UpUpAway95

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Posts posted by UpUpAway95

  1. Today, I walked out of the Hibernia Processing Plant (Day 2 of a Desolation Point spawn near the mine that leaves the region) and for some unknown reason instantly discovered "Little Island" when I haven't gone near it yet.

    After trying a reinstall (as recommended by HL for bugs I had reported a few days ago), I am now starting to get some of those bugs again (even though they stopped briefly after the reinstall)

    1) Sometimes I cannot start a new run because I can't get past the "name sandbox" screen.  Keyboard does not appear and "A" for Accept does nothing.  "B" for Cancel takes me back on step to select feats.

    2) Sometimes I cannot load any previously saved game... My names are there, but they are grayed out and unselectable.

    3) Sometimes the sound file for harvesting saplings does not play.  The harvest is completely silent whether I'm using a hatchet or a hacksaw.

    4) While beachcombing, game used the old "thin ice" notification rather than the new "cracking ice" animation.

    5) I'm also still suspicious that some memento keys are not spawning in.

    All of these bugs are sporadic and I have not pegged a reason why they come and go... game, essentially, seems to be somewhat unstable.

  2. 1 hour ago, AdamvR said:

    My theory is this: in the previous version multiple regions have been built up (lootwise) in a way, that if you start there, you could get pretty well established.
    As the number of regions grew, having "everything everywhere" (almost) made it less and less of a challenge, and it "had to be fixed"...
    I have not tested it at all, but I guess what @UpUpAway95 is trying is doing just that: probably not (m?)any regions are left, that could fully equip a player, unless very lucky. (In my 3 tries since the update there were always a couple of essentials missing wherever I started).

    My update: after many many days without a storm lantern, on day 38 i found 3, within seconds from each other at the

      Reveal hidden contents

    Dam


    May sound like a complaint, but actually i found this to be one of the "stories" coming out of this run - I'm really enjoying that the new randomness makes the walkthroughs much more unique, with different challenges to face.
     

    Oh, I'm not complaining at all... when I say it will make my one-region challenges (where I restrict my activities to the zone in which I've spawned) more variable, I mean just that.  Each run is going to be wildly different from the previous ones in that zone regardless of the difficulty because of the randomness of what can spawn there and, more importantly, what doesn't.  That is more challenging than in the past... and more fun.  It is sometimes going to be a little frustrating perhaps, but still more fun... variety is the spice of life.

    • Upvote 1
  3. Update - my "baseline resources = low" ML has now looted all of ML... I now have 8 can openers, 2 prybars, and 1 box of matches to survive in this zone.  No lantern, no other tools of any kind.  We'll give it a go, but having no hacksaw (i.e. no way at all to chop wood) sucks, but hey - if I can find enough sticks to spend hours in a fishing hut perhaps there is some life beyond stoning rabbits since the fish hook on the workbench in the camp office was still there and I can always scrap can openers to make more fish hooks. 😀  Only 12 matches though (correction 11 matches since I needed one to make torches to see to loot the dam)... his days are numbered.  On the bright side, I'm rockin' double aviator's caps and combat pants.

  4. 17 hours ago, xanna said:

    Can it be changed in custom? I don't think so. I know that fatigue rate is adjustable, as you say, as is condition recovery rate, and rest as a resource can toggle, but none of those change how many hours of sleep the fatigue meter is worth. I can't see any other settings pertaining to sleep/Rest. The length of day multiplier still sets a day as 24 hours as defined by the sleep/pass time mechanism, and besides can only be adjusted upwards.
    AFAICT, you can customise or play 'harder' modes to deplete the fatigue meter more easily, but it will always take 12 hours sleep to fill it up from empty, just as the hunger dial is always filled by 2500 calories. What am I missing?

    https://thelongdark.fandom.com/wiki/Fatigue#Sleep

    tld custom.png

    However, you were talking about how quickly that exhaustion takes place and how convenient that the day/night cycle is 12 and 12 for that.  What I'm talking aobut, however, is the rate of exhaustion is such that often, you're not exhausted when night falls and you're in a location where you don't have another torch or any other form of light... you want to sleep until dawn (until there is enough light to get out of the room), but you wake up fully rested 2 hours short of dawn... so, you're options - pass time until dawn, harvest in the dark, "jump"  around in place to get tired enough again to sleep and hour before dawn, or get lost in the dark and spend two hours unsuccessful trying to leave the room.  Now, many you yunguns with good eyes can see in this game in the dark, but I cannot.

