Pawsitive

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  1. Thanks for the flag, but I actually repaired it! :3 For those in the future, who seek a fix for this problem: It was the melonloader. I de-installed it, but there were rests of data. Just delete the TLD-File in SteamLibary/steamapps/common, say Steam to de-install it and THEN install the game again. That fixed it for me.
  2. Also, ich hab' mir das jetzt mal in Ruhe durchgelesen. Viele Punkte unterschreibe ich dir. Unter Anderem, dass einige Features schon ewig überarbeitet gehören und ja, man bekommt viel Sprühfarbe, das stimmt, aber ich zum Beispiel nutze sie, weil ich oft große Pausen zwischen meinen Sessions habe und mir so markiere, wo ich schon war, wo noch Vorräte liegen und so weiter. Das merke ich mir nicht wochenlang. Einen Teil der Kritik könnte man mit einem besseren Sandbox-Menü aushebeln, wo man z.B. die Beute individuell einstellen kann, so man es möchte. Oder den Glimmerfog deaktivieren. Das Airfield ... ich bin da selbst zwiegespalten, auch da gebe ich dir recht. Ich glaube aber, ich kann dir deine Sorge etwas nehmen. Das Team von Hinterland ist wirklich interessiert daran, die Wünsche der Community zu erfüllen. Wenn's sich nur genug Leute wünschen/drauf aufmerksam machen, werden sie diese Dinge sicher noch überarbeiten. Um ehrlich zu sein bin ich froh, dass TLD auch nach so vielen Jahren noch aktiv weiterentwickelt wird. Das ist keine Selbstverständlichkeit. Hab' Geduld und teile deine Gedanken (bestenfalls auf Englisch) hier ruhig mit. Es wird gelesen. Oder du schreibst den Support tatsächlich selbst an, das habe ich nämlich schon einmal gemacht und auch eine wirklich nette, fundierte Antwort bekommen! Hinterland gehört zu den wenigen Spielefirmen, denen ich noch vertraue. Die machen das schon
  3. Okay, that's my last try, I promise. I send the support a message, but I would be really happy if someone in this forum could help me ._.
  4. No ideas anybody? I really want to play again
  5. Hey there. Whenever I try to start TLD the attached message shows up. I already tried to repair it via steam and re-installed the game, but the message stays. What can I do?
  6. Thanks for the edit and the cute reply ❤️ Stay pawsome!
  7. WARNING: SPOILERS FOR EPISODE 4! . . . . Dear Hinterland-Team, I'm not a native speaker, nor a very active member of this forum, but I want to write this so badly. You. Are. Great. I just finished Episode 4 and it was worth the long, dark wait. It was glorious. Despite the long times of waiting between this episodes, you manage to get me involved again in seconds. I don't even know where to start this properly, so, I write everything as it comes to my mind. 1. The Voices There are on point. I don't know the cast well, but you made a great choice. I can only think of two or three sentences from Will and Franklin that might have been spoken a little more emotionally, but that's just me nitpicking. All the lines sound so smooth, so well crafted so ... natural. The same goes for ... 2. The animation and cutscenes In every episode it gets better. I was stunned during the end scene with Jace and later during the fight with Mathis. Let it be the tremble in Wills arm during the fight or Jaces Lips, when she nearly froze to death. I noticed all of that and was mindblown, how good you guys became in this kind of stuff. Even the little things like moving the valves or Wills rubbing hands as he enters the brutal cold again. It all looks so good! Great job! 3. Gameplay So. Smooth. I remember, a few years ago, the game felt a little ... unwieldy, maybe even clunky sometimes. But especially in this episode that feeling was gone completely. You polished the game really well in terms of being "nice to play". I have to admit though, after I found the fourth hunting rifle I checked whether I really play on medium difficulty ^-^" But maybe I just got lucky. Oh, and I want to say that the whole pipe-section made a lot of fun! Nice riddle! And you still managed to give (at least me) this feeling of ... mild despair. For example after the mine collapses. The first thing I noticed - just trough sounds - were the ongoing aurora and my first thought was: "Oh f*** ... I have to go back during an aurora? Through all these wolves? I'm dead." Which is a great thing by the way. It feels so challenging! Like we're really achieving something and not just playing a game. I even got to know a whole new emotion: Mixed relief. I was so glad to reach the prison again, felt safety for ... a second, maybe, after I closed the door behind me and then: "Why I'm glad? Mathis is waiting ... from one wolf to another." It just occured to me, I have a tiny, really tiny complaint ... The first time you come back, the game tells you to hide your things. But ... which things? During the entire episode, I didn't dare to exchange Will's clothes because I was afraid that my nice, warm shirt would be taken away from me. Maybe you could say "Hide all your things, except what you wear on your skin" or something like that :3 But thats just my two cents. 