Gun Tech.

Members
  • Posts

    207
  • Joined

  • Last visited

Everything posted by Gun Tech.

  1. There is a version of this world map with BI. You can't go from the FM endof BI to the Ravine.
  2. Everyone already seems to know everything that's wrong with a small jump that will solve all the snags problems, and cause no new ones. It won't even let you jump over sparking wires. Just over a flat plank on the ground, or a protruding ice floe (which was actually a place to get stuck in FM before they removed the offending ice floes). No jump causes more problems than it solves. Err... well, lack of jump actually doesn't solve a single problem, it just causes them.
  3. We need to know if connectors and transition mines have separate 30m timers, to plan our route. Unless you want us to do the same thing over and over to find out.
  4. ATDS where the reward at the end is "you died." ?
  5. The Long Dark is unique in tiny snags being impassable obstacles. Players coming from any other game would wonder we this hasn't been solved like in all the other games. Their first thought will be to check the jump bind, and find that there isn't one. In the other games, this is solved by having a minimum height difference collision check. Of those games, the ones that should have impassable objects have this, and likely many checks for geometry that should be handled specially, to not let the player pass or to not let the player get stuck. This is normally a bit of work and requires testing. A small jump (following the implementation that I have described) would take care of the small snags, and allow no illegal shortcuts, with a minimum of work and testing. There is no appeal to realism in not wanting a player to be able to jump. Humans wearing backpacks can jump, small jumps if the backpack is heavy. Furthermore, they can climb mountains, step over a plank, and step over a log wearing heavy backpacks.
  6. Did you know that the Hunting Lodge in Broken Railroad has a sign outside it that reads, "Mystery Lake Lodge"? Did you know you can harvest a limb naked for 1.5h in a blizzard without getting Hypothermia on Interloper? Did you know you can dance with a bear and wave bye bye as he runs away? Did you know you can billygoat down into the Milton Basin past the Farmhouse or Park ropes? Did you know wolves can go right through fences, if you stink enough? Did you know Aurora Timberwolves have a special stalking behavior, in the last second kill or be killed time? Did you know you can hear wolves in another region respond to howls from your current region? Did you know a 1% condition fishing tackle lasts forever for clothes repairs? Did you know that if you're not encumbered and can sprint, you can run straight through wolves with a lit torch in hand? Did you know that corpsicles function as containers? I call my buddy at the Camp Office Trashcan Mark. Did you know that Peanut Butter, Nuts candy bar, or cooked meat are just as dangerous for Food Poisoning as the same condition Sardines? Did you know that you can light a maglens fire in the Aurora, when it lasts past sunrise?
  7. Let's sit in front of the fireplace and wait for a hot drink. I have all the time in the world. The clocks have all stopped.
  8. The ability for PC/NPC to detect obstacles and traverse them is already built into the FPS template this game is based on. See e.g. deer traversing logs at Trapper's. For the PC, this is not what you want; the camera would jump without the player knowing what's going on. You can see this handled well in many small indie titles, so there's no problem having it. I suggest that the jump should be small only so that it can be added this late without changes to the world. With a manual trigger (keybind), it would only have to be handled when pressed, and a distance over which the PC could lift his/her leg is established. E.g. planks, pallets, stairs, porches. This might help with obstacles not perceived as obstacles by players of any other game. Fences, steep snowbanks, and big rocks are different from this. The camera moves by command of the player, so the player knows what's going on. This speaks to the feature itself. If a feature is tweaked and balanced, it becomes a mechanic; the game becomes deeper and more enjoyable. Much time and effort has been spent on balancing in TLD, to make it a simulator with depth. I offer some balancing ideas to make the feature a mechanic, as per thread title. This to get suggestions that it's hard to implement out of the way, because it's not and this in my meaning muddles the discussion. I'm also skeptical towards opinions that "we shouldn't" want this mechanic added. Unlike other mechanics added from or without player suggestions, if you don't want to jump, just don't press the keybind. What's left is arguments that jumping hinders more than it helps, which is hard to see since it's recurred as a missing feature and would help, and ideas about how to balance it. Experienced players might protest change even though the feature is opt-in and wouldn't affect their gameplay. Such a vote is neutral with regards to the suggestion, but it's certainly a valid vote to count when deciding whether to spend the time implementing it.
