Laika Ivanova

Members
  • Posts

    81
  • Joined

  • Last visited

Everything posted by Laika Ivanova

  1. Oh, how did I forget! Yeah ngl the Beachcombing is also right on top with Frontier Cooking. I got so used to the new beachcombing that I forgot that it was just refreshed in the Expansion Pass.
  2. My favourite addition has to be Frontier Cooking so far. I wish there would be ways to aquire flour and such from somewhere else (Trader perhaps?) but even without it's already great as is. I hope there will be more recipes in the other parts that are yet to come, I keep looking at that recycled can icon
  3. I've been thinking on what Hinterland could specifically do to improve communication and I ended up coming back to how The Indie Stone handles their "Thursdoid" (Project Zomboid) - a monthly post in which they talk about current progress and where possible, show some of the things they've been working on. Sometimes those posts are longer, if there is a lot of visual progress they can show, sometimes it's less, simply because there isn't much to show. Not saying that's the best way to handle things going forward, but I'd say it's smart to take inspiration from at the very least. The Thursdoids are always amazing to read through, even if there isn't much.
  4. This is exactly what I think the majority of this community needed to see. I can only assume, but I just guess out loud that most absolutely understand that things take time. Significantly more time when they should be great. It's good to see that you are aware of the situation and more importantly, updated the folks around here now. As I said, just mentioning it once after a couple months like this is good. On another note: Really great to see that things seem to be fine around Hinterland. I'm not in the industry myself, but I have seen people I talked to on multiple occasions that are in it just loosing their position, it hurts. Props to you for being able to avoid that in your own company.
  5. Got on here because I got curious if anyone knows what Hinterland might be up to. Sad to see there is nothing I missed, but hey: At least it seems like they take their sweet time to avoid another situation like last year. I think I speak for most when I say I'd rather wait for longer and receive an update that runs well and is thought out than what we got in the first half of last year. If they need more time we shall wait. It just would be nice to get a statement from Hinterland somewhere talking about how progression of the next update is going and how long they think it's gonna take still. You know, just a small update about what's going on.
  6. It's great to hear that active support for this game doesn't seem to be ending even after the end of episode 5. There's so much potential the game still has.
  7. I definitely want the trader in survival mode because it makes sense to me. While there has been no living being in the game yet which created the solitary atmosphere, the game was never supposed to be a solitary experience from the beginning. The world building clearly wasn't meant to be "just me" as Wintermute shows. Besides, I don't think the Trader will knock on your door every morning, say hi and give you stuff. Pretty sure it will be a seek out feature so if folks don't like it they can ignore it and pretend they are alone. Simple as that really. About the implementation: Everything is speculative at this point. We might see him in person like Methuselah in Wintermute, we might just use the handheld shortwave for communication, or literally anything else. So no point complaining about that.
  8. As much as I disagree with Raph's stance on long term survival, he's just as free to voice his own opinion on the matter as anyone else.
  9. I was thinking a bit today about how Hinterland has made these updates so far and I got creative and put a tin foil hat on my head for a second: Hinterland put out a Roadmap at the beginning, so they clearly knew what kind of content and mechanics they would add. What if...the tip ups we got before are supposed to be used for Scurvy, and potentially rebalanced with it's release? So anyway, I started testing... Turns out, tip ups are a lot better than when I originally tested them day one when they came out. In the daily gameplay loop they are AMAZING to combat scurvy. I highly recommend making one and trying it out yourself. Great tip: Just use one in a fishing hut, and instead of going away, just let it sit and cook water in the meantime. Great way to utilize time while being close to a tip up to get the most out of it Edit: Another thing. Up until now I was very disappointed with how aggressively Scurvy was implemented, but as it turns out, Hinterland was 4 steps ahead. Smart move I gotta say. What wasn't smart imo was to release tip ups seperately from Scurvy, but that may have been due to internal issues, etc. Whatever. They clearly knew what they were doing here. Talking about being 4 steps ahead, I have a strong feeling now that the missing renewability/repairability of certain items we got recently may also be connected to the Trader that we will get. I wouldn't be surprised.
  10. Pretty sure that is tied to the toxic areas and general A.I. being buggy in the first place. I noticed when you are inside a toxic "fart cloud" they tend to go into the growling state just like normal wolves do when you enter a fishing hut where they cannot reach you. Probably an oversight by the devs that hasn't been dealt with yet.
  11. Don't get me wrong. I love the idea of scurvy. I was hyped for it when it was first announced, but I think having to eat half a big salmon every day just to merely avoid it is a bit much if that is the current balance of it and not a bug. If it is intentional I hope they will tweak it later on.
  12. Just asking to double check. After the hotfix I tested Scurvy on my second Interloper save for multiple ingame days and I consistently got scurvy risk from cooked coho salmon that was around 2kg to 3kg pretty much on the hour every single day. In other words, it seems 2.5kg cooked coho salmon gives enough vitamin c for around a day on Interloper. Is that intended?
  13. Pots and Skillets are actually repairable with a piece of scrap metal and a toolbox/quality toolbox.
