Gracia_WolfSlayer

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Posts posted by Gracia_WolfSlayer

  1. As much as I get the feeling behind the want for a random map generator, I doubt it would feel as polished as the handcrafted maps. I've been playing TLD for a while now and there are still occasionally hidden corners of some maps that I've either forgotten or have found for the first time. They also give us new maps from time to time, which is always a nice treat.

    There are plenty of other survival games with random spawn areas where you can go scratch that itch.

    • Upvote 3
  2. @ManicManiac

    TLD is for sure most of my game play. Stranded deep has a ways to go in development before it's a really solid game. But sharks are scary and when it's a rainy winter irl, it's nice to hit the sun and sand occasionally. 

    If you didn't know, the Beam team on SD has started getting great updates out on a good schedule again. Check it out if you haven't. 

     

  3. On 9/5/2019 at 4:15 PM, ManicManiac said:

    Nothing.  I accept this game for what it is.  :) 

    I gotta say, I'm with you on this. Sure there are things that occasionally off putting (like the inability to jump, but I'll admit that is more due to playing another similar game "Stranded Deep" that allows me to jump, then I switch back to TLD and am momentarily flabbergasted that I can't hop over a log) But nothing that makes me upset or mad.

    The game is gorgeous, the music is haunting and overall I'm happy with the latest mechanic adjustments (I really like the newer cooking system)

    Keep is up Hinterland! Your updates always feel like Christmas!

    • Like 1
  4. On 2/10/2020 at 2:03 PM, Milany said:

      But beware there are two very tall rope climbs to get back out  to the other zones,  so if you like to move and haul all your stuff with you, its going to be a long, slow process!   If you travel light, then no worries there.

    Are you aware of the cave the exits BI and takes you to FM? That's my preferred way to come and go from BI now that I've looted the upper area of the level and got the code for the workshop. This avoids the rope climbs and takes you to the nearby forge in FM. 

  5. I've always found the that the in-game map gives you a decent idea already of where the connects will be. 

    Example: if you look at where the Bleak inlet sits in relation to the Muskeg, the connection is likely on the bottom right quarter of the area. Sure, you don't have an exact spot, but you have a reasonable sized area to search. 

    Some connections are not as intuitive, but overall this has worked for me. I like the hunt! Otherwise I'd say just Google the connections and you'll find all sorts of maps and written directions.

  6. 15 hours ago, manolitode said:

    Wow, revolutionary stuff if confirmed. At a first glance the bear's behavior look slightly more bugged than programmed, the transition from full attack to full stop is rather unsmooth especially when he charged the second time. At least compared to how wolves react to campfires.

    I agree. Doesn't look exactly right. Maybe it's just a pervasive bug. 

    I would be cool if this was a new behavior though.

  7. I haven't had any luck finding a rope tie-off or anything for the workshop yet, but I have found a route that, for me, has consistently gotten me back out of the cannery without the timber wolves taking notice. I thought I'd share since a few people mentioned how much ammo they waste just getting in and out. Once the wolves give up (after you're done with crafting and slept) I hop down from the little ramp and go under the docks around to the right towards the boat following it around. From there you can slip through the fence onto the bridge. As for getting in, I  just save stamina until I hear them aggro and I bolt for the rope. I usually beat them to it.

    Hope this helps someone!