4. Story Oh. My. God. I'm SO involved! Finally we got SOME hints what this story is all about. The astrophysical phenomenon, the content of the suitcase, the ... plague I guess? In perseverance mills ... but let me start at the beginning. Mathis is such a ... despicable character - but still well rounded. He even got a redeeming quality, which is so important for antagonists! I mean ... Donner is maybe even more evil than him, but ... he did all these things just for his son. And to be king of great bear, but that's less important. Even his minions got a portion of love. They don't really matter, but they feel ... complete, you know? One seems superstitious, the other one quite loyal ... it's the little things. Then we have Jace (which sounded very similiar to Molly from episode 3?), the anonymus helper. I loved the interactions between her and Will. This cryptic but still humorus kind of conversation ... and by the way: I loved how cheeky Will was with Mathis. This man really has balls of steel. Sorry for the language, but Will ist just badass. And I like it! In calm situations he seems so ... tender and caring, but woe to anyone who gets in his way. But back to the story ... well told, well paced ... these constant "back to hell"-feeling no matter whether you go out of prison or back in ... the blackmail by Mathis even feels so powerful ... we don't know what is in this case, but what we know is that Astrid needs it. And we love Astrid. Still. Some would say "Always" ... And yet again you guys pleasured as with a great climax of the story. Which sounded more erotic as it should, but I'm not a native speaker. The sheer panic after the explosion. The fear of suffocating (great feature by the way). The dark premonition you get from Mathis' threat. The relief to finally find the suitcase again. The prison escape. The joy when you find Jace, which is totally destroyed when you hear the knocking on the door. And the fight ... This fight. The whole f******* time I just sat there, waiting for a quick-time-event and thinking "Jump. Take her and jump. Better the cold than Mathis." And after the jump ... the pure despair. Wet. Cold. Followed by Mathis, driven by vengeance for his son (he will die, I'm sure. They couldn't save Franklin from beating wounds, they had to send us for meds, and Donner will be injured quite more severe, I guess) and without all the stuff we've managed to get ... And then the end scene. This boat. The realization it's Astrid in it. The Sign of perseverance mills. The whole dialogue that occurs. I'm so enthrolled! I desperately want to know how it all ends. But: Take your time, guys. You have been providing us with great content for years, content, that kept me playing this game for hours and hours. You are one of the few game studios that still work with your community and fulfill their wishes as best they can and I'm convinced that Episode 5 will be a great finale. So take all the time you need for it. I'll wait. And of course I hope that it doesn't end completely with Episode 5 ... I know you guys want to move on, but please don't forget this absolutely beautiful game. It's a gem, really. Thanks for all the great memories. Sincerly, Pawsitive
  8. I'm quite busy right now, sorry for the short answer. In a few days I will take me time for this thread again