  14. Hello! I've decided to write a bit about what I personally hope the Trader will be, or more importantly; what he will have to offer. Some people here know my personal stance on the game, especially the last few years updates and what I criticised about them, but for the ones that don't, here a brief summary: Personally, I heavily dislike the approach of adding finite, non renewable content to the game. Things like crampons not being repairable initially, now flasks not being repairable. In a game that allows me to stay alive indefinitely I don't think items should be able to be effectively run out or be gone one day. It will inevitably lead to a barren wasteland where only...cloth and pelts exist and that is just off putting to me. Most of the things in the game are either renewable, or can be repaired with materials that are, again, renewable. It has been like this for years when it comes to most, if not all content that we got. The recent addition and clarification of Hinterland that the flasks can be damaged whilst not being repairable is intentional by design worries me. Being able to effectively loose the flask forever without being able to repair doesn't fit the game. Unless...the Trader! Perhaps, things like these items will be able to be bought from the Trader to create another option of renewability for these kind of items. Same with Frontier Cooking ingredients. I am aware that there have been past statements from Hinterland that the game isn't meant to be played forever on one save. But for over a decade they designed the game to effectively function like this so I hope that they keep this in mind when it comes to the last few updates the game is going to receive.
  15. Now that's great to here! Thanks for clarifying.
  16. I like to keep things simple, discussion will follow below anyway so I'll make a simple list: 1. Setting to toggle spray paint marker grouping on/off 2. Custom ice fishing holes should disappear when becoming 100% frozen (and there is not a tip up in them) 3. Allow us to drop and store both Handheld Shortwave & Gas Mask. 4. Option to either skip harvesting animations, or alternatively higher FOV to ease the motion sickness
  17. It's easier to just set the meat value to zero for that type of wolf, rather than making a new meat type that gives it's own new affliction when eaten.
  18. Decided to start a new Voyageur run as my main run in case of future content cuts from Interloper. After 40 days I got some basic essentials and hides and felt confident to go to the Forsaken Airfield to start the Tales again. While rummaging through the main hangar, I finally found her. After 2000 hours I can finally proudly call her mine: The infamous 100% Mag Lens. I will never give this save up, no matter the cost.
  19. Haven't seen one, but I would assume so. It is a major region afterall. My bet would be:
  20. I feel like my suggestion of tweaking it and enabling it retroactively in the future is being actively ignored by both sides of the coin here. Oh well.
  21. I disagree that the game has to be played for weeks/months or even years. Personally I do that, but I know others do not and as Raphael said, they have a lot more new and generally less experienced players that either have to constantly start over because they are not as experienced, or it is just the way they play. The only issue I see here is that the players that are dedicated to one save are left out. As I said, Hinterland definitely did think about this, otherwise there wouldn't have been statements from Raphael regarding Scurvy. But then again as I also said, Scurvy is really well designed, even for very long running saves that already used most finite resorces. There are other ways to easily deal with it which is why I hope they will consider enabling it in a future patch. And hopefully attempt to avoid such a decision in the future.
  22. It definitely is one of its kind. I still remember being new. I started off on Pilgrim and got lost in the left part of Mystery Lake, genuinely scared that I might not make it. There was already so much to learn and experience back then, it's crazy. I like how all the maps are so unique in how they are built. Makes me wonder how the last FT map will look like.
  23. I wanna highlight the things about the update first before I'll explain a bit more about my own reasoning about my past comments here so: The latest update was one that I was particularly excited about as one of the players that always sits on a single save for as long as possible, because there was so much content coming that was what I like to call "everyday content" I could use. The Flask, Travois, Scurvy a new affliction. And everything as it works is amazing! Of course everything can use a bit of tweaking but the overall functionality is great. Best update we had in years in all honesty (despite the complains). The new map? Again, nothing to complain about. I like the new hazard like additions, how the environment looks, the unique challenge with wolves being more dangerous and not being a food source. And the Tale was a great step up compared to the first one. Also the fact that this update was perfectly playable from the very first hour post release. It's not something that is normal in this industry anymore and worth being mentioned. Positives aside tho, let's get to the negative aspects (my own subjective complains as you said): There's a long list, but luckily almost everything is minor so it really only boils down to a single thing that I consider worth bringing up now: Scurvy. Well, not even really Scurvy, but the decision to not enable it on existing saves. I respect you guys for this decision as you had a reason for it. I admit that I was very disappointed upon finding out that I would have to yet again give up my current save in order to experience it, but in the end I did and after experiencing it now to my own surprise my opinion hasn't changed. In fact it has been reinforced and I believe for a good reason. I won't go into details regarding how Scurvy works so people who haven't gotten it yet won't be spoiled, but...it's so easy to treat. Easier than cabin fever I would say. After realizing this I am ever more saddened to see it not being a thing on older saves because it would have been a nice push to diversifying a late game diet a bit more. Whoever in your team designed how Scurvy works clearly must have thought of this and did an amazing job. There's more I would love to say about this but I'm typing on my phone right now and I have no clue how to mark spoilers. I may make a separate thread about this topic later but the main message here from me is: Please consider adding Scurvy, and for that matter, future additions to existing saves at some point. I am not asking for things to be included immediately, Hinterland is doing an outstanding job overall, especially this update. But it would be a shame if players who tend to stay on the same safe couldn't experience those additions, because they are amazing.