    It doesn't make sense to me because, my circadian rhythm is good and I would sleep quite easily until dawn.  I would also, being alert to noises as I am (because sleeping with an awareness of impending dangers is also a "natural" thing), I would wake up if all of a sudden every light in my room came on and started buzzing noisily.

    None of it makes sense... If the argument against CF is that is makes no sense... then that argument fails in the context of the game because there is very little in the game that makes perfect IRL sense (that's what games are all about).  If the argument against CF is that it inconveniences the player and disrupts their plans, then every injury or disease or even "rest as a resource" and not being able to cancel sleep also can do that.  So that argument also fails, IMO.

    Furthermore, there are fun ways to workaround CF... just as there are alternatives to how the player responds to any of the injuries/diseases in the game.  It's just a matter of how the player "wants" to respond to that situation.... and then, if all else fails, the player STILL has the option to simply turn the issue off in custom (you know, if they personally feel that it benefits the way they themselves play this game to stay indoors all the time).  Truly, I've said all I'm going to on this matter.  Have at her guys... good luck.  I'll miss it if HL removes it... but I'll adapt like I do with everything else in this game... except maybe the addition of HBO... then I'll just quit playing and turn on my own TV. 😃

    ETA:  Perhaps they should replace CF with a random aurora event that suddenly locks the doors to every indoor location in the game for 24 hours (sucks if you happen to be indoors without enough food or water if that happens)... but hey, in works for the Cinder Hills Mine.😀  Naw... too easy... make that locks the doors to every indoor location in the game... until the next aurora comes along.

    • Upvote 1
  5. 11 minutes ago, diggity said:

    Or a full day outside, it's just numbers and a formula to tweak.  But regardless, I don't see what's wrong with spending extended periods of time indoors - it's actually called Survival mode, not Outdoor Survival mode - so if that's how someone wants to spend their time, that should be their choice.  It's not a competition anymore - no leaderboards, no hacking exploits for advantage.   But as it is CF is too aggressive, so if they could just could tone it down a bit, even 21 or 14 days before risk begins would be enough to placate most players, I imagine.

    Well, there are requests for the microwaves working during auroras... next we'll be asking the devs if we can get HBO in order to pass time.  I think at that point, I'll just stop playing TLD altogether and watch HBO IRL. 

    • Upvote 1
  6. On 4/4/2023 at 3:36 PM, piddy3825 said:

    came across two more apparent bugs

    screen_(341247427)_1b41d5af-b59b-4bc8-9b0b-6d96a10112ce.thumb.png.0e2ea6b8ce96008db654a442c9199076.png

    found a crashed plane in HRV, very cool by the way.  But on the other hand, no hit box for this stim I found inside.  unable to pick it up as clicking on it makes me exit the crashed aircraft.

    screen_(19343982197)_e8258a79-c090-4231-b479-394ca34f0098.thumb.png.506c4367619e55d9173cc22251d5dce5.png

    later took down a bear near the bridge in Mountain Town.  After I choose to quarter it and when the timer finished, there was no meat to pick up.  It did leave the hide however and the guts which I did pick up.  but 30 kilos of meat gone missing...

    Encountered much the same as you with an item in the plane crash I found in ML.  Shrugged it off and can't say I remember exactly what sort of item it was though.

    I've also found a new one... lighting a fire with a torch.  The menu clearly showed that I had the lit torch selected, but when I lit the fire a match-striking sound was made and I was down one more match (so lighting that fire took too matches even though I lit a torch first).

