Sceh

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Posts posted by Sceh

  1. Has there been any update on custom runs and absent unique recipes?

    I have to admit that I do not appreciate the way the Hinterland community team has shifted the blame for that to the players like we are blind or something. On Steam their latest comment on the issue is "We continue to investigate these reports. It appears as though some players just haven't found them yet (though they are there)"

     

  2. I can't seem to find the coastal fishcake recipe anywhere in the darn lighthouse.
    I have gone over every pixel, even picked up everything that was arranged on the shelves: nada.
    And yet every piece of content someone uploaded tells me that it should be somewhere in the building.

    You guys, help, I think I am going mad... or maybe I am fine and this is a bug.
     

     

  3. I have liked playing this episode, some very strong and some rather meh moments make for a pleasant experience overall. Due to how the map and the quest mechanics work I would say the player is taken by the hand or put on rails a little bit more than previously. I loved all the added action. So yeah, strengths and weaknesses in this episode as expected.

    But:
    So far most of the things that people have commonly complained about here and in other threads made me scratch my head. Like new mechanics screwing them over.  In every single instance there was at least one written warning, sometimes the character even repeats the warning by voice-over. There was a clear warning that they could harm you when you first encountered the noise-makers. So maybe ... I dunno ... use with caution? Experiment before you go out into the wilderness? Same with the confiscation, the game actually warns you that the prisoners will take everything off you ... so I set up a camp in the little guard room next to the gate, stored everything away neatly that I didnt use immediately and dropped everything else, including all my clothes, in a pile in the middle of the room, then sprinted through the yard and went in to the next story encounter nekkid.

    Also the steam pipe puzzle ... maybe I am biased because I play a lot of puzzle games, but this was actually so easy ... all you had to do is get a picture of where the pipes were leading and then follow them to the "first" valve where a red pipe turns blue and icy, then work from there. Yes there was some very minor backtracking to close a valve you had just opened (solely to defrost the valve you actually need for the steam to continue to flow) but the pressure gauges were so easy to understand and follow. Although in another post somebody rightfully claims that that is NOT how pressure and flow work, but hey, just think "I need red pipes so how do i turn this gauge to red?" and you got it.

    Another complaint was the "scripted bear mauling" that could not be avoided ... I have experienced no such thing. The closest I've gotten to a bear is when you have to take the detour on your way to the power plant due to the road being blocked ... and you climb over all these tree trunks ... there was a bear wandering around beneath me, not even sure I could get to where it was walking. No other bear encounter, let alone a scripted, unavoideable mauling.

    I think it's like pete said, people try to continue the playstyle from sandbox to story mode and that works even less now than it has in previous episodes. The new mechanics implemented here probably also threw some people off and made them angry - change does that to people, we like everything to be as it was when we got used to it. It's just ... thinking like that will do nothing but lead to disappointment, and it's kinda unfair to put that on the devs. I think they did a good job with this episode.

    I will play it again for sure!

    • Like 1
  4. I saw this question somewhere (cant remember for the life of me if it was here or maybe in a steam discussion) and I thought it was interesting: will the inventory and clothes from the end of episode 2 be carried over into episode 4 somehow? like it was going from 1 to 2? i really hope so. otherwise it's just plain mean to only make the snow pants available at the very end of episode 2 - among other things.

  5. Has anyone been able to reach the little area above the Climber's Cave? I've been poking around there quite extensively because this map is once again EXCELLENT at hiding whole secret paths and areas behind innocent little snow drifts and around unassuming little corners. I've come across several user made maps of the region (like on the wiki) where this area is revealed to a degree that suggests people have found a way up there. Help?

    • Upvote 1
  6. On 1/26/2020 at 12:06 PM, acada said:

    My understanding of the "shortcut" is that you can put a rope down from Pensive Lookout. So you does not have to go back to Ravine -> Mystery Lake -> Forlong Muskeg in order to enter lower parts.

    Well, yeah, and that would also be valid imho. But there's people on these forums claiming to have gotten the info from @Raphael van Lierop himself that the shortcut is actually somewhere on the cannery grounds and specifically that it is meant to circumvent the parcour bit to get into the workshop. And that is just straight up BS afaik, dozens of people (including me) have searched the place top to bottom and with every conceivable combination of environmental or character factors and nada. That's why I'm saying there was some mess-up in the communication at the very least, worst case we have all been epically trolled and sent on a merry chase. Come to think of it, I'm still not over the "two-part environmental puzzle" that was announced and then nowhere to be found, so it might just as well be that we've all just been blind to something incredibly obvious.

  7. No, I haven't bothered looking again, mainly because nobody has been able to confirm with HL or Raphael wether or not this has all been a huge misunderstanding or a hoax. My money is on misunderstanding, aka there simply IS no shortcut and he meant something different (like "going back out from the workshop you can jump down somewhere closeby"). I am convinced we'll have to do that parcour route for all eternity. I hope to be proven wrong.

