sonics01

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Everything posted by sonics01

  1. I thought that the condition of "outside" for Blizzard Walker feat should be the same with that of Cabin Fever. But it seems not. I feel like the sleeping inside the car, and sleeping inside the non-loading-screen cave (especially inner zone) are not increasing feat progress for Blizzard Walker. Or am I wrong? Does the "outside" decisions the same between Blizzard Walker and Cabin Fever?
  2. Watch from 1:45. How that bear decides to fall asleep after hit by an arrow? I never seen this before...
  3. Really? OK I will definitely try this next time. Yeah, I agree "mountain goating" is inevitable, but well, I think I will be OK. We are all skilled rock climbers thanks to TWM. XD In my loper run, I get a hammer right next to the snow shelter, but I think that lucky then. Yeah, I know, the normal cave near Reclusive Falls ice cave. I always pick some cat tails all the way up to there, get a match (and toque if I'm lucky), then go to Reclusive fall entry for combat pants and ear wrap. But there is a good chance of a wolf spawning inside the valley around the reclusive falls, so it needs some luck XD Thanks to tips anyway. BTW, in the north, one normal cave has fixed prybar too. Kinda small insurance against wolf struggle in HRV starting, and helpful in Milton. I really like HRV because of its high-risk high-return policy. I died so many times there (it is really cold there and too windy even in day 1), but I think it was worth the effort.
  4. Good idea, but I'm using snow shelter for this purpose in my custom game. I still wish to see hand-made bipod and/or prone position, and also rest position using rock or tree branches. I think some options from realism has a potential to hit two rabbits with a stone: gaming fun and balance aspect + realism aspect. "Realism option" can fix the issue of usefulness of rifle skill IMO. Some realism considerations will surely increase the difficulty of rifle shooting at lower level. Leave the damage and rifle power, but by touching management of weapon and aim, breath control, and etc: Introduce some penalties to low level, and gradually remove such penalties as a player rifle skill improves, and add a slight bonus at max level. (By the way, I think it might be a good idea to increase the skill level cap to 7 or 8 or 10 for rifle and some other skills. This will help TLD to describe the "improvement" of skill more realistically, and more gradually. This will help the difficulty balance by increasing difficulty a little bit. Plus, this can be a good late game contents, as the time cost to finish the level up all the way to 10 will definitely not short like level 5. ) Return the ballistic curve for rifle bullet will help this too. This will increase the difficulty of long range rifle shooting especially for a player who has low experience of rifle shooting. Until a player have a full sense of bullet drop vs distance, it will be really a burden to attempt a long range rifle. However, the bullet drop of bullet is far less than that of arrow, which means it is still a bit easier than arrow to build a "sense". So it will not be a huge learning-curve-dropper. (See how many battlefield 5 players use their Lee Enfield nicely. It is a joke) As a player develops his own experiences and a sense of bullet drop vs distance, feeling of rewarding from long range rifle shooting will be great. Less swaying / better breath control / slower aim stamina draining speed and etc at higher rifle skill level will help this sense of "rewarding" too. This way, using rifle will be very interesting and rewarding experience. Still, if you don't know how to use rifle properly, of if you're being too overconfident about rifle at higher level, wolves, bears, and a moose will punish you. Hard. This will bring a new-era of long-range rifle shooting in TLD. To prevent the situation of too wide spread "long range rifle meta", new wildlife types, such as big cats and polar bears, would be a good counter punch from mother nature of TLD world. This has been suggested in wish list forum sooooo many times so I won't repeat here. But some "stalker" type big cat predator, which always prefer tracking, stalking, and backstabbing rather than face to face rush, will counter any players who only sticks to "sit down in one place and hunt from long range". Regarding polar bear, let the polar bear has a widest smell detection range among all animals. It is true story, by the way. https://www.livescience.com/43673-weird-facts-about-polar-bears.html#:~:text=Polar bears have a keen,according to the National Zoo. This way, if a player stays too long in one position to "snipe a game", then he or she will hear the unpleasant sound of polar bear from behind... I know I know, Hinterland is busy with performance and optimization issue. But I can wait. In fact, I wish to try this myself by modding. But my works and time and my kids don't allow me the luxury of spending time to modding. Once official modding tool comes out, I think (and I wish) some one will try realism rifle mod. And additional wildlife mod too. I think these options will increase the difficulty of rifle at early stage, will bring realism, and will balance the rifle so that rifle will not be "easy peasy" rifle in this game. Also, for Stalker