  7. 53 minutes ago, Shadox said:

    Ahh, well i cant speak for those since i have never played that challenge. And i dont plan to, as i like every region except for broken railroad and i like the variety and wandering :) But yeah, i can see that rng-ness hits alot harder if you just roam 1 region instead of entire map

    Yes it does... as an update, I now have 5 can openers and 1 box of matches... more can openers than I have found canned foods... I don't think this one is going to last long. 😀

  8. 14 minutes ago, xanna said:

    It's pretty easy to tell from the fatigue dial how many hours you'll get. If you're getting 6, that means you've only used half of the energy available - an empty meter is 12 hours total. The daylight on Great Bear is 12 hours long every day - perpetual equinox - so it's not possible to only be awake during daylight hours unless you completely exhaust yourself. It's a matter of aligning the fatigue meter with the clock - not unlike real life for many people :)

    On standard maybe... but in custom that can be changed.  Rate of exhaustion also changes with the different standard difficulties.  It's also adjustable with coffee, Go, and stims.

  9. 36 minutes ago, Shadox said:

    Its a matter of preference, but i do take randomness all the time against fixed loot tables. I never learned the loot table previously, because that makes exploring so extremely boring for me. If i know where stuff is, i almost lose the complete interest to get it and exploring doesnt feel as rewarding. While i have been very unlucky on pullovers when i started my first interloper after the loot table change, the first thin wool sweater i found was in FA, after looting everything except Blackrock. Usually, you got those after TWM summit at the latest. This can happen with more rng-ness, but its alot more interesting to hope for every container to find interesting stuff, and discover crucial items in very different and unexpected places on each run. It not only makes exploring alot more fun, but it also adds more replay value, because especially on interloper finding things like a bedroll or a hammer earlier than expected can quickly change your plans and/or paths.

    I never learned them either,  although if one plays enough "starts" in different regions as I do, one does start to notice patterns.  I'm currently doing a "baseline resources low" start (started up about 30 minutes ago) with modified "empty container density" (so it should be just a little more generous than Loper in how much random loot I have).  I'm doing it in Mystery Lake only (which means I can't to to Forlorn Muskeg to forge, so no knife or hatchet ever).  So far, I have 2 aviator caps, 2 can openers, but no matches.  As I said, one-region challenges are definitely going to get more variable... and some days I'll love it and other days I'll curse it.  Of course, it is just my preference to do these one-region challenges instead of traversing the world to enjoy the "loot balance" HL scatters over all the regions.

    • Like 1
  10. 1 hour ago, xanna said:

    Don't forget that the max sleep in TLD is 12 hours, which is (for adults) far longer than a "full night's sleep" IRL, which is averagely 7-8 hours. That makes TLD 'full night' 50%+ longer than IRL. To sleep for 12 hours straight IRL I would absolutely have to wear myself out completely, or be ill. (I still wouldn't sleep that long because I suck at sleep, but in theory.)

    Anyway, back to Cabin Fever...

    True... that's why I'm focusing on nights of 8 to 10 hours... setting the time for 8 and waking up in 6 because I wasn't exhausted enough... and let's not forget that condition recovery in this game is linked to sleep.

    Also, IRL - a circadian rhythm is based on light, not exhaustion.  I've had a regular circadian rhythm since I was a kid... and that involves naturally tending to sleep longer in the winter when the days are shorter and staying up later and rising earlier in the summer when the days are longer.  Of course, the difference winter/summer is more pronounced the farther you are from the equator.  It's nature's way.

    Nevertheless, we aren't really talking about reality here at all... we're talking comparative game mechanics.  I think I should be able to sleep until dawn without having to totally exhaust myself the night before to do it.  As it is, it adds nothing to the gameplay other than the annoyance of waking up and then "passing time" instead until it's light enough to see... unless I want to be forced to light up another torch just to get out of the room.

