Danielviomusic

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Posts posted by Danielviomusic

  1. That's impressive. I'm so delighted to see every new map is even better than the previous. Hushed River Valley was amazingly complex and Bleak Inlet smartly took advantage of the aurora mechanic in such and amazing manner. I'm looking forward to see what awaits in Ash Canyon. I wish we got more complex aurora mechanics added or something along those lines. Hinterland is really doing an amazing job in map design.

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  2. Today I loaded my survival game and everything seemed to work pretty fine until I tried to travel from Bleak Inlet to Ravine. Loading screen froze and I was forced to close the game using the task manager. I then rebooted the game and when I tried to load the game the loading screen froze again. Now it seems I can't load my survival game. This is the first time I experience this kind of problems. Is it only me?

    I verifyed game cache and updated my NVIDIA graphics drivers, nothing seemed to work. I would reinstall the game, but even knowing the game uses Steam cloud I'm just too afraid to lose my entire survival game :hatchet:

  3. On 10/31/2020 at 10:42 AM, Mr. 0 said:

    Painkillers should be required for sleeping with pain. For now, painkillers are mostly abundant. Like water pur tablets.

    That's actually such a smart, fantastic idea. It totally makes sense imo, and it would be easy to implement. Painkillers would have a clear purpose and carrying them would make sense again. Like we all consume painkillers to sleep well irl when our muscles/joints hurt. And if no sleeping while afflicted with pain seems too extreme, it could also be increment the rest time because of poor rest. Heck, even a new dissease called 'poorly rested' could me implemented. There's much potential in the concept.

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  4. If you're an experienced player, I would encourage you to settle down in Bleak Inlet. It is such a gorgeus zone and it has challenges up for a experienced player, so why not? Most of the other locations are obvious!

    2 hours ago, manolitode said:

    Once more Great bear is empty of stuff to loot and its time to settle down again. I'm having doubts about where to store the goods this time because of the upcoming episode 4 (please express complaints of the waiting time elsewhere 😊).

    To be honest I wish there were no campaign mode and the whole team was totally invested in upgrading survival mode and adding new areas. We've come such a long way since release, and there's still SO much potential for this game and its amazing survival mechanics. That's just my opinion though.

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  5. This event is such a delight. It used the game mechanics to add a completly new gameplay with so little new. I've always thought TLD would be an amazing horror experience if some creepyness was added, damn I was right. The atmosphere was simply brilliant and terrifying. I would gladly see this implemented as a permanent challenge. This game was already good, but everytime we hear from you it becomes even better in some unexpected aspect. Really well done, Hinterland.

  6. On 8/19/2020 at 11:09 AM, GothSkunk said:

    You keep saying this term, or some derivative of it: "flawed in design." I do not think it means what you think it means. Players are warned by the "Danger: Slope" indicator when they're walking up or down a slope that could cause them a sprain. They're also warned that they are at greater risk of a sprain when they're overencumbered. It's working as intended. Asserting that it's a "flawed design" in the manner that you're doing is akin to someone drinking from a container that specifically says "Do not drink," or eating the tiny silicon packets in a pack of beef jerky that specifically says "do not eat," and then complaining when they get sick.

    And yes, saying "yeah, it does work" is absolutely a proper answer and argument, because it demonstrates that I understand what the game is feeding back to me, and I make me gameplay choices around that feedback. I minimize risk by avoiding steep slopes wherever possible. When it's unavoidable, I accept the risk that I might get a sprain, all the while looking for the shallowest section in the slope to avoid it.

    The problem is not with the game design; the problem exists between your keyboard and your chair.

    Well I don't know if it means what I think it means since I'm not a native English speaker. I try to express myself as clear as possible to give an insight of my ideas though. And I'm sorry, but I'm afraid I can't agree with anything you just said. You're just relying upon a warning sign to counterargument everything, even if it's not directly related to it, such as painkillers' lack of uses. Even if all my ideas were implemented, you'd still be able to do the exact same thing you describe: avoiding or accepting the risk. It's a matter of adding interest and depth to the game feature. All in all I feel as if we were talking about different things, like convincing someone taking an umbrella is wrong when raining because you can stay at home and avoid the risk of getting soaked. Even if you prefer to avoid risks, it's totally fine if people out there are given the right to make a choice instead of an already done decision.

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  7. So up to this point, everyone who has commented is either defending it just because there is a warning indicator, and that alone apparently makes the mechanic totally fine; or confessing they've turned off the sprain system.

    Personally, I like to play in default settings for each difficulty, since I believe it's the way the game is meant to be played. But that doesn't mean I can't think a particular feature doesn't work well.

    @GothSkunk regarding your answer, 1. the reason why painkillers and rose hip are so abundant is because they were intended to treat sprains. I've never had any broken ribs, it's a matter of keeping your distances with Mr. Moose. There is no justification for the amount of those especific resources out there with the current usage they are given, hence it's kind of a flaw in design. 2. Yeah I've already been answered about the warning indicator, and a red alert sign isn't any solution for something which is flawed in design. Blaming the player for assuming risks is NOT a valid argument for when those risks are poorly designed. 3. I'm totally fine with adding those factors you're talking about. That's precisely my point: adding more interest to the mechanic, making it more complex. Obviously, more risks mean more ways to avoid them. 4. I described a frequent sprain-related situation which is unfun. I'm sorry, but saying 'yeah it does work' is neither a proper answer nor an argument. I'm being respectful with the mechanic, and that's why I'm analizing it the best way I can and exposing what I think doesn't work. Answering 'it does work just watch the warning sign lol' is far more disrespectful imo, specially considering there is so much people who are reportedly not enjoying the current system.