and below difficulty, you may right, rifle is powerful weapon as it is. But in tougher setting, things are slightly different. In this setting, weather is too cold to use the rifle reliably. It feels really different from using rifle from Stalker or lower difficulty. I'm considering to add one more difficulty to that custom setting: Fatigue level very high. I'm testing this custom option too, in fact. In this setting, a player is so easily tired, that you cannot aim rifle or bow reliably long enough. And swaying control feels tougher than any other difficulties... I give up to use rifle in this setting. Because of swaying due to chronicle low stamina, I'm just carrying bow and arrow because rifle is only good at short range just like bow, no merit of rifle. (no revolver option BTW, I think revolver really reduce the difficulty, because it unburdens the wolf threat significantly. Bullet swapping at gunsmithing level 5 is also very huge bonus at late game. So I think revolver is OP)
  5. OK, maybe then bear or moose carcass? I heard that, in old version, very lucky players saw moose carcass in HRV mysterious signal in loper. But as far as I know that moose carcass in HRV signal in loper is no more in the current version, maybe Hinterland also thinks moose carcass might be OP... But the key is, during the early phase, you can get deer hide from world-spawned deer carcass, or you can lure wolf to hunt deer and kick him out. And you can get rabbit hide with little effort. That is why I thought bear or moose carcass. Or, wolf carcass... Also, one single fixed arrowhead or 50%+ chance of one single arrowhead would not OP I guess. Regarding guts, if the container provides cured guts, that is 5 days of time saving in the early game. That is great plus to early loper game, but maybe this might be too good... then maybe OK to 50~60% cured (but good condition) guts might be OK? But it wouldn't make sense, why any aircraft container carries uncured guts? And uncured guts before bow and arrow is an wolf magnet. Then maybe some number of fixed whetstone or sewing kits with cured leather and cloths? That will definitely bring some attention from mid stage loper players. Also, 50%+ chance of combat pants and Mackinaws would be great to risk time and effort during early phase. Yeah, in early game, (pre 50 days, before the temperature drop finished) it feels like an White elephant to me. Items up above is of course good, but you can rush to other areas and try these too... Ear wrap fix is a really good, I admit that. But other then that, incentive compared to risk there is bit low, if we think about time cost, match/fire plan (especially if you don't have lens)... Too few "fixed" items. (I just checked summit with my loper character, and wool toque seems not fixed. I couldn't find it. ) And in late game (200+ days) it is just too cold to try there IMO.
  6. I was writing this in wish list forum, but I think this topic fits more with survival forum. How do you all think about items from the tail section in the summit of TWM? Frankly, I think they are not that worth the effort in loper. It seems it is not only me who feels like this... In loper, I only climb up the TWM peak when my starting position is near the deer clearing. From there, I can reach the peak after climbing two ropes via secluded shelf and cave, and attempt "hit and run" from the peak. Otherwise, I think the reward from TWM peak in loper is not worth to risk and time. Because it is much better, safer, and faster to go down to PV and look for important tools, jackets, and pants. If you couldn't find a hammer and a bedroll in PV, no worries, Winding river and ML will prepare something for you. Or you could just directly turn to CH, which is also good place to loot hammer and hacksaw. The only useful 'fixed' item in the tail section in loper is an ear wrap, wool socks, and a wool toque. Right? Even thermal underwear is not guaranteed there. But you can find all of these in other places. One of the reason why I prefer HRV startring is, it surely gives me "high risk - high return". But in TWM, I'm not sure about that. So, I'm suggesting: how about introducing more items and increase the spawn chance for several important items for the TWM summit in loper difficulty? Not to the super ultra excellent level, but just a slight buff. Something like "scratch loper player's itchy spot" level. So that the summit of TWM become "considerable place", not only for mid-early loper players, but also even for late-game loper players. I don't think such a "slight buff" should allow 'non-loper items' like Longjohns or Expedition parka. I never mean that. But, maybe... - Fixed thermal underwear - Fixed cured guts (3~4) - Some fixed expandable items, like wheat stone and sewing kit and bunch of cloths. Not too many, maybe 3~4 for each. - 80% chance of hammer - 75% chance of an arrowhead - 50% chance of combat pants. - 25% chance of Mackinaw. - 10% chance of a bear hide. - 5% chance of a moose hide. - Include 1~2 deer hide in leather container. How about, not all, but 3~4 contents from these suggestions? Please don't care about these numbers, I'm just telling what I'm thinking without any reasonable supports. With these, not only for early game loper players, but also mid~late game loper players might consider to visit TWM summit at least for once.