    Back to Cabin Fever - Also, it isn't that you get cabin fever after spending 3 days indoors... it's based on a moving average ratio of indoor/outdoor time over the previous 6 days.  A rework of that math might be in order, but 30 days at 100% indoors is definitely too long since all the player would have to do to nullify it is go outside for an hour (or less) every 29th day.  I just don't think that's in the spirit of this game centered around outdoor survival.

  11. Random is random... I'll probably love it when I'm rolling 7's and not love it when all I'm rolling are snake eyes.  On one of my baseline medium test runs in single regions (this one in ML), I still haven't found a gun of any type and I'm still lacking any sort of winter jacket (first time in eons I've found absolutely no clothes in the camp office).  I have 4 lanterns though and 3 pairs of climbing socks.  On another test at the same level, I have 3 aviator's hats and a flight jacket.  It is going to make any sort of single-region challenge run more variable, which I'll love when I'm lucky and not love when I'm not lucky.

     

  12. 26 minutes ago, diggity said:

    It doesn't have to be all-or-nothing.  Remove/rework one thing at a time.  Gotta start somewhere.

    I would be ok with CF if they extended the beginning of risk to 30 days.   After 30 days completely indoors, you begin to have a risk of going stir crazy, yep, makes sense. 45 days, you're at 50% and so on.   But after only 2 or 3 days? In these conditions?   No way.

    And what is the point of bunkers?  Having a well-stocked bunker means a survivor would spend weeks in it, maybe longer.   So they're going to give us a cool new bunker and then say, nope sorry, you can't enjoy it too much.  Leave now or else.  How does that compute?

    Fair enough... I'm OK with that sort of change.

    As for bunkers - I just found one on the "high road" from Spence's Farm over the Bunkhouses in Forlorn Muskeg.  Empty except for a couple of cardboard boxes and a bed... so now I have a nice, warm indoor bed to sleep in if a blizzard rolls through at Spence's Farm... only trouble is, I'm very likely to sprain something every time I try to go up there.  I'm still looking for my well-stocked bunker of my dreams. 😀

    ETA:  I would say 30 days is too long for this game... perhaps more IRL realistic, but that doesn't make it a better game mechanic, IMO.

    • Upvote 2
  13. 35 minutes ago, diggity said:

    That valid but it's a more subtle problem than CF which is really blatant and kind of in-your-face.  And why not always set sleep for 4 hours?   Wake up, ok nothing's happening, back to sleep.

    Maybe an old rusty alarm clock could make waking up after 4 hours more believable, not sure.

    Works until the aurora starts 1 hour after you go to sleep and quits before 4 hours has elapsed.  It's random... and still doesn't change the fact that the game demands that a player completely exhaust themselves before they can sleep for an entire night - unless they have an illness like food poisoning, in which case they can sleep for 10 hours regardless of how tired they are - that's why Lopers will eat their "risky" calories just before going to sleep as long as they have a couple or reshi teas or some antibiotics on them.  If they do have the meds, it means it's actually beneficial to eat low-condition food since you can sleep longer and recover more health over the night than you can otherwise.  My point is that it still doesn't make sense.

    Is cabin fever more "in your face?"  Is the fact that it warns you of an increasing risk of it what makes it "in your face?"  If that's the case, then using the Fallout 4 approach of just not telling the player that their risk of disease is increasing would solve the issue, wouldn't it.  A lot of people playing FO4 erroneously think that diseases are caused by sleeping on a dirty mattress.  Fact is, you can still get them sleeping in your own clean bed in your settlements.  It's a dice roll the odds of which are determined by the percentage of your "disease risk pool" which increases when you engage in certain activities (e.g. swiming) and decreases over time as you avoid those "risky" activities.  Betthesda just doesn't tell you your "disease risk pool" - so, does that make it more palatable.  Another difference with FO4 survival mode (which a lot of FO4 players love BTW, including me) is that which disease you get is totally random... you could go to sleep and wake up with an infection or parasites or lethargy and there is no association between what you did to increase your disease risk pool and what disease you get.  Does that "surprise, you have X disease" make it a more palatable game mechanic?

