Sammida

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Everything posted by Sammida

  1. I'm honestly surprised that pemmican and rubaboo haven't been considered by the devs (maybe they have, idk). They'd be perfect for Frontier Comforts.
  2. It's been several months since the end of the pandemic, so I'm just curious when the Hinterland Store will reopen. Haven't heard much news in regard to its status.
  3. Lackluster is spelt lacklustre in Canada, so it'd make sense for it to be named the latter. Very cool, nevertheless.
  4. Athough it's crazy how slow the development is, I sincerely appreciate how qualitious the game is. So thank you, Hinterland. And please keep up with the community updates/diaries!
  5. Very good thread. This kind of region would honestly be Great.
  6. Sammida

    NPC's

    Really want the idea of NPCs, pets et cetera to be universally negated. It would ruin TLD's entire atmosphere.
  7. I think that it's the way it is because Hinterland had made the maps back in yore without heed to how the maps were connected. I would definitely like to have them righted. Biggest reason: Why would our suvivour voluntarily tilt the maps? The sun is in the sky of Heaven's sake!
  8. I concur. Making one of these should only take an hour or two; three is generous. Though, three hours every few months is not a large sacrifice for interacting with the community.
  9. Having even a meagre allusion that there were once natives on Great Bear would be interesting. This would heavily depend on where Great Bear Island is, though. B.C? If it's near Haida Gwaii or the Discovery Archipelago, totem poles, carvings and other art pieces would be beautiful in the art style. I could imagine a few instances where this could be ominous, too. NWT or Nunavut? Very unlikely, since no one on the island speaks ᐃᓄᒃᑎᑐᑦ hitherto in the game. Despite it's unlikeliness, it would be interesting to see inuksuit dotted around the map. This would not even need to be a strong presence. Having any hints and pieces would significantly aid the world-building.
  10. *Eats an entire venison, can of cooked pork and beans, ten litres of water, a granola bar and a cup of coffee with room to spare*
  11. I always think about the services of Great Bear. Like, I am aware that it is a very independent island and we never get to see a significant portion of it, but there are countless vital services that just don't exist. For example: A ferry terminal. How did the inhabitants get here. Maybe with an... Æroport. I guarantee not every one who wants to travel to the Island needs an amphibious ærocraft. Fire department. They have the fire watch towres, but who will extinguish the fires? A destination for the trains. You mentioned the train yard, but where would they be hauling their fraught to? A ferry terminal? There is probably more, but these are the first that come to mind.
  12. I frequent Stalker. So no, I would not necessarily count myself as new to the game. This post is almost exclusively about the design. I was still hesitant to include AC on the list, but seeing how far it is from other regions, the two goods are the only reason to go there. I am not saying that these regions are 100% useless, just less-so for me.
  13. Regions with only one entrance and exit: BR, HRV, AC and DP (TWM almost counts). Of all the regions, I find these to be the most useless; especially BR, AC and DP. I'd go to HRV if I am seeking a challenge or if I need some nice meats whilst I am in the area, and TWM if I want to mount the summit. Though, for the other regions, I usually never need to go thither. BR, as every one knows, has a forge. This is, personally, left desuetudinous by FM's forge. The only reason that I would need to go to DP is for that forge if I happen to be in CH, though. I would only ever make maybe one late-game trip to AC for the two goods—that is it. So, I am hoping that all five of these regions get extra purpose in the future, aside from exploration, hunting opportunities, and 'I happened to be in the area so meh why not.' I would like most of these dead-end regions to have an other connection. Maybe two new regions could connect BR to HRV; DP to AC. This would significantly increase the likelihood of me passing through any of these regions. Because, as it stands, I never usually feel the need to visit these regions. TL;DR: I never feel the need to visit BR, HRV, AC nor DP. Connect them to each other and then they will have a purpose to me.
  14. Sammida

    Friction

    This is what I mean. Great Bear Island is an island (I think that most people have established the Island as being in Northern B.C) and, unlike the prairies, coastal ice is a pain. Even if sliding for half a metre on ice aftre walking served no purpose, it would help remind the player how cold it actually is.
  15. Sammida

    Friction

    Surviving in nature during the brumal months and absolutely every single surface has the same amount of friction—even ice. C'est quoi ça?
  16. Why has this not been apart of Wintermute yet? So much story-telling done right here! No dialogue or needless exposition! This should be a, 'Show, don't tell,' kind of game, so this would be perfect.
  17. What I think would be cool is for it to be random. So that each time that one boots the game, it has a different background (with corresponding theme song because they are all lovely). Or, they could change based on the last Wintermute episode that one has played. Episode 1: The first background featuring the Trapper's Homestead, etc. I would find it a treat to open the game to a different peace of the game. But I do agree, I do think that they should all be used in some way. Especially with the theme songs.
  18. I was hoping to find it in the second volume of the TLD OST, but it is unfortunately not there.
  19. Kind of like what Call of Duty: Cold War zombies does. Instead of how one would usually end the game by dying, there you can actually escape by helicopter. I would actually like that in TLD. It would have to be difficult to pull off, but it would be cool to have the ability to close the storybook without erasing your character from existence.
  20. I have said this before, but I wrote a little too superfluously, which probably turnt people off from reading what I had to say. I have noticed, in several circumstances, that the English language used in the game is very American—naught inherently wrong with that, but for a game that prides itself on being Canadian, it seems counterproductive. Examples: Rumour is spelt rumor on a book about Sasquatches. Burnt is spelt burned. Amongst other things, of course. I really enjoy etymology and language, and would like to see some focus on this aspect because I do think that this meagre issue detracts from its ultimate goal of being wholly Canadian... Albeit slightly.
  21. As cool as it would be to have a dog to help find sticks, act as defence and generally be a nice companion, it would take away from the solo aspect too much. You are on your own with naught—not even a pet—to help. Other games would do the pet-thing better.
  22. British-Columbia—the same as the developers.
  23. This may seem like a petty issue, but I do think that it will enhance the "Wholly Canadian" aspect of the game that the developers emphasize and that I love. And it is localization and spelling. When I find a Canadian game that uses Canadian dialectal aspects, I light up. And I did have this ecstacy with The Long Dark. Though, there are a few things that missed the mark in terms of the language portion in my opinion: 1. I noticed "rumor" appear in a book item description. Naught inherently wrong with that, but it is a non-Canadian spelling of "rumour". 2. "Burned" appeared for burnt food. And, aforementioned, "burnt" is the more common Commonwealth spelling. I am certain that there are other instances of this, but these are merely two examples. Again, this may seem like a very meagre inclusion to the game, but I vy to argue that it would enhance the Canadian image found throughout.
  24. Hello, I had an idea that I think would work well whilst not combating too much with the already-existing game. My thought is of expansive regions. Regions that may be very large, void of many roads and buildings, and may offer more nature-versed surviving. Perhaps these regions could occupy the empty parts of the map North of where the game centres on and act as an optional filler area. This way, not only do these areæ make the whole map larger but offer optional, high-difficulty places for more advanced players seeking naturalistic survival. Vast valleys, wide, cascading knolls, and dense forests to test your skills may be compatible with the current regions—where a ten-minute walk will find you a homestead. Aforementioned, this is just an opinion. Thank you for reading this far.