  7. Maybe a ghost of Timberwolf you killed last time XD My guess is reflected light from aurora to ice or water surface. You could see a similar pattern in left hand side, around the coast line near cannery.
  8. Same here, once official mod tool launches, there will definitely be several mods which increases the difficulty and realism to the next level. With the official tool and support, I'm sure some creative minds will bring TLD to next level. I think Hinteralnd will surely wants to see them. I guess, a part of reason of why Hinterland is reluctant to unofficial modding might be some "cheating-like" mods which makes the game too easy and offers too simple roundabouts. I'm not saying I don't like them, I respect mod developers and mod users for such mods. Some of them are based on great ideas. What I think is, if there are some brilliant mods that could help players to enjoy more realistic and challenging experience and also overlaps with the intention of TLD developers, I guess devs will not that much reluctant to them. (These are just my pure guess. ) So I really wish Hinterland solves (maybe they did already?) their optimization, performance, and bug issues related with Unity as smooth as possible, and then throw us all great ideas and plans they had for this game. And of course more new maps too! I'm not Hinterland people and nowhere close to game industry, but I have some experiences in developing and coding using Python... So this is just my pure guess. I think, it might be the direction of the source code during early phase of the development of this game game was only partially ready for mod or they may not have enough time to consider future modding possibility in full scale. Which is understandable as a crowd-funded product, where the survival and official release is the top priority rather than long-term sights and plans. It is usually not easy to predict and prepare such long future for crowd-funded projects. Then now, as time flows and as the game gets bigger and bigger, a lot more problems to solve. Yet limited time, budget, and manpower is a sort of chronicle issue around many indie developers and indie studios. Again, I'm not in game industry, so I'm not sure how much the difficulty of coding and developing differ among different games and genres. But it might not be fair to compare KSP and this one. We don't know how much budgets and programmers were available at the early phase of both studios, and we don't know how tight the schedules were for both games, for example. There can be many reason why products based on the same engine and the same configuration differs. It happens in other industries too. I heard that this game had (and maybe still has) a performance and optimization issue. These are definitely not easy problem to resolve, and Unity is not Hinterland's product. Yeah, I feel sad too, about the idea of limiting the freedom of modding. I see so many games flourished even more than original thanks to great mods that are based on very creative approaches, and some of them are not in the same direction with the intention of design and development or only within the minimum degree. But at the same time, I think we need to respect such decisions even if we don't like it. Well, TLD is based on good ideas and really enjoyable game IMO, and I think I need to respect all those efforts and time of developers for this achievement so far. I hope, once official modding tool comes out, then maybe devs of this game will change their minds after seeing all those bright ideas and great possibilities, and may open more freedom to mods. Who knows? I wish to remain as optimistic when I think about the future of modding in TLD. I myself also wish to try something, yet my time is so limited... Anyway, let's hope the bright side will coming.
  9. One of the key point in early loper run is, check around the famous spots for hacksaw, hammer and bedroll. Fast. Then harvest guts from bunnies and deer carcass, and samplings using hacksaw. Cure them, and then rush to FM or DP to craft a knife, hatchet, and arrowheads. When you come back, guts and samplings will be ready. If I'm lucky, I could craft my first bow and arrow within a week. My personal best record was 7th day afternoon. I think some better experts or oldbies would make the first bow and arrow even faster, like 6 days. I usually finish my bow and arrow within 10 days. This is one of the reason why I prefer HRV start as a loper, but PV or TWM start is good too. FM start really depends on hammer availability at Milton or BR maintenance shed. Remember, early phase of loper is the fight against a time as temperature drop is harsher than other difficulties, and you should finish some crafted coats before day 50. Even with all those coats, after day 50, weather is very cold and harsh.