    People here are claiming CF is a bad mechanic... bad enough that the only thing that should be done about it is remove it... but, how exactly is it so bad?  So far, all that's being really said is, apparently, everyone but me doesn't like it.

    Personally, I think the only thing that, perhaps, needs to be reworked is the "math" it does to determine how the risk itself rises and falls.  That it doesn't make IRL "sense" is not really a problem - unless you want to eliminate everything that doesn't make sense in this game... insomnia due to glittler fog, animals going crazy during auroras, and not being able to wake up when all the lights around you start buzzing, wires start snapping, etc. 

    ETA:  ... and since as you suggested an alternative to how I select sleep times in the game to help workaround that issue... Isn't that the exact same thing as my suggesting that rather than sitting in a car attempting to smash the "pass time" button, the OP get out of the car, find a cave, and sleep... or hunt or cook or harvest clothes into cloth or gather wood or any of a number of other activities to get around the issue of having CF... Isn't your suggestion and mine exactly same thing, in principle.  Even though diseases aren't "fun" in games... there are ways to still have fun in the game in spite of them.

  14. 16 minutes ago, xanna said:

    All I can say is that I'm envious of your ability to sleep. I wake up when I wake up and whether I've had 4 hours' or 7 hours' sleep, I can't just make myself sleep more.

    I've had a regular circadian rhythm since I was a kid... didn't matter if I had done an exhausting amount of manual labor during the day or spent the day sitting at a desk doing paperwork.  Noises in the night will wake me up... so I simply can't fathom not being able to wake up my character during an aurora when all the lights start buzzing... but the game mechanic says that once I choose a sleep duration, I'm sttuck with it, period.  There is an option in Custom to enable waking up if freezing by a fire, but not one to that toggles waking up for auroras.  In the Cinder Hills Mine... it can be a death sentence.

    Try to continue to get them to remove cabin fever... go ahead.  I will miss it if they do.  All I've really been trying to do here is make people aware of several options and adaptations to their gameplay they CAN make... you know, just in case HL decides not to remove it.  Have a nice day/night.

  15. 27 minutes ago, diggity said:

    Sure ya, go sleep outside in the car and  it's done.   But that's not the point - the point is, like you admit, it doesn't make sense, in the context of the game.    The fact is that is was added to the game out of spite - and iirc and I'm paraphrasing here - the quote is "as for you hibernators, we've got something for you".      I don't want to drag this out, but like anything done out of spite it has negative consequences.     Why they don't remove it after 7 years is a mystery.

    What sense does "sleep as a resource" make.  I can sleep for 6 hours and wake up in the middle of the night unable to see to find my way out of the room... but I can't sleep for 8 hours and wake up at dawn?  Why don't they remove it?  I have to totally exhaust myself to get a full night's sleep... since when IRL is that a thing?

    ETA:  I set my sleep for a full night, but then there's nothing I can do to wake up for an aurora that started 4 hours before I had selected to wake up?... even if that's the aurora that can get me out of the Cinder Hills Mine in CH?  Is that a "better" game mechanic than the cabin fever one... so much better that it shouldn't be removed, but cabin fever should be?

  16. 4 minutes ago, hozz1235 said:

    You make a valid point.  It would be interesting to see how many players "don't mind it" and play within the confines defined by HL.  If a landslide majority are opposed to it, I could see the need for it to be removed.

    ... and we'll see how quickly the old problem of people "camping" indoors for days on end returns... There may be no leaderboards now, but there is still an "ego" about pushing saves to the utmost extreme for # of days survived... if sitting indoors pressing the "pass time" button can be called "surviving" in this game.

    15 minutes ago, diggity said:

    I would rather have the carrot than the stick to learn those things.  There's nothing that will convince me that my char would rather go outside during a raging PV blizzard because he's spent a couple days indoors in the farmhouse and "feels like the walls are closing in".  That's just silly.

