Gun Tech.

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Everything posted by Gun Tech.

  1. I can't really report this as a bug, but I'm just saying that I didn't know when I paid for the DLC that the new regions would be worse than Bleak, worse than Blackrock, etc for survival. Harsh I like, but the problem is we don't get the Survival risk/reward. We get great risk at high difficulty levels for no reward at that difficulty level. Give us a climbing sock or a second pair of underwear, a tin of coffee or a lantern that is slightly more efficient. Something for risking a long run with many hours spent. Especially for dealing with the action parts in a game designed to be as non-action and harsh sim as you can get. Please don't specifically remove Flare Shells for the only group of players that have to depend on them for long runs and spend much greater resources to get to them, unless you specifically want to alienate us and would rather see us gone. As an idea you could remove any and all slots for mapping items such as spray cans on these higher difficulties to make room. They seem plentiful indeed. Please think of something that would be worth it for us, even if we are not the majority. As players learn, they could soon be and chime in with me.
  2. Cheers for Acorns, and for the clarification of game save compatibility.
  3. Invisible corpses was suspected, as this has been a trouble in the past also. Empty Flare Gun containers explains the difficulty in finding a gun for your flare shells, even with the loot RNG changes. Cheers.
  4. Great stuff, looking forward to the wildlife update in particular! I hope apart from more random wolf spots that in the overhaul you've had time to look at the offset bear pivots, and to remove paw prints more slowly and incrementally from the start of the track so that tracking down a wounded animal can make a comeback as an interesting part of the gameplay. Cheers.
  5. I'm also curious about the mentioned QoL would be something like improving the usability of the Radial and equip binds: this would prevent many interruptive moments of having to go into the backpack to make sure you pick the right item. And to streamline fire-lighting and cooking. QoL improvements for those of us who virtually play this game as a second life could be something like this: - force the player to hold rather than click to light an unlit torch in hand. Otherwise the UI accidents are a click away. An issue with a missing pick-up label or a fluttering piece of Lichen is enough to lose a match, because collecting is done with left-click also. Another solution which might be even better is to provide a separate bind to pick up an item (E in many other games). This one is optional though, since you can work around it by always carrying a Firestriker. - currently there is a whole lot of going into the Backpack to select the right item, because the selection and order of items in the Radial is random. This is interruptive and breaks immersion. Consistent sorting and selection of Radial items would make it more used, and more intuitive, and the game experience less interruptive. Meds (teas): prioritize teas before other items, and prioritize hot drinks before cold. Food and Drink: Put water and cattails in a fixed location, and allow holding to eat several cattails. Weapons: In the order Flare Gun, Rifle, Revolver, lowest condition Bow, Stone. This order should be reflected in the Equip Weapon bind, so that it has a purpose. (It takes too long to cycle through them using the bind.) Light sources: lowest condition Torch, blue Flare, red Flare, Lantern, Flashlight, matches. This order should be reflected in the Equip Light Source bind, so that it has a purpose. (It takes too long to cycle through them using that bind.) - many if not all of these actions can be performed while walking IRL. The radial can be used while walking, and if this is implemented the game will feel even less interruptive and more fluent. - many, many fires will be lit in each Survival Sandbox and in Story. Consider defaulting to Sticks every time a fire is lit, and don't remember the last item put on the fire. - when lighting a heat source, the game sometimes recognizes a lit Flare as the default item you want as fire starter. However, when a Torch is lit, the game doesn't. Consider the order of: Flare/Torch (if lit and equipped), Wood Matches, Fire Striker, and lastly Cardboard Matches as these have a lower success rate. - it would be QoL for me and make me able to play TLD even more if all spinning timer values were halved, including those for fires. Of my almost 4000h, I hate to think of how many of them were spent on looking at a spinner for every cupboard in every house, every fire I lit, and every cattail I picked up. I would pay a tidy sum to have an option like this in the game. The in-game time spent on the action (if any) should stay the same; I'm not looking to accomplish more in the game, just spend a lot less of my time looking at an hourglass icon for no reason. - on Interloper, many items will be cooked. Consider the consistent order of Pots, then Cans, Teas, drinks, and last food items in the horizontal cooking interface. Currently we drop pots, cans, and teas on the ground and drag them onto a cooking spot to avoid stepping perhaps 20 times to the end of the interface to place a Pot. These are my suggestions, I hope you like them. If you have implemented some QoL improvements, consider listing them. Keep up the good work, Hinterland. Cheers.
  6. Interesting, thank you. I'm trying to find a punishment that is equal on all skill levels, yet obviously not forcing end of run. 4h in the cold would give guaranteed frostbite for many players and end the run. Food poisoning without sleep IIRC bring you down to 20%, which would pretty much end the run for Nogoa difficulty players, as there is no regen, not even stims. No teas would force spending much more firewood to travel and is valid. During a week though, you would probably spend more than the estimated 25h of firewood for the current punishment. Not sleeping can be done on most modes and is sometimes what happens anyway, so I feel this is very lenient and could then be abused. This doesn't mean I reject the ideas, it means I'll have a think. Ideas are good.