  10. Yeah you are right, it will be more like ammo dump. Again, anything like "mad minute" will bring very poor accuracy, even for 'moderately trained shooter'. It is only good for suppressive fire, which really fits its purpose well in battlefield, especially in WW1 and WW2. But not in survival situation. However, high-RoF fire still has its own value in emergency situations. I think, such high-RoF fire can be a good option when being ambushed by wolves in very close range, and could save someone's life. Who knows? But in the end, I also agree with you, read my later parts. I also think, investment of time and money for such things will be very low priority and it should be. I wish to see new maps and crafting more than rifle rebalance... But, if they do rifle rework/rebalance in the future, I will really appreciate that. I understand that. I know and we all know. It is not only the problem of Hinterland but also for many other indie game developers around the world. But that never means we cannot discuss these things at all. I'm just suggesting what I brainstorms which might (or might not) bring better experience for TLD players in the future. Who knows, maybe some creative suggestion which could help devs could comes out from these silly brainstorming results. That is why we have forum. For me, I'm more in "dissatisfactory region" towards rifle shooting and archery experience in TLD. Too many things are limited and details are too much simplified, we cannot use prone position for example. Aim stamina drain speed is too fast, and etc... Well, I have to disagree with you again, but we all have our opinions so I respect yours. But one thing, I think (and it is not only me who thinks like that) there a lot of things need to be fixed and improved and tailored in TLD. I really cannot agree that the current status of the game is enough and well-finished as it is. That is why I wish to see mod tools and more mods for TLD. There is already very great mods for TLD, but official modding tool will make every moder's life easier (but depending on modding tool quality and degree of freedom) Modding is one of the great way to flourish the game. If devs can't do these, then I wish to say, make us the playground then players will improve the game. There are a lot of great example of mod hits more than a game, Elderscroll series, and Stalker series... I really love Misery mod of Stalker series. Really well made, and it really feels like TLD + Stalker. As far as I know modding tool is in the official plan of Hinterland. So I really wish to see how much freedom they will offer to us.
  11. Well, I agree the speed will influence accuracy and that is true. Anything like Mad minute will negatively influence on accuracy. In fact, there is "mad minute" tournament, but people who participates such tournament are extremely trained folks for such competition... However, LE rifle is known to bring very high RoF when compared to other bolt action rifles thanks to its unique bolt system. It was in Brit army training manual as well. It is 'possible' to perform such action for LE rifle. In fact, even Mauser can bring high RoF depending on level of experience and training. But it is very important "Why we need that in this game". I personally wish to see high RoF of LE rifle in this game, but that is just my wish. First, for fun, and second, because it is possible in real life, and third, maybe, who knows, high RoF might save my character from close-range-ambush from wolves. But I don't think such reasons are persuasive, it is more like "I wish to see it because it is possible in real life" hehehe. I don't think Hinterland will accept such request, but hey, it is just my wish XD. I also think Hinterland should invest their time and manpower to other mechanisms, such as breath control and prone position shooting or etc.
  12. I guess, he is mentioning in terms of trained breath control skill which include the 'pause' which you mentioned, not something like abrupt holding of the breath just like when we swim or dive in the water. https://www.ssusa.org/articles/2018/1/8/rifle-fundamentals-breath-and-hold-control If you are trained marksmen, then you should know, breath control, which also include intentional but natural hold of the breath, is 101 of any firearm and archery training. Some instructor calls it pause, some calls it hold. But anyway in the end the contexts are the same. Though it was quite a time ago, I still remember what I learned in army. They also taught very similar things. There is a very short moment for shooter to extremely minimize his breathing and its influence before pull the trigger. Well from my experience I think breath control is OK to be introduced in here. In fact, I think it should introduced here. Characters in this game reads the book and learns and practice shooting. Breath control is usually very important part of aiming. Anyone can't miss the breath control part... To me, breath control part should be introduced to archery as well. For the balance and realism, let the coldness influence on breath control which makes it very short or hard. Also, for the balance of the game, the breath control time should be limited or shortened than usual. My suggestion includes replacing of current aim stamina meter with hold-breath meter, or keep the current aim stamina intact but introduce the breath control contents. Only from high rifle level. But I also suggested other things to balance the rifle in my wish list post.
