Laika Ivanova

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Everything posted by Laika Ivanova

  1. 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?
  2. Pots and Skillets are actually repairable with a piece of scrap metal and a toolbox/quality toolbox.
  3. 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.
  4. Now that's great to here! Thanks for clarifying.
  5. 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
  6. 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.
  7. 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.
  8. Haven't seen one, but I would assume so. It is a major region afterall. My bet would be:
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. What I like about ZoC is that it really is not hard. It has unique gameplay like the poisened areas (or as I like to call them: Fart Clouds). All of those one can easily walk around, or if you don't mind the condition damage to your footwear; just hold W and walk through. It certainly has a dark vibe to it which is nice, but it isn't challenging. As you said, it requires a bit of planning and thinking, but beyond that the map is just as good to live at than any other. Personally I like it a lot.
  14. Agree with the first one. It's would make it a lot better.
  15. While I don't agree with the post entirely I do understand where it comes from. There are a lot of things in the Expansion Pass that are not on the same level as past updates before. Personally, I absolutely loved the Tales (the first one's forced travel was annoying but the second one was so much better, nice to see Hinterland learning from that). But there is so much inconsisteny with the gameplay related content compared to past updates that is just annoying because it takes the immersion completely out. Handheld Shortwave and Gas Mask both not weighing anything, not being able to be dropped or moved, only to not bother the average player with weight management (that used to be a core functionality of the game). Even the Technical Backpack should have been a regular item instead of an invisible collectible. I mean, even the moose hide satchel has to be repaired and has weight. Then crampons were added and only made repairable after initial feedback, I was happy back then because I thought Hinterland learned from it, but then the Bulletproved Vest came out and now the Insulated Flasks with the same issues. And then the decision to not add Scurvy to existing saves because it might be too challenging to some players. Perhaps it should have been designed a bit differently then (although we know by now that it really is not that big of a deal and everyone could have easily dealt with it, even in their 1000 day long saves). I respect Hinterland for thinking about especially those dedicated players, but I think this was over the top. While the Travois also has a few issues, it is mostly just tweaks that it needs so I won't be going into that. Overall a great item. These things I mentioned are all of course minor, but they add up and together ruin the immersion to me and many others. I really hope Hinterland will at some point take their time and get everything in line properly. Personally I see that they do still care a lot about the game, otherwise they would just not care about making sure the second Tale is available on Interloper and very well playable on it (I finished it just hours after the update came out, it was amazing). I doubt tho that they will make themselves the time to fix all of these things because there is still one year of content they have to deliver. Whatever happens after the Expansion Pass ends, I hope they will give the game one final update with tweaks and fixes and make it the best it can be before sending it off.
  16. I know about all exact locations of it and tested it on multiple other new saves where they did spawn as intended. I just got extremely unlucky with starting a new save and having exactly that one not to spawn them. Perhaps they might have glitched underground or similar but they are definitely not where they are supposed to be.
  17. So I gave up, started a new save (as having to give up a year old save just to access new content because it was intentionally excluded from existing saves wasn't bad enough), now I come to realize that one of the custom recipes, lili's pancakes hasn't spawned in! Love it... Not gonna lie, I love the game. But the recent updates have just been so messed up compared to how it used to be 3-4 years ago. Now things don't spawn in, bug out or when they actually do work they have questionable design choices like a weightless, unrepairable gas mask just so the player doesn't have to bother about keeping it in their inventory or not...no trade offs whatsoever. Same with the handheld shortwave. As much as I try to see the good in it, the past updates just haven't been cutting it compared to a few years ago even tho there is so much potential. Stuff like the flask or travois in this one are amazing, minus a few tweaks but that can be dealt with later. But the rest I mentioned is just...I dunno... I know Hinterland right now is busy with fixing bugs from this update, but I really hope they get everything from the past updates in line with how the game was years ago at some point.
  18. The reward is finishing it on a harder mode. Flexing rights you could say. Besides, the item you get in the end isn't the worst. It's a nice collectible in my eyes. I don't like the animations either. The animation itself I do like, but to me it's the very small FOV that gives me motion sickness.
  19. There is a rabbit grove not far from the idle houses. If you plant 10 snares there you can easily keep well fed with them. Would be a problem with Scurvy but if you play on an existing save you can still do it.
  20. I went in there with my Loper save. It's easy enough if you go in with a plan.
  21. According to some people on our server, Scurvy only does 1% condition damage per hour. If that is true it is almost laughable that it isn't part of existing saves already, especially not for long save players that clearly know how to play around these things. If it would be my own decision, I'd just implement it into every save except Pilgrim because of how minor the affliction is. But I get why Hinterland was careful with this one. Best they can do now is making it a one time opt in decision. I also don't care how others play the game, but for me a survival game has no purpose if I have to start another save to experience everything it has to offer (besides they already wiped saves once and said they wanted to avoid that in the future which now clearly isn't the case with how Scurvy was handled). Giving up a save is giving up survival in my eyes. But to each their own. It should at least be an option to get it in existent saves so one doesn't have to start over.
  22. That's actually a really good point with the save wipes...
  23. I don't think not adding a game mechanic because of lack of planning of other players justifies not adding a mechanic to existing saves. It isn't my fault other players waste resources. Besides, regarding scurvy there are enough renewable sources anyway so the whole lack of resource argument is irrelevant as is.
  24. I had similar thoughts already, some kind of a one way opt-in thing, yeah. Let's hope they consider these things.