    It's still not a very big stick... certainly not as big a stick as players keep trying to make it out to be.  It's a minor inconvenience for 24- hours... certainly not as onerous as broken ribs (a week without being able to use a rope).  Sure, it doesn't make sense, but neither does "glimmer fog" or "aurora bears."  Do "broken ribs" from a moose stomp make as much sense as people claim.  IRL, the moose's antlers are going to give you a number of bleeding lacerations.  The broken ribs won't be of a kind that you could heal in a week either... they would probably result in "flail chest" and kill you... and why can't a bear hug give you broken ribs or a fall from a rope?  If you're looking for things that make absolutely sense, I'd venture you're not going to find much of it in video games in general.

  17. I do a lot of "one region" challenge runs.  In those runs, obviously, it usually works out that I have only one main base, especially if the region is small.  Since my loot acquisition is limited to whatever I find just in that one zone, these runs are more about doing without things than anything else.

    If I do decide to take on the whole world (i.e. do a run that encompasses the entire map), then I use multiple bases.  I'll also stockpile sticks, water and food along my frequently travelled routes so I don't have to carry too much and I don't have to always go back to a "base" to restock.  For example, I'm constantly gathering sticks as I travel.  If the load gets too heavy, I'll just drop them in a bundle in a place where I can easily spot them along my route.  That way, if I'm going back through that area and a blizzard pops up and I'm in desperate need of sticks, I don't have to go looking for them scattered in the woods when I can spot a convenient bundle of them that I've left from a previous trip through that area.  I figure I'm the only person working the map, so the entire map is my "base" of operations.  For important extras like lanterns, hammers, etc. - I'll make notes in my journal so I don't forget where I have them.

    • Upvote 1
    • Like 1
  18. 3 hours ago, Lexilogo said:

    I think I should explain myself a bit more as my previous counter to the Custom Game argument was more of an authoritative statement rather than an in-depth argument.

    Customisation options do not negate bad game design features, because at the end of the day, game design is about creating an enjoyable set of rules. That's why, despite most TTRPGs having the caveat "the GM can override these rules at any time", they still have dozens and dozens of books dedicated to the pursuit of the best possible set of default rules. (and why the playerbase still don't like bad design decisions made to the default rules)

    Customisation options are great when you can't satisfy an entire playerbase, and so need to give them multiple choices. (eg. it's not like Celeste's Assist Mode is in the game because the platforming mechanics are unfair. They're in the game because players don't all come to a game in equal condition) But using customisation to defend bad game design is cowardice on behalf of the designer, and is no different from arguments like "well, if you think that's overpowered, just don't use it".

     

    While Cabin Fever is a unique problem, if it's any consolation to Hinterland, I think it's pretty comparable to a mechanic Don't Starve Together implemented, Disease.

    Klei had the guts to admit that, yes, even though Disease could also be turned off in the settings, that wasn't an excuse for it remaining in the game, especially as a setting that was on by default. Practically the entire playerbase recommended turning it off, and servers that forgot to often found their farms destroyed by the mechanic with little warning. (coincidentally, Disease is also a mechanic that targets the player after ~50 days and is designed to disrupt the consistency of a player's base)

    When they reworked farming, they simply removed it, and the playerbase was overjoyed about it, because it was badly designed and it was one less landmine for new players to quit the game over. Even if you think Cabin Fever a fine mechanic, would you actually miss it if it was deleted?

    Frankly, yes I would miss it... since I might be inclined to spend more time indoors staying warm than outside facing my fears.  I would not have learned how possible it is to stay outdoors in blizzards or how cozy it can be to sleep out in a cave or how to keep a fire burning by nursing it with sticks when the wind changes and a host of other activities beyond "sitting in a car" attempting to press the "pass time" button.

    You're equating cabin fever with a game mechanic that "destroyed farms" in a multiplayer environment.  Cabin fever inconveniences a player's plans to stay indoors for 24-hours after getting it... and it warns the player that they have a risk of getting long before they actually do get it.  As I said before, 24-hours outdoors is not an unreasonable ask for a game that has so large a variety of possible outdoor activities to fill in that 24-hours... and your bear skin coat is not going to get destroyed if you craft it in stages or put off finishing it for 24-hours.  It's not the same thing at all.