    Adding depth to a game feature is never a bad thing. For those defending so blatantly the current system, no one suggested to do a complete rework. Neither I pretended to say it was bad. I just thought of some ways to add on the current system to make it feel less lacking and more fun. To put it into perspective, how does it sound if the food condition was substituted by a yellow danger sign when it's below 50% and you just randomly got food poisoning out of nowhere? It would feel lacking, wouldn't it? This is pretty much the same logic. Tbh I enjoyed the previous sprain system better, but I think the current one could be the best if some depth was added to it.

  8. Hunting Lodge - Broken Railroad (anywhere inside the house), Mountaineer's Hut - Timberwolf Mountain, Paradise Meadows Farm - Mountain Town (inside the barn), Destroyed Lookout - Mystery Lake (near the destroyed tower), Fishing Camp - Coastal Highway (under the workbench). Those are the main spots I usually find climbing ropes at. Most of the times I don't expect to find a rope anywhere near the ravine, I just bring it from somewhere else.

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  9. Thank you for your answers guys!

    Regarding to @ManicManiac post. What you say is mostly right, and I can agree in your points. You reason quite well all the mental process to face off the current sprain system, and that's totally fine. Yes, those are ways to avoid sprains, and yes, it may come down to those two factors you explain. But even if the dissease is avoidable, that doesn't mean more depth wouldn't fit well. The things I propose here are not about a major change in how the sprain system is pretended to be or how it was envisioned, but a way to make the player more pro-active on preventing sprains. Now it is just 'avoid sprain risk indicator', and that's all. It feels lackluster.

    And even if the mechanic itself is working fine, one of my points is still undeniable: painkillers are still obsolete. They have no purpose ingame. And that's definitely wrong.

    In conclusion, even if you are convinced that the sprain system is perfect, there is no conflict between what you exposed and my vision. Even if such depth and realism was added into the mechanic, all what you just said would still be true and totally functional. It would all come to personal choice, wether you want to planify and gamble climbing a cliff, or just avoiding the risks at all cost following your reasoning. And that's the game at its best: making decisions and assuming risks in order to survive. This is the world, these are your tools, survive as smartly as you can. The current message regarding this topic is 'don't climb cliffs', and it doesn't fit the game philosophy imo.

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  10. I've been playing quite a lot lately (I already have nearly 200h playtime, and own the game since full release), and I've been struggling with the sprain system. The sprain update 2 years ago was an improvement for sure, but it still could use some work. Briefly, here are my thoughts on the current system and its issues:

    1. Painkillers are now useless. I can't recall the last time I used painkillers. Everytime I get a sprain I just use bandages and then carry on, utterly avoiding pain dissease. It will even disappear by itself after a few hours without sleeping.
    2. It is way too RNG and there's no way to avoid it. While improving survival skills may reduce risks on contracting some disseases, such as cooking on intestinal parasites, there's no way around the possibility on getting a sprain when walking up a hill. While in most of disseases you can pretty much foreshadow when you are gambling or what are the odds, this is not the case with sprains.
    3. It is not realistic. I know all in all it's a puzzle game feature, where the game punishes you for taking risky routes and thus makes it harder to avoid wildlife or get to loot. But the game pretty much always tries to maintain a good equilibrium between realism and game balance. This feature is pretty much game punishment only.
    4. Ultimately, it is not fun. The way this feature works is tedious. Walk through a hill -> sprain an ankle -> stop to treat it -> carry on -> sprain it again since you're still in the hill -> repeat. It just doesn't work.

    So in order to improve these issues, I've come up with some ideas:

    • Add a whole new survival skill. Call it mountaneering, trekking or however you want. It would be upgraded by doing physical activity, such as walking, sprinting or climbing ropes. The main point in this topic is once you upgrade it, your expertise in walking in snow makes it more unlikely to suffer from a sprain. But this new skill provides a whole lot of new realistic features possibilities. These might be improved stamina recovery, reduced sprint energy consumption, faster or less energy-consuming rope climbing, or even improved weight capacity. Anything physical-related fits. And it's realistic, since it would simulate human body adaptation to a single activity. If desired and using the same logic, the skill would be the first one in the game to reduce when you pretty much bunker in one place. All in all this simulates the idea when you do sports: If you're constant with it, your body improves and that activity gets easier; but if you leave it for long enough, you lose that preparation. The good thing about this feature is you can take it as long or as short as desired.
    • Add a new attribute to boots. In real life, there's obviously a huge difference between using a pair of sneakers or boots to climb a mountain. Boots offer ankle stability and protection, and make it unlikely to sprain the ankle. Simply add a 'sprain protection' attribute to every shoe in the game. It would be logic, realistic and intuitive.
    • Merge pain and sprain again. I can understand there was a point on separating them, but the result has been pretty much painkillers becoming obsolete. There's no reason to keep it this way, simply revert the change. Make the heal process back to 1 bandage and 2 painkillers again.

    These ideas are simple in concept, and add a new depth of realism and possibilities to the sprain system. By adding the new survival skill and a new attribute to boots, there's now a more active role in the player when deciding if the risk is worth taking or not. Furthermore, it adds so much more planification wise. Are you going to TM? Then you may consider taking your best boots with you or waiting until your mountaneering skill reaches level 4 to avoid injuries. Are you going to FM? Then you pretty much can leave your boots at base and use a pair of normal shoes, there's not much chance to get injured. Obviously, since the player can now protect against sprain risk, sprain risk should be higher in the earlier stages of a game. This would disencourage players to climb mountains with their teeth same as consuming carnivore meat before cooking lvl 5.

    These are just some examples, but the point here is same as intestinal parasites, risk of infection or even protection to wildlife are threats the player can actively planify against; this sprain system rework would definitely make it more interactive, following that same direction of thought.

    If you read until here, thanks for your attention. Hope you find these ideas good. Leave your thoughts here, please. Cheers!

     

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