SpiritQKnight

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  1. A good quality of life improvement would be, to put the option for the player to choose how many cattails he/she wants to eat at a time. Just like the new changes/improvements in the preparing or crafting menu (tea's or arrows for example), give us the same simple slider for the cattails.
  2. That is the reason I actually write something for the first time in a Wish-List. I know, that parts of it are big changes and don't expect them to get implement. Like I said, it's about the seed, that I might put into one head, which then grows into something bigger. Who knows? And It's not about fussing and trying to avoid to adapt. I love adaption and would like to put more things into the game, which make me adapt more. Without the need for adaption, this game would have become boring very quickly and they did a good job avoiding just this. But thanks for you more critical review. It made me really think and I actually had the motivation to respond. Most of the time I'm just like... "Ok, whatever, let him/her talk"
  3. That's true, people don't adapt to change very well. But that is not what I'm talking about. Making a game more fun for the cost of immersion or realism is fine with me, but going even more steps away from it to make it harder while having other options to make it harder is - in my eyes - a wrong choice. And it's not about "nerfing" the game to make it easier. I'm suggesting to leave the early game as tough as it is now. It's hard enough for most people. Once you are established the game gets repetitive and easier as you gather gear. I'm talking about making the late-game harder, so that people have it harder to get to day 200, without increasing the difficulty to get to day 10. We did see improvements over time. I'm not saying anything else. I like it, that wolves don't run from starting fires. But there was no need to make the change, that wolves are never afraid of fires and attack you while you standing besides it (Realism?). It's a good change, that they stay close to you while you making a fire and charge you if you fail. But they should run from lit and finished fires. But why do you still get food poisining from raw meat then? What's the point in including one bad thing and not the other? Excluding ruined meat would make the late-game harder. Not hard, but harder. By the way: Your argument about let people play how they want does not really fit. You can still play how you want with this change. If ruined food gives you Food Poisining, you still have the choice to eat it or not. You still have the choice to go out in a blizzard or not. I could use this argument for every change that Hinterland makes and say, that they removed options from the playerbase. I mean, they did remove the option from us to use fires as a tool for moose-hunting or wolf-hunting... right? It has nothing to do with limiting the players decision. It's about changing the late-game in a survival run and making it more realistic. They could just add an option to the custom settings, which let's you eat ruined food or not or gives you food poisining. It's not that hard to give the players options back if they would change it like this. My ideas would work hand in hand, sort of. Add another bar: Nutrition -> you have 5 of them then: Cold, Sleep, Water, Calories and Nutrition. You get calories from all foods and nutrition from plants, tea's, maybe soups and some other man-made stuff, that you can find. These penalties would occur, when you get down in nutrition, but getting to 0 in nutrition doesn't kill you. They just make actions in the game harder, because your body is missing something. In case you do implement this you need a source of nutrition, which refreshes over time. Since you can get it pretty easy early to mid-game you have something to consider in the late-game (which I was talking about the entire time). So, put new plants or an existing plant to places, where they respawn and are difficult to survive in (for example: HRV, FM or a new region with less man-made structures). To make it realistic, that they respawn add a sort of calender to the game. Even if you don't change anything in the game itself (suroundings, temperature, etc.), but you say, that in a certain month of the year plants - that give you nutrition - respawn, the player has to plan their actions for 365 days in regards to nutrition. If he doesn't, he survives, but has a penalty. So surviving is possible without considering it, but easier if you do. (Don't give me the argument, that with such a change you give players, who doesn't want to play like this, have negative impacts... Players - as you said yourself - can adapt. They can choose to play like this or not. And I can still put fires down for wolves, but it's my own fault if in the end it doesn't work out.) And as I said, details can be figured out along the way. I can't make a final suggestion, because I have no clue how and if something like this could be implemented. The purpose of my suggestion is, to plant a seed in a developer, who than comes up with something that might work. I don't even want credit for it, if it really comes to it. Just emptying my mind, so it could help others 😉 I'm talking about putting real blizzards into the game, which last for days (!). Not only hours. Put in survival mode after a certain timeline (for example 150 days - just saying) a small chance, that a blizzard could occur, which lasts 3 days. And then your stuck whereever you are. This would scare me even with all the gear you might have at day 180. And I would have to make a tough decision if I didn't plan my survival well. This would add another possibility of dying to the game. Let's face it, you don't die because of hunger or thirst after a certain day. It's almost (!) always the wolf or bear, who you under-estimated. Maybe you can put a warning for a blizzard, which lasts for days, in the radio messages. Or add weather warnings/forecasts in general to the radio. This way it's not only music and you have a reason to get up for an aurora (and listen to what might happen the next days regards to the weather). Ok, granted. Let's called it then "giving the players more things they need to consider in order to survive endlessly" I don't care how we name it. I just presented my ideas to add variation for the late-game. I enjoy the current state of the game very much, don't get me wrong. I for myself adapt to the changes and can get through the early game with these wolf-changes. I for myself just wish, they tweak a few things to make the game less predictable and forcing players to really adapt, especially late 😉