     

    • Upvote 1
  19. On 3/30/2023 at 2:10 PM, phobiac said:

    As person who plays interloper becuse I find other difficultys too easy or not challenging enough I feel left out, yes I will give you that we can visit bunkers now but,leaving out the tale for those who payed for DLC just because they play interloper? I dont agree wtih that at all I think better options should be to leace it because nobody can force you to do it.I still hope for change with feats and custom runs because I think its unfair for someone who playes voyager or piligrim to make progress but someone who plays gunloper dont! I I hate lack of veriety on Interloper and yes your guys are doing great job but honestly, not many people play interloper but as one of them I feel left out, you dont have to add spulonkers lanter or new bow we get with dlc but at least you could give us an option to turn it on or off in interloper, we are seeing many updates but we are still stuck at the same place game didnt change for us at all...Please consider listening even a little minority of us that it is there becuse we care for this game as much as you.

    1) It's not just people who play loper who are unable to play this Tale... it's anyone who wants to play with Baseline Resources set to low (this means that there are a number of custom runs that won't be able to play this Tale as well).  That does not mean that the player cannot play the Tale, they just have to increase the Baseline Resources setting (either by using a Stalker standard run or a Custom rum with Baseline Resources set to medium.  This does not mean that I don't think HL should change this.  I do...I think, in custom, they need a separate toggle to turn the Tales on or off that is separate from the baseline resources setting.  As a custom only player, I personally am not concerned with whether or not they decide to change their standard difficulty settings.  That's up to Loper players to advocate for themselves (please - without shouting, without accusing the devs of "sucker punching them, or using profanities like "assloads.")

    2) I've long advocated to HL for allowing the progression of feats in custom for the exact reason you've stated.  Often, however, I've met resistance, principally from Loper players, claiming that this would make feat progression too easy.  It seems to me to be unfair to say it's OK to lock Custom players out of feats, but not OK to lock Loper players out of Tales.  Custom players have paid for the game just like Lopers have paid for the DLC; therefore, the same reasoning should hold for both arguments.  In short, all features should be available in some form for all players to access in a difficulty mode they enjoy playing.  That's the great idea behind Custom menus to start with... one I wholeheartedly enjoy and support... the more flexibility HL can offer the player in selecting the sort of run they want to play, the better.

    3) ... and in case it is somethiing the devs were considering regarding the cougar... To HL:  If you do decide to not make a passive version of this predator (which I'd understand), please provide an option so that Pilgrim players can decide for themselves whether or not they want to introduce a non-passive animal into their games and, if a Tale is involved, please don't lock them out of it.  They will be similarly disappointed as Loper players are today about being locked out of this Tale.

    • Upvote 3
  20. Big Mass Effect fan... so, initially drawn to the game after finding out Mark Meer and Jen Hale also did the voice acting in TLD.  Their initial encounter in Wintermute Redux had me sold.  Absolutely cannot wait until the two of them get another scene together (I hope at least) in Ep. 5.

    The artwork is very reminiscent of several "Group of Seven" works

    Next, the ability to create a lot of variety between runs by using custom options without resorting to mods.  Once I discovered the custom menu, I was 100% hooked.

    and finally, what's not to love about a game set in the wilderness I grew up with, rode kms in (trail riding on horseback) and what is now pretty close to my own backyard.

  21. 21 hours ago, Moosemaster said:

    That is also a reason this would not work. One of the many symptoms of cabin fever is difficulty concentration so unless our character has the mildest version of cabin fever possible (yes the symptoms he has are the mildest possible) reading would not help

    That's one reason I thought maybe people would prefer it to be called something else - something not associated with an actual health issue.  There doesn't seem to be as strong a reaction against the insomnia being caused by the fanicful "glimmer fog" despite the fact that it comes on suddenly due to pure RNG (which is a thing I don't like about illnesses in other survival games) and there is only one place you can go in the entire Far Territory to get out of the way of the "glimmer fog."