    • Upvote 2
  8. So, the holiday break at HL seems to be over and they should be back to their normal response times ... has anyone been able to confirm anything new with either HL or Raph himself? Maybe someone of the Twitter kids could feel obliged? My money is still on "this was all a massive misunderstanding" or "we've been epically trolled". Dwindling chances for "we simply haven't found the shortcut yet" and "it exists but is bugged/will be available at a later time". I really, reallllllly don't feel like making 30 more rounds of the Cannery checking every nook and cranny in vain, it's just plain frustrating.

  9. @XLWatercube I liked this question so I did some research on the topic. It seems you are the first person to ask this, so I couldn't find any solid data. I dug up some circumstantial evidence though that might help shed some light.

    On a number of occasions groups of people have pondered adjacent questions, like "is a torch or a lamp more effective in burn time?" (so into which should you invest your lamp oil?). Apart from coming up with the obvious answers of weight vs resource availability, storms and high winds as a factor and things like wild life deterrent potential, all contributors to these threads and experiments reported the same burn time respectively for the lamp across the particular game version they were playing. Since we can assume that the oil that went into fuelling those lamps and the lamps themselves were of varying conditional degree, it does not seem to factor into burn time.

    Hope that helped ^^

    • Upvote 2
  10. On 12/24/2019 at 10:38 AM, peteloud said:

    A while back I read a comment which referred to a hidden area in BI.  I can't find the comment now, does anyone have more info.?

    @peteloud I think that might have been me in the "BI - what am I missing" entry. Anyway, here's the way to the secret area:

    It's kinda underneath the cliff with the radio tower. Just hug the wall closely at the base of the plateau (for example if you climbed down the rope from the Overlook, turn immediately right and walk along the cliff almost all the way to its pointy end) and you'll find a spot with some bramble bushes you have to hack through, so bring an axe. You'll enter an area that's named "secret path" or something like that. It'll take you through/underneath and then around the plateau for quite a ways, ending up in a little overlook area above the Frozen Delta where you can find some good loot. Little paths branch off here and there but I haven't found anything along them, just the camp site at the very end offered any rewards.

    Good hunting!

  11. Another thing that actually made me go "Oooooh" out loud was the sudden realisation that the otherworldly chiming sound the Aurora makes is not just a song in the soundtrack but actual in-game sound. So unlike all the other songs it's not only me that can hear it, but the character as well. It just sounds so much like music, I never questioned that. I think I never understood that because when you transition from outside to closed buildings the sound just stops, like any regular game music in TLD.

    Recently I was on the plateau in Bleak Inlet during an Aurora event, stepped inside the Overlook and closed the door behind me - only to realize the sound was still there, but muted, exactly like it happens for other environmental sounds like howling wind etc., when you step inside of those locations like overlooks and the cabin on TWM that aren't truly "inside". I had to step back outside and just stood on the little walkway of the Overlook taking it all in, even though I was exhausted and freezing my butt off. The realization that the character can actually HEAR the music of the Aurora just blew my mind so I had to give him a couple of minutes to take it in. Imagine living in a silent world where there's nothing but wind and snow and animals ... and THAT. Wow.

    • Upvote 1
  12. On 12/17/2019 at 4:29 AM, Ice Hole said:

    Have you found the secret area? 

    @Ice Hole I think I have 🤔

    Do you mean

    the one that's underneath and then around the cliff with the big Radio Tower on top? Where at the end you get to a little overlook with a ruined camp and a corpse above the Delta?

    I found some food at the one obvious end point and then searched every nook and cranny on my way back, because this map is really, really good at hiding little corners behind completely innocent little snow drifts that then suddenly open out into lovely spots with loot and a view.

    • Upvote 1
  13. Yeah @Ice Hole it was the first thing I noticed - and also a reason why I was SURE that the code had to be part of the "two-part environmental puzzle" and that it would have to be used at some other point (for example to get into another building nearer FM, in order to get the actual code for the cannery). Still not over that one. I know I set myself up for disappointment when I was expecting something complex and challenging, but I can't help it.

  14. 6 minutes ago, Draxis said:

     

    Important, leave the workshop before you log out wile the aurora is on or you will be trapped inside, there is no keypad on the inside the and when you quit the door will be shut, (Signed a starving to death survivor)
     
     
     

    How did that happen to you? Once open the door with the keypad stayed open forever in my game. In fact, since the first aurora I have been in and out of the workshop a dozen times during the daytime, lugging materials back and forth. You should report a bug.

    • Upvote 1
    • Like 1
  15. Even if I didn't have a rope on me at the time "making you go back to get a rope" is decidedly not the same as a "two-stage environmental puzzle forcing you to enter the region from two different points". Not complaining! Just saying it isn't what I was expecting from what was communicated. I was waiting for the other shoe to drop the whole time. So basically, what @ajb1978 was suggesting ^^