes away from the rest of the game. Is food micromanagement what made TLD a great game? I'd argue no, the scenery, exploration, sounds, visuals, occasional camping and cooking, foraging, savaging, and balanced dynamic of multiple survival aspects not anchored to where 6 burner stoves is what made this a great game. Remember, in the previous update, all cooking was the same, the only difference being is if wind could put out your campfire in exposed areas (annoying, but understandable). It allowed you to cook your food, and get on with playing the rest of the game.
  11. I'm really trying to like it, but after slaughtering a wolf, and spending a whole day to get just cooking and eating all of it to go from an empty stomach to a half stomach is really disappointing. I feel I am spending (and I am not alone in this, there are other comments) a ton of time in front of a stove, without gaining that much. And sure, other users say you can spend it on so many other things. But it's doesn't take long to go through all your books, do all your sewing, and do all your sharpening, etc before you're twiddling your thumbs again. Plus with 90 min cooking times with activities that don't really fit in smaller increments, it is really hard to spend all the time well (time the devs said we can do other stuff). Instead, we're on a pretty short leash from the stove. All I'm saying is this game just increased dramatically in the cooking simulator arena, when before I could spending so much more time exploring, hunting, gathering, and traversing, which is what made TLD great. I don't want to spend 75% of the game planning my next meal.
  12. Thank you for the feedback. Glad to see you're reading this thread. Any updates or thoughts on the feedback about cooking? It's ok to remove things. Factorio got rid of alien artifacts. Subnautica got rid of terrain gun. I very much hope you don't take the "you'll get used to it" approach.
  13. It feels like a case where typists type too fast, so instead of fixing the typewriter to operate better, scramble it to slow them down. To give more freedom, we also have to be hamstrung. It seems this is only beneficial at locations with 6 burners. Then you can cook 6 things for 90 min, which makes it about 15 min per meat, which I think is about back to par? I'm not sure where all these 6 burner cooktops are, but my new way of selecting my "homes" will be heavily guided by that. Also, what I had thought would be great, when hearing that things next to fires can cook, would be that if I start a fire, I could just put a bunch of cans down, and at least be producing 8 or so cans of water. But no, you can't put snow in these cans, they have to be on the stove. and a pot of water on a stove takes 2 hours, but I believe meat next to something hot cooks, right? So the game is guiding me to use cook tops for water, and take the meat off the burner, which is opposite to what I'd think you'd actually want to do. Again, all this stuff is just getting in the way of the game. Does anyone know how to roll back to wintermute update (or mod the game)? At this point, I'm willing to give up the new content if I can get the old cooking back. At least until the devs balance this out. Until then, I guess I'll play something else.
  14. I agree with a lot of the other comments here regarding the cooking. It takes WAY TOO LONG and too much fuel. The cooking is an extra hindrance which is getting in the way of what made long dark fun. Also, the controls for operating the cooking is poorly designed. It is why so many (including I) keep getting food poisoning. It's like added a pull bar to a push door. It is not the fault of the user for pulling the door, the design of the signal is wrong. Usually, left clicking is the command click, and right click is a secondary function, but now I have to stop and think. I very much doubt your intent is to make eating raw meat the default command. As others said, it also feels like weight and fire temperature should affect cooking time. In the previous version, weight did seem to factor, but I don't think temp ever did. In either case, I'd rather see the old way of cooking returned. Or at least reuse some of your old code and allow this interaction to also take place in the menu when you click on the cooking instrument. You can still have the fire/food/water tabs, and that will allow you to interact with the cooking as well (some players may find that interface easier to use, I think I would) FYI, if you place meat on the grill, then left click to place it else where, like on the ground, then right click to confirm placing it on the ground, you actually pick it up. Lastly, please take a page from Factorio. For the past 247 consecutive Fridays, without fail, the developers kept the community in the loop. The community gave tons of feedback, even before implementation. Their ideas guided the game in regards to what the community found fun, so they didn't have to waste a bunch of time coding, just to find out something that the users would not like. And also like Factorio,I think allowing mods would let you see what kinds of changes people would make to craft the game into the experience they want to have.