  9. I agree with that. It should be a "canadian" breed or a dog who's common in canada. Like the "Seppala Siberian Sleddog" or the "Nothern Inuit Dog". And of course a Husky. I don't know for sure, if German Shepperds could stand such cold weather for long. A Poll would be great. I actually love the idea of having 4 sleddogs. But as @k0s0ff mentioned, it would be difficult to make this work. I'm thinking of that damn bridge between ML and CH ... to give just one example. In addition to that, 4 dogs would eat a lot. Maybe to much. And I quite like the Idea of just ONE Dog. One and only one. It would impact the player much, much more if there's just one pupper per playtrough. The breed, however could be chosen in the menu, like the region you start in. And of course you can disable the pupper completely. Exactly my opinion. My idea outlined above was just food for thought. I would love more depht in the grow-stages! I just wanted to keep it "doable" for the dev-team. I am completely with you. Would be great, but extremly difficult to develope, I think. The idea to give our Dog quite the same skill-system like the player is great. Could be ... let me think ... "Obedience", "Tracking", "Protecting" ... And I want a different way to skill it. Books don't help with dog training. The player should really invest time and effort in training. For example, protecting could be trained with a special item, like a thick crafted leatherglove. Tracking could be trained by actively hiding / placing things of a certain type in the immediate vicinity. Something like that. That's a GREAT idea! The dog could jump at the bear/moose and bite it to make it possible to "struggle" for the player during the fights. Or - if he's trained properly - he could play the "bait" to allow the player to land a few well-aimed shots. Have a good rest, I'm seeing forward to your further response! Not a fan of this, tbh. Just give the player the opportunity to disable the dog-stuff in a sandbox. Problem solved. I understand your approach and your idea of making it easier for the developers, but I'm not a fan of the idea, to be honest. If the devs like this idea and our approach to it, I want a lively dog. Much animations, sounds and stuff. It would be such a great addition to this wonderful game ... finally, after months and months of surviving all by ourselves, we finally would have a companion. A friend. Someone to take care of. Someone that gives us a purpose to survive. Especially in long term playthroughs, I often ask myself "What for?" A companion would erease this question completely. For myself at least. "You've given me a reason for livin' Lit the fire inside me! Survival ain't a worthwhile mission Without you beside me ..." - JT Music, "I'm the infection" (The last of us 2 Song) Thanks for all your input, guys!
  10. I thought that is a feature from the forum or something like that ^^" How do I ask them? Is there any other way to contact them besides an direct e-mail?
  11. What do you mean? How can I push things?
  12. @TiffTastic Thanks for your positive feedback! @Mr. 0 1.) That's a part I know about, but I believe that Hinterland would be able to fix this properly. As far as I know the animals haven't been reworked for a long time. Maybe they will fix it soon? 2.) The others mentioned this before. A Husky would do it too, perhaps the player can even craft a sled for carrying things. And it lowers the lore-breaking-aurora-resisting-wolf-thing. 3.) That wouldn't be worth it, a wolf pup gives hardly more meat than a rabbit. (And I don't think that many players would be so cruel) 4.) Just ... no? Leave the pup behind then. It will freeze to death. You can harvest his mother. 5.) Well ... yeah it would whine, I guess which attracts predators. Maybe when the player set a first step in the region the pup is located, you hear it whining and a countdown starts or something like that. And you have to follow the sounds in order to find the cave, scare the predators away and save the little one. Edit: Seriously, who would kill an innocent baby wolf? If the player does that, he spawns the darkwalker! <defiant noises>
  13. @ManicManiac You aren't bad mouthing, no worries! Criticism is important. Such an (p)update should please all players if possible and follow the logic of the game. I think domesticated animals would be more aggressive too, yes, there you are right, I guess. But - call me mawkish - I think if we raise a pup no matter which breed and bound with him strong enough, it could kind of "resist" the aurora ...?
  14. Wow, thanks for the long answer Mroz4k! I will read your linked post as soon I have time for it. And thanks for the tip with the raw meat. Your points are good too. - I just want owls as an immersive animal, not a huntable one :3 Your ideas for the foxes are great. I would love it. - The stationary smokers are neccessary, I think. As you say, to make the player more of a nomad. - A wolfdog or a husky would be better, I guess. Didn't thought about it, tbh. I just love wolves And the fearful option for the aurora is a very good idea.