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About devamadhu

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  1. You can break down the baby's crib?? I thought that was impossible!
  2. I started in Pilgrim, and then shifted over to Voyageur for a while, but pretty quickly went back to Pilgrim. I started playing TLD because it allows me to experience a little of what survival might look and feel like, even though the game mechanics create a unique spin on that experience. Like they say in the loading screen, wolves don't typically attack people, so I prefer not to experience that in the game (except on rare occasions). My nerves are also easily frazzled, so having my face chewed off on the regular is not all that healthy for me. I agree that Pilgrim can get boring, especially on much longer runs, but I appreciate that challenge too. After you hoard/hunt/craft what you need to, the game experience becomes more introspective, calming, and even enjoyably lonely. I think the recent video Hinterland released about the loneliness of TLD really speaks to that. It forces you to use your imagination and create your own roving storyline.
  3. Omg LOL at the immersion blender! I hope my comments didn't come across as negative or passive-aggressive. I was mostly agreeing with some of the points you made, and responding to parts of Manic Maniac's post. I think it's a really good topic and I like being able to explore it in the forum.
  4. I think generally, people are aware we're playing a game that provides a simulated experience of fantasy survival, guided by the rules the devs choose to implement. However, the devs *also* welcome respectful feedback, and they regularly change aspects of the game based on that feedback. There is an entire Wish List subforum, for example. Whether our suggestions are related to realism, or consistency of mechanics, or just cool ideas that might make the game more fun or challenging, there's literally a place for them in this forum. If the devs decide not to implement our suggestions, then that's up to them. There may even be a ton of factors that I can't consider since I don't work for Hinterland. But given that the game is still currently in development, I think that the devs' openness to suggestion results in TLD feeling more like a living, evolving thing, which is exciting to me. To specifically respond to the OP's comment about the single step issue - playing in Pilgrim at least, the room in Carter Hydro Dam with the mountaineering rope has metal debris on the floor that you *can* step over. I don't know if this is a recent development, but I remember when I started playing the game over a year ago, I couldn't do that, at least while playing Wintermute (since that room is designed as a puzzle during the aurora). So I agree that a single step in certain areas would be more consistent and immersive. But in contrast, it does make the game more challenging - like say if you're being chased by a wolf, and have to line up your path of entry to the Camp Office in a more skillful way.
  5. devamadhu


    Battery's vital and alluring energy cannot be contained
  6. I prefer to carry 2 recycled cans (one per campfire cooking surface) and leave the pots at my bases, since the pots are so much heavier. But they're great if you like stockpiling supplies, or boiling water in big batches. Even with a 2-burner stove, being able to boil 4 liters of water at a time really adds up fast.
  7. I prefer to carry 2 recycled cans (one per campfire cooking surface) and leave the pots at my bases, since the pots are so much heavier. But they're great if you like stockpiling supplies, or boiling water in big batches. Even with a 2-burner stove, being able to boil 4 liters of water at a time really adds up fast.
  8. Thanks! I was kind of surprised by how beautiful the scene looked, with the aurora "framed" by all the rigging.
  9. After one of the more recent updates, I started a new game in Pleasant Valley. hate the weather in PV, so I tend to avoid camping out there for too long. But since it's a central location for Episode 3, I wanted to get more familiar with the terrain and landmarks before the release. Even if some things change, I suspect that most of the major locations will stay intact.
  10. Maybe - I've always assumed that in general, they leave it that way to make the game more challenging. Unless there's a serious bug, like that one that turned everything blue, I would expect them to have reviewed all of the interiors many times. As an example, Grey Mother's house in Milton seems like one of the brightest interiors in the game. There's practically no need for artificial light unless you're searching for hidden items. I imagine they designed it that way to give players an extra "boost" at the beginning of Wintermute - so newbies aren't bumbling around in the dark before they've even discovered lanterns exist. Also @ManicManiac I've wondered about the "eyes adjusting to the darkness" thing too! I agree with you that dark interiors don't detract from the game, but I think that mechanism would be pretty cool and add to a feeling of immersion. Even though I like the game as-is, I really love hearing how the game triggers everyone's imaginations to come up with stuff like this.
  11. Decided to finally start a run for the Faithful Cartographer achievement, beginning with Desolation Point.
  12. P.S. I also realized while playing the Faithful Cartographer build that the camera/POV used to be much less smooth. I actually got motion sickness from searching around!
  13. Me too! I wonder if it's a random spawn or what.
  14. I started playing about a year ago, so this is my first experience of the much older versions of the game. I am SO grateful for: 1. The HUD. It was incredibly weird to go back to a written list of inventory, percentages, times of day, etc. It felt like one of those ancient black screen text adventure games where you had to type in "drink water". 2. The paper doll clothing display. I imagine it was much less helpful to have to look through a list of what you were wearing, rather than a well-designed visual of actual clothing items. 3. The repeatedly redesigned inventory. Since I've been around for at least a few updates, I've been a little bummed at times when items have changed color or style. After seeing different items in various stages of development, I really appreciate the current design and color choices. Some items used to blend into the scenery and be much harder to see, like wood matches on shelves. And the level of detail, even on something as simple as a piece of cloth, is just incredible now. 4. The radial menu. I disliked the radial menu at first, but the more I've used it, the more I've come to enjoy it. Having to change into an inventory screen definitely makes the game less immersive.