  9. The suggestion is simply to add one, but make it the opposite of Tarzan and unusable for billygoating to get us into trouble. After all, you're carrying a backpack. Small and slightly forward, just enough to get you over small snags that the Survivor should reasonably be able to lift his or her leg over. Game balancing could be achieved by paying 1-3% Energy for each jump. This would then finally give us a mechanic which lets us fatigue ourselves enough to sleep until morning. E.g. crafting, reading, harvesting, repairing refuses to tire us out, and we can sleep off the effects of possible food poisoning, broken ribs, or other affliction without repetitive running around as now. If further game balancing is needed, then if you jump on weak ice, you immediately fall in, and if you jump on a slope, sprain risk could be increased. If balancing by losing energy is rejected, then non-skillbooks could be made to have a purpose other than firewood: tiring you out twice as fast as normal walking (reading 1h removes 2h Energy). Ordinary books could then be a valuable find depending on circumstance.
  10. No, and neither can other predators. But the same rules apply for all predators when you're inside something that doesn't cause a transition (this includes snow shelters, Mountaineer's Hut and Lookout Towers): if it can get close enough to you, a struggle might trigger directly. E.g. stand away from doors and walls. Perfect example is standing near the door to be able to see an approaching wolf. Near enough and it drags you out and has a bit of a hug. You might be able to scare a wolf into a fishing hut if you place a fire at the right distance from it and try lots of times. I have to try that someday and close the door
  11. Maybe put something nice in there as risk/reward during the Aurora nights... I think there could be some bone-chilling moments!
  12. It's a good-sized home, and a six-cooker conserves firewood for big cook-ups on one 1 match (or maglens that you bring inside) late game. ML and CH has higher temps late game though and are more central for travel. It seems I end up spending many days at: - Dam / Ravine (hub for long trips) - Fishing Camp (fishing, easy bear) - Camp Office (fishing, hub for short trips) It's also nice if you have a shed or car right outside, or a cave/fishing hut reasonably near. It's probably the best six-cooker home. Lighthouse in BI probably the worst (although it is a maglens six-cooker)
  13. I think those who wanted a chill event got one but still got bored because it's just repetitive, and those who wanted more of a challenge didn't get one and still got bored because it's just repetitive. We all got clothes to easily nullify the lower temps. But I'd like to address not the challenge level, but the goal. I wish all game designers would learn that "Find all the..." quests will always be boring and repetitive. Furthermore, that pure RNG-based quests tells players to "just mindlessly turn all the stones over until you get the rare gem". This event reminded of finding diamonds in Minecraft (except the world doesn't have less than half the diamonds you need forcing a new save). I like a challenge, preferably skill-based (as in gameplay, not skill systems). But if you can move away from "Find all the..." and make it more about "what gameplay would we like the players to perform", it can be not-RNG-based and still pose an interesting challenge without a high skill bar. Failing that, you could have put 35 Syrups all over the world and it would still be a drawn out goal, but a little shorter. If there were a pattern to the locations, say, hard to reach or dangerous places, there would be some risk/reward there to enjoy, people will be rumoring the hard ones to get, etc. I hope you take these ideas to heart to improve events and challenges in future! To me, this event was so dull that my first run ended when I found no Syrup at the Summit and speedran the rest, and then I stopped playing The Long Dark for a while to not turn me off it.
  14. This was likely from players having early spent 20+ solid hours on an ill-conceived, boring, repetitive, unchallenging challenge. We can't help it if you read the thread when the challenge was old, or play casually at a snail's pace of 4h/day. No more like this, Hinterland. Please. It turns people who love the game off it. Because doing the same easy thing over and over and over for 50-100h IS. NOT. FUN. Assign someone to be gamedesigner QA. Make challenges with variation. Make challenges that are challenges. If you're out of ideas, ask the community. I've not spent a single hour in the game since July 2.
  15. Yep, got it too 4.5h ago, immediately switched game. That, getting drunk on a Thursday, and beating my Among Trees speedrun record, helped my mood cheesed 5 syrups just to have it over with.
  16. Nvm I'll just proplay it instead. here