  7. Game over on day 22/23. Drank a can of soda... (and didn't realize the violation until after I overwrote my save). Now, there's not enough hours left in November (for me) to do a restart. So this run of mine will not compete, it's violated but I will play on to find out if the challenge is achievable on Interloper. But for others, I'm looking for ideas to be able to "pay" for a minor mistake like this (consuming a Modern food item). The best I've come up with is to burn 25kg of harvested meat (this will affect the rank of runs within the same difficulty - and you will also need to spend calories watching your food burn, and to actively hunt to compensate). I will add this to the rules now (very late) in order to allow other runs to be saved for submission. But I'm listening to ideas about a more suitable punishment (that doesn't open up the possibility of abuse).
  8. Game over on day 22/23. Drank a can of soda... (and didn't realize the violation until after I overwrote my save). Now, there's not enough hours left in November (for me) to do a restart. So this run of mine will not compete, it's violated but I will play on to find out if the challenge is achievable on Interloper. But for others, I'm looking for ideas to be able to "pay" for a minor mistake like this (consuming a Modern food item). The best I've come up with is to burn 25kg of harvested meat (this will affect the rank of runs within the same difficulty - and you will also need to spend calories watching your food burn, and to actively hunt to compensate). I will add this to the rules now (very late) in order to allow other runs to be saved for submission. But I'm listening to ideas about a more suitable punishment (that doesn't open up the possibility of abuse).
  9. I will extend the challenge through November to allow more players and runs. The document will be updated to reflect this, the rules themselves are kept to make the challenge fair to all.
  10. I want to reply here because I'm extending the challenge through November to allow more players to complete the challenge. Currently playing it myself and doing well, but death can come swiftly on Great Bear... so in respect of that...
  11. Heads up, I have just extended the challenge through October to allow players to have time for multiple runs + have a life, and also for some fellow streamers to finish their current challenge run and start this one. I felt very stressed by the deadline vs. work, and I hope this makes the challenge possible for more players! I seem unable to edit the original post, but I have modified the challenge document to reflect this.
  12. Heads up, I have just extended the challenge through October to allow players to have time for multiple runs + have a life, and also for some fellow streamers to finish their current challenge run and start this one. I felt very stressed by the deadline vs. work, and I hope this makes the challenge possible for more players!
  13. I've added "without afflictions at the end of the challenge" to clarify that you can get any and all afflictions during the challenge, but at the end of the challenge, they must be healed (the Status screen must show a clean bill of health). So only a few afflictions will end a run prematurely. Frostbite is permanent, and getting Parasites or Broken Ribs very close to day 50 could also be impossible to heal in time. But apart from that, afflictions work like in normal Survival runs: you get them, you heal them, and then you continue surviving. 👍 I posted this challenge before summer vacations and I practiced it a few hours before Sep 1. I think many will find it a big step up in difficulty. If you couldn't practice before Sep 1, you could practice a little bit on a lower difficulty, then start on the difficulty you want to submit a run for.
  14. When you finish a run or runs you should submit them in the Facebook thread (direct link in the Challenge document). Submissions are only for picking the winners on Oct 2. But of course you can share progress here!
  15. I have shared this on Twitch and Facebook, and would like to know if players in the Hinterland Forums Community are also interested. The challenge is proposed for the month of September, it can be completed multiple times on any and all difficulties (Nogoa is added) and the winners will be chosen from those who complete it, have left stores of food, and hunted actively. The trophy is that most coveted of prizes, admiration in the eyes of your fellows. The rules are easy: You may only use crafted items. Details here -> https://tinyurl.com/Neo-Native
  16. There's something about waking up in a Lookout Tower after a night of blizzards.
  17. Firstly: I'm such a sucker for this game that I'll probably buy every expansion without question. ❤️ But not all gamers are like this. Few games get more than 2 DLCs that aren't cosmetics or maps, and that's if the base game is finished, released, and solid enough to support DLCs (and mods). This would be a great achievement! 👍 I like the split-up between Story and Survival to the extent that Survival is not neglected but honed into the Survival Sim which is the game's great reputation, and allows budgeting testing, fixing, and improving Survival. This is solely because Story mode is much more forgiving, and Survival is very punishing, making it possible for bugs to end runs, whereas Story is not Permadeath but like all other Story mode games (reload save or automatic save/checkpoint). (That is to say, I enjoy Story also. I think finishing EP5 will be Hinterland's great achievement and goal, and if splitting off Story furthers this goal, that I will not only enjoy EP5 and possible expansions to it, but also enjoy separate improvements to Survival.) Even though DLCs are normally a one-time fee lesser than the purchase of the base game, I would wholeheartedly support a "DLC season pass" if it budgets the testing, refinement, and expansion of this Survival gem. (And as I hinted at first, likely whatever the addition or improvement is.)
  18. All is still and quiet above Poacher's Camp. The Old Bear was so fond of me that he followed me all the way to the Forge.
  19. "An overview of Milton, est. 1911." "Astrid finding shelter and making a temporary base in St. Christopher's Church." "The water tower in the early morning." "An overview of the Basin during Aurora."
  20. After 50 days in Blackrock, Astrid tries the Vest out on some very confused predators XD and returns to her home on Crystal Lake. At the end of the Interloper series, I decided to deck out the Hut a little and make a clip. Merry Xmas!
  21. It's a bit late to invent magic "blueprints". I would be OK with it if it was required for all craftable items, but not for a single one. I would be even more OK with it if we didn't have to go to a corner of a big world before we could craft item X. It takes 150 IRL hours to go all over the world on the higher difficulties. It's asking way too much.