  13. Interesting, similar with what I suggested weeks ago...
  14. +1 Wish to see temperature level control option in custom option and to each survival mode difficulty. WE games are fun. I mean, really.
  15. Thank you! I will check myself next time, see if I can do something about it. Looks like I need to do some "mountain goating" I will check this later. But I think this requires some luck, because no one knows which fire is smoking.
  16. I'm practicing loper HRV opening and exploring possibilities. Some positions are well known for fixed or almost fixed hacksaw, prybar, bedroll, ski jacket, earwrap, combat pants, and etc. But my question is, is this possible to reach HRV signal at the beginning? Loper does not provide any lootable hatchets, it is not possible to cross the brushes. But I read some posts from here and elsewhere, that HRV signal fire provide (almost fixed) hammer and mckinaw jacket, and sometimes even could find a moose carcass nearby. So, I'm curious if it is possible to reach to signal fire in loper HRV start.
  17. I think this is just because of different point of view to see survival mode game. I disagree with you guys, but at the same time, your ideas are not wrong as well, my opinion is just my opinion. There is no correct answer for this issue in fact IMHO. I just don't like the loose end, and I believe the character and player deserve better ending after very long survival, so I think end game option can be a very good reward which a player can choose as a purely selectable option. Maybe, it would be better to introduce such "end game" option to be activated at the random point of after 500+ days of survival mode, only from interloper or interloper-grade games. Or maybe from Stalker. This way, "end game as a reward" become more valuable. And "end game" option itself can be a good "late game" contents. Of course, apart from "end game", more "late game option" for survival mode should be introduced, new maps, new wildlife, more crafting, and item customization... I think we all can agree with that point, right? One thing though, I never said it would be happy ending, but it would be more "open ending". No one knows what will happen. Good point too, these "hidden gems" should be randomized or at least diversified in different ways, so no one can just follow YT or Twitch, and should be challenge enough to deduct. Also, requirements to activate such options should be high enough, so that players can feel the "reward". I really wish rare-skin items, such as rare-skin rifle or hunting knife as a reward. Yeah, that is the point I feel the same too. I invested so many times to specific survival mode characters, and it is too sad that the only way to "properly finish" that character is death, or give up and uninstall, or forget him/her and play a new one....
  18. I think, just introducing some smart AI to normal wolf might be a solution. Key is, wolves should be more unpredictable, and should be more dangerous then now. 1) Sudden break and turn during charge, just like current Timberwolf maneuver. 2) Don't make wolf 100% charge when being aimed 3) "Crazy ivan maneuver" = sudden fast switching from flee to charge (180 degree turn) 4) Then, introduce Timbers to other maps as well. 5) Reduce the base number and spawn chance of wolf, but increase patrol range. 6) Add more patrol pattern to induce more "ambush" 7) Increase health of wolf, so that nothing can kill wolf instantly except headshot and/or critical hit. This way, wolf will be something like @odizzido described. But this will make everyone's life in TLD really harsh, especially loper and loper-grade customs. And players who don't want to see challenge will not like such option, so... I guess there should be more options for "wolf AI difficulty". With more options, let the custom mode can open the feat as well. On the other hand, I think, introducing new predator type, like polar bears and some big cats, may resolve some issues about wolves. I mean, in different ways. Keep the wolves as it is (but maybe change name to stray dogs) and introduce puma and polar bear for example with their own unique characteristic. This would introduce additional challenge from different direction. I guess the idea of big cats and polar bear should be suggested in this forum a lot of times.
  19. Maybe aim stamina can be interpreted as several factors, like level of concentration. It is true that some practice/training is needed to keep steady aim and steady barrel during shooting. https://www.usashooting.org/library/Instructional/Rifle/hold_control_rifle_july_aug_2011.pdf https://outdoorfield.net/hold-rifle-perfectly-steady/ https://www.myknowledgeguy.com/how-to-hold-a-rifle-steady-standing-up/ TLD didn't introduce all these details to rifle/revolver/archery anyway so I'm assuming they tried to simplify all these details in one parameter of "aim stamina meter". However, I still believe that they need to introduce "hold breath meter" instead of "aim stamina meter". Or, keep the current "aim stamina meter" as it is, but differentiate draining speed very differently by skill level, so that anyone can feel the effect of leveling up for rifle, revolver, and archery. And then add "hold breath" option. It is OK to assume that they read all these tricks and techniques and being very good at them at level 5.