  17. I came here to complain about how rare maple syrup is. I only have CH and DP left to loot out, I held up hope for the summit but did all the containers and 0 chips, 0 syrup. From 30 hours of playing, I have eaten 7 syrup and 20 chips. I doubt I'll get more than 10 syrup total, having looted out all the major locations and most others, summited and found 3 prepper's caches in all the regions. That comes to repeating about 25 hours of play 3 times to the get second badge, which is excruciatingly boring and bad game design. I propose that you triple the amount of maple syrup in the challenge if you don't want flak for how badly designed the challenge is. It's already a very boring challenge.
  18. I may have Alt-tabbed out once to adjust some gambling options for my chat. The time when it stopped saving seems to match it. A friend on PS4 was also set back, from the game crashing when sleeping in a bedroll (and the game not saving). The crash has been reported and might not be related. I tried to switch to windowed mode with the game still running, but this changed nothing. Couldn't save. Looking for ideas that could snap it out of it and let me save if possible.
  19. Hm... I was there hoping would be something I could try to get it out of the state where the Quit button is grayed out, and if I can do that I might be able to save and quit. I noticed another thing: when changing Options in the game and clicking Confirm, the game says "Saving...", but the user001.* file is not updated.
  20. Something happened 2.5 hours earlier. Since then the game shows the wolf animation when transitioning, but no longer the "Saving..." text, and the timestamp on the save file is not updated. I've tried everything in-game and I can't save my game. Also, the Quit button is grayed out. I can't quit my game. So the game seems to be 'stuck in something'. Anyone have ideas how to snap it out of it and let me save my progress? I've tried going into buildings, other regions, and getting a sprain. This is on Windows.
  21. Two runs are not enough to tell, and the zero feathers bug has been in the game for months and months. The test I mean is much easier: whereas before, feathers dropped when you found a corpse, harvested a carcass, or harvested a kill, now sometimes the game misses the dropping feathers part and you get zero feathers. It's most clearly displayed if you go indoors after each kill. You will get zero feathers forever. The second most clear way to see that it's unintended is killing multiple animals, from learning that if you go inside you get zero feathers stay outside, and harvest them all before going inside. Then you may get feathers from the first harvest, but not from any of the subsequent harvests. It was reported by me on Jan 31 and has likely been in the game since 1.69 or earlier. I will let this go now and forward my observations and send a save to Hinterland. That's the best way.
  22. By normal play, it's meant that killing an animal and harvesting it anytime, and getting feathers after harvesting. This is the mechanic that was in the game for years and is now not working as intended. By the zero feathers bug, it's meant that going indoors between an animal dying and you harvesting it, it will drop zero feathers, as will refraining from going indoors and killing more than one animal, waiting for them to die, and harvest them, in which case you may get feathers from the first animal but zero feathers from the subsequent harvests. There are more ways to get feathers, and some of the corpses and found carcasses also drop zero feathers. This is what makes normal play on Interloper frustrating. Previously, you could make more than a handful arrows after your first forge. Feathers were reasonably rare so that you still would get nothing out of a very early forge, but now they are too rare and set you back. Previously, after you got a few arrows to your name, you could then start gathering wolf pelts and get more feathers, but this is now also set back so that it will take weeks to get more arrows unless you figure out the exact specific instances, play unimmersively and use tricks from experience to somewhat work around them to eke a few more feathers out, i.e. you don't play normally. You can test this for yourself by starting an Interloper run, do a relatively late forge 2-3 weeks in, and count the arrows you can make before you can kill your first wolf. It will not be many arrows. This makes the game less fun because you took risks gathering and crafting the other resources for arrows, and you get 1/3 of the reward. Because the core simulation is so well-balanced in this game, this artificial throttling stood out immediately. It was noticed clearly and independently by those who play on Interloper regularly and often.
  23. Oh. Yes, the main version was the same, so I guess this means no changes to the game itself then? If so I'll keep that in mind. Thanks 👍
  24. I've waited a few hours in case you were preparing a post in News and Updates. I'm most curious to find out the changes in the update I received today.