    So, if they changed things up such that it isn't supposed to make any sort of sense and to top it all off comes on totally at random... but still makes people go outside to play... maybe that would put to rest a lot of the complaints about it.  (Since, 24-hours outdoors in this game is not an unreasonable consequence as it is far less onerous than 1 week not being able to climb a rope.)  The only thing remaining is the "math" of the mechanic that lets a person know they are building up their risk of cabin fever over time.  I think a lot of players simply don't understand it or they overthink it.  So, the easiest way to simplify it is to take away the warning of it building up altogether... a la FO4 style... some days you just go to sleep and wake up with an infection.

    Bottom line on reading - it's not something we can do when we have any illness... so I simply disagree with making cabin fever an exception to that.

  22. 12 hours ago, Lexilogo said:

    Custom difficulty settings are good to have, but are never an excuse for bad game design features, especially when they are on by default. They're only relevant in discussions of Cabin Fever to let people know it can be turned off, not to defend it.

    Unless you haven't actually trawled the game's wiki. If you are playing TLD organically, Cabin Fever is extremely unintuitive for a bunch of reasons:

    • As far as I know, the game has no warning Cabin Fever is coming- I don't remember off the top of my head if there is even a loading screen tip about it
    • The invisible Cabin Fever grace period depending on difficulty has no info on it and is likely to confuse players as to what they've suddenly been doing differently
    • There's no indication that Cabin Fever is a weeklong tracker, as opposed to an invisible meter or etc
    • There's no indication of what does and does not count as outside to the point where even veteran players are frequently confused as to the exceptions. HOW is any player on Earth supposed to realize that the inside of a car, the interior of a fishing hut, or the inside of a cave counts as "outdoors", but numerous other interiors in the outdoor zone don't?

    This is an odd thing for Hinterland to ask players to do, when they designed the crafting system that usually requires you to be indoors to do it and incentivises long crafting sessions

    If we agree going outdoors doesn't provide any consistent game design threat to players (especially when, Ravine aside, numerous other spots essentially provide all the benefits of being indoors while counting as outdoors) what is the point of a mechanic that disables timeskipping if it doesn't provide such a consistent game design challenge, besides annoying the hell out of people via disabling timeskipping?

    Broken Ribs are definitely the most dangerous status effect in the game (besides arguably frostbite's permanent consequences) but there are two important differences:

    • In application, Broken Ribs are very clear about the fact they are a rare status effect granted by failing a very specific task (hunting moose) as opposed to being implemented very specifically to shut down a method of play (which, for the record, is not always bad)
    • In consequence, Broken Ribs present you with a dangerous gameplay scenario and ask you to use some medicine and survive it for ~5 days. While being forced to survive in a zone you might prefer to leave definitely takes away player agency (as do most meaningful consequences in videogames) there are plenty of ways players can handle it because, well, it's still TLD survival, it's simply a travel restriction. By disabling timeskipping, Cabin Fever inherently cuts off part of the foundation of TLD's survival mechanics

    No, you make choices over the previous ~5 days without any transparency on the mechanic then Cabin Fever Risk pops up

    image.thumb.png.5f4eebcc8138faf4f2eb163ff15fc936.png

    LMAO - Do you always get your jimmies in such a knot whenever people merely disagree with your negative take on things.  I'm OK with the game mechanic as it is... I have never had a problem with it or figuring it out when I was new at the game (without the Wiki, BTW).

    Sheesh - an you accuse me of being "passive agressive."

    • Upvote 1
  23. 17 hours ago, diggity said:

    Once I spent all day and night at the Riken forge making arrowheads.  When done I went to sleep at the top of the ship, in the little bridge/helm room.  That should technically be outside -  I went outside to get there, had to climb the steps,  didn't have to open a door to get in, therefore it's outside.  Still got cabin fever.  Wasn't happy.

    That portion of the ship is indoors (you go through a loading screen to exit to the deck; and if you try to start a fire in that area, you'll get the message that you can't start a fire indoors).