  20. Not the high seas, but if you see the horizon from DP, you can see another island over there. I think there might be a chance of new region in far future? I guess the possible next map would be Blackrock prison or Perseverance Mills or both, but who knows the future after those? Nobody expected Bleak Inlet when the new map comes out. It might be interesting to introduce a new island, only approachable by boat or natural bridges tides or iceberg or frozen sea, only possible to cross the sea at specific, limited amount of time. Regarding the end game, I think this is just difference of point of view. My characters are ~120 days but I think eventually this character will follow the infinite loop of beach combing rotation and coal farming, like every 10~15 days cycle. It would be still fun to challenge how far I can reach, (I know some dude survived 10 year in loper game) but I know I will get bored before reach that point and will give up. Plus, I think my character deserve better ending than that... One thing I'm thinking is, "late game contents" and "end game contents" should be distinguished. Me and many other wish to see more maps and more things to enjoy, which includes "late game contents" like basic item crafting, item decoration, or search for rare item, more animals and rare/strong "named" animals, and etc. I think "end game contents" can be a good "late game contents" as well. The motivation of "end game contents" in my wish list post was "late game contents" + better ending for character, purely as optional contents. At the same time, I also wish to see other "late game contents", which are not necessarily ends the game. So many people wants basic level of crafting, more animals, as well as more maps... If the manpower and budget of Hinterland is limited, then I would choose "late game contents".
  21. How about differentiate reload animation time based on rifle skill level? Very long (longer than now) at level 1, but getting faster and faster at higher rifle level. Anything like "mad minute" should be allowed to be performed at level 5, and even then, (I already suggested this) such fast shooting should involve good amount of accuracy penalty to successive shots.
  22. Well, even in loper, possible full-rest-time without condition damage due to dehydration is 10hr, as far as I know, I never slept 12 hr, even 11 hr in loper game so far. But in this setting, I found 10hr rest also makes dehydration issue. So, depending on the situation, I usually rest 8hr, sometimes 9hr. This dehydration issue is increasing some difficulty, because I set no condition recover during the day, and low condition recover at rest. Rest time is not enough, condition recovery rate is slower than loper, and weather is too cold, losing condition too fast. Obviously this setting throws much hard ball at early stage when compared to typical loper. (But not like ATDS challenge game) At the same time, I think dehydration wouldn't annoy me after early stage, once I roll the snowball and set up the base. It is just matter of a luck and time, how fast I find hammer and hacksaw, make tools, hunt some and craft coats, and how fast I get the cooking pot (and don't forget to bring after use). Finding cooking pot is an issue as well. Fortunately, I start from HRV and I think I will going to find some from Milton, hopefully.
  23. I think you are in the learning curve process, don't worry. Eventually, wolves will become easier and easier as you build more experiences. If you play loper early stage, if there's nothing to fight with, then it can be a problem. But once you get bow and arrow, things dramatically change to opposite direction. Then, wolves become food supply at later stage once cooking level reached 5. If you play any lower difficulty, then check famous rifle/revolver places to loot them. Trust me, I don't have archery skill like TLD veterans like Kimiota neither anyone like Robin Hood. But if you have enough bow and arrow experience, close range head shot will become very easy. Their pattern is predictable, the current wolf AI is designed to react to your aim command. You can attempt "fake aim" by just posing the aim motion (without being in full aim, this can be achieved by just short click the aim mouse button) and let them run to you, then you can select the better position for your favor. I'm practicing mid-range archery these days, which is not easy. But I guess I will eventually get some sense of arrow drop with respect to distance. I think TLD does not consider wind to arrow trajectory. Typically, as far as I know and based on what I saw here, it takes a week or 10 days to respawn if you didn't harvest carcass. If you harvested anything, then it can be reduced 3 to 5 days. But in loper game, wildlife population reduction setting is high. Once this option kicks in (probably from 30~50 days I guess?), respawn chance of wolf or any animal will be reduced. My loper character survived around 125 days and I'm in Coastal Highway, I can feel this. I killed them enough, and now there are not much of them when compared to early stage of the game. I suggested similar thing, the end game option in survival mode. I also think this would be interesting.