  4. to 1a. Fine with me as well. Altough this will make early game harder to 1b. Push the variation even more. Make it so, that the players can't actually predict what the wolf, that barks at you, does in the next second. You can even make their behaviour more complex over time... Each aurora makes them crazier..... to 2. I just saw some other posts from you. We're having the same opinion on it. to 3. To make it even harder, let condition of food decrease faster than now. But this wouldnt be immersive since you're living in a big ice box. Nice to think about being able to preserve food for a loooong time if it were necessary. to 4. I have no clue of the nutrition system in Green Hell. Own the game, but havent played it much (just 30 mins). My suggestion is just something plain simple. Adding a new, fifth bar to the game. Keep it very simple so it's not to complicated. to 5. Yes, something like this to force us making more tuff decisions, that could kill you 100+... Let's face it, you mostly die, because you get eaten or do something reckless. Not very challenging. If you know what you are doing, you can survive endlessly. And it gets boring because of it. to 6. Just to add a variation to the game. Temperature ranges in the summer between -10 to -30 and in the winter from -30 to -50. Winds are harsher... You can order out the details however you like, but it adds Immersion, Variability and some Difficulties if you create it the right way Anyways, thank for the extensive response. I didn't read any other posts beforehand. So sorry, if I copied some ideas from other people. Wasn't my intent
  5. Good evening, I've experienced, that a lot of people are frustrated of the recent changes to the Wolf AI. I get, that experienced people kinda figured out how to play in Interloper and it's not that challenging anymore. But the problems don't appear at the start of the game, which is hard enough. They appear in the mid- or rather late-game. Changes to the Wolf AI affect all playstages, but especially the early-game. This makes it even harder to get this transition from Stalker to Interloper done without getting to frustrated or bummed out. That's the reason I rekt my brain and came up with some ideas to make it harder in Interloper (or Stalker) at a later stage of the game, but not affect the early game. 1. Change the Wolf AI or Animal AI back: - they are afraid of raging fire, but not starting fires (at least the Wolves, Moose would be up for debate and the bears are fine as they are). Wolves should stay outside there "scare-range" of a starting fire and then run away, if you succeed and the fire started. If you fail, they charge. This makes it harder to use fires to scare them off, because it's risky (especially early game and makes the Feat - Fire starting or so - more worth). But you can stay safe by a fire, which is important early on - something, that is probably harder to implement would be different personality for different wolves: You have a wolf, that just stalks and follows you. Some wolves are aggro as f*** and give a shit about fires and try to charge you from far away. Some are a mix of both with different degree from either personality. Some are whiners and keep running and get help from other wolves (kinda alarm them and make them aggro on to you)... The possibility are endless. This would make it harder for players to predict their behaviour, which could be interesting and not that frustrating. 2. Eating ruined food is not without penalty: - either make ruined food not eatable - or leave the choice to the players, but they get sick from it Why? Talk Immersion. Ruined food is ruined, period. You can be the best cook it doesn't matter. The benefit of Cooking 5 is actually good enough if we can "just" eat wolves and bears by achieving it without any fear of parasites. This would make long-term food planning a bit more challenging and makes late-game much, much harder. 3. Compensation for point 2: Making food last longer (decrease condition loss) - either through giving players the option to smoke their food. Add an addition (like a grill) to put on a campire. On it you can put meat (and fish) and cure it for like 4-8 hours, but after it's done the meat is good 4 times longer than normal cooking or something like this. You can make this addition at the forge or/and find it in the world... this doesn't really matter. - adding salt to the game to preserve meat/fish for a really long time. Eating this decreases your thirst bar very much (or gives you a penalty like: Salted - you need more water to fill up your hydration bar. For example: To drink fully up you need 0.66 liters of water. With this penalty it takes exact 1L). This makes the water management a bit tougher, but not toooo much. Salt you can find in the world in kitchens... or mine it maybe? Use ocean water in a filtration system... Or get it through Beachcombing maybe? Endless possibilities. It gets weirder now: 4. Nutrition system: It's not good enough to eat only meat. You need other (plant) sources of nutrition to be fully healthy. Ideas for it: - make mushrooms and rose hips more scarce, but respawnable (like with birch bark) - tea's don't give calories, but nutrition (or calories and nutrition) - implement a new plant, which respawns after time, for this specific reason (and leave mushrooms and rose hip as they are), maybe found in a new region only (or in some, not all). In the early game you can manage with tea's and stuff and in the late game you need to get to the regions with the plants and manage them for your nutrition - nutrition penalty: losing health really slowly or be similar to frostbite-damage, but reversable, losing energy/stamina faster, increase crafting/reading/preparing times... whatever you fancy 5. Adding new weather or change current weather systems, which are much harsher in the late-game, to make traveling more painful or risky. This way you need to plan ahead, sometimes even 100 days ahead. Kinda like adding a real blizzard (and not just the storms, which last for hours) to the game (similar to the Whiteout-Challenge) and it's stormy for days. Changes of this happening increases over time. 6. Add seasons, so weather changes according to summer, winter, fall and autumn. Not the appearance of the maps itself (leave it snowy and covered in snow all the time - otherwise this would be not possible to implement), but just the temperature, the weather-systems, how often it's foggy, rainy, snowy, etc.... I hope, that there is something in this post, which might inspire you to think further. And maybe someone from Hinterland actually reads this and gives feedback, if these changes are even possible. I have no clue about coding and stuff. So I can't judge how easy/hard these things are to realize. Bear with me ... For the love to a great game. Have a nice evening SpiritQKnight