Enigmaecho

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Posts posted by Enigmaecho

  1. 1 minute ago, Lumiiyx said:

    If there is a variant down the passages, I missed it.  Not too worried about it either.  I have a variant rifle (Vaughn's), miner's flashlight and Sport Bow.  The only variants that I am interested in is the Curator's Rifle, the Woodwright's Bow, and the Spelunker's Lantern.  Perhaps when I do BE on my Custom, I'll take a closer look around, now that I know where to go.  I won't waste any of the canisters.

    It’s a duplicate of one you have 

  2. 22 hours ago, artmunki said:

    Aye, if any of the animals have learned how dangerous those fumes are, it's those poor poison-crazed wolves. Sure, the other animals avoid the fumes too, but the wolves have clearly found out exactly what happens if they don't.

    Agreed they don’t want to go in but they absolutely will if you brandish a weapon and aim I think all of the erratic behaviors are planned they are a mix between Timbers and regular wolves in a sense, they have very high morale being starvation motivated so them risking it all or only skittering off a short way make total sense I kind of wish that the other wolves were this aggressive it adds some spiciness for sure 🤣

  3. On 12/15/2023 at 7:07 PM, kimmer said:

    I visited the Industrial Mine area. I also completed the buried echoes quests. After burying the security chief's bones, I grabbed what I needed and quickly left the area.
    The map offers a very different experience. The TLD has a variety of challenges we're not used to, and they're nice. However, unfortunately the map is still disposable. Even further.
    I came to the region very prepared. I carried approximately 20 kg of food and canned drinks. On the way back there was nothing left to eat. It took days to figure out what to do to get down into the deep mine. The fog never stopped the entire time I was on the map. There are no deer in the area. I only found one rabbit. The wolves are nothing like the wolves I am used to, they are extremely aggressive. It was a great experience. I barely escaped with my life in the area where the crashed helicopter was, but I could not save my trousers.
    Yes, the map is great, but if you have started a new game, the map can be visited again, there is no reason to go again in the current game, on the contrary, there are many reasons not to go.

    Let's say I started a new run. It will no longer give the same taste as it did the first time. Because I will find everything as if I put it with my hand.
    I also read the producer's message. He seems to accuse everyone who comments and requests here of criticizing the game.
    There is something he forgot. What makes this game unforgettable is that people can struggle to survive for a long time with limited resources. If the game had not had this success, they would not have received positive comments and would not have reached the number of players they boast about today. And I would remind you that one of the game achievements is "Survive 500 days". I have over 1400 hours of play time for the TLD. I have the right to make some suggestions. Everyone who buys the game has the right.
    In my personal opinion; Perceiving these as hostile attitudes and giving unprofessional answers is "unbecoming of a TLD producer."
    I am a web designer, I make dynamic websites. Therefore, I know that not everything is easy in the software business. I'm sure the gaming business is much harder. But instead of responding to forums, producers should use forums as a mechanism to filter ideas.
    Now for the last word;
    The Industrial Mine zone alone offers nearly the same playtime as the Cyberpunk 2077 dLC. In this respect, the TLD DLC is very, very good.
    I never said maps were bad. On the contrary, both maps are very beautiful. This is why I feel sorry for the efforts. A few small details could make these maps very useful.
    It is certain that the maps will not give the same pleasure in the second run as they did in the first exploration. Because I know the maps now.
    So, would it be bad if something special could be produced in these new maps? For example, the effort put into the long-range train line could have been used for a new in-game item. Of all the players Mr. Raphael van Lierop mentioned, I don't know who would object to this.
    And.
    Dear Mr. Raphael van Lierop, let me give you a little hint that you may not know. Almost all TLD players have other games they like and play them too. You don't need to make a suggestion (probably Erzurum). And if you are considering a new dlc, rest assured that I am ready to buy it. All you have to do is use the Forum only for reading, not for replying to users. You are a good game producer, but you are not a good orator. The art of conversation is another field.

    You are literally criticizing the game. Your issues with the dlc regions are not bugs, they are not technical, they are not feedback with any substance, you now for the second time, are just saying the region is bad in that it’s “forgettable” or “disposable” because you personally, one individual out of 11million players, thinks it’s bad and that the devs should just shut up and make the game how you want. You don’t speak for even a fraction of a fraction of players when you speak of the support that built this game over the last decade and seriously, the AUDACITY, in your last post about the airfield you accused folks who don’t see your pov as Stan’s and shills for hinterland now you’re directly criticizing the founder who gave us this amazing game,

    from the bottom of my heart if you don’t like it play “the other games you like and play” and leave us that appreciate hinterland and hope for more dlcs in peace, why would they believe you want to buy future dlc if you’re just going to criticize that as disposable and a waste of effort as well?  Let’s see how this post ages when mountain pass releases, will it be round three of “it’s disposable because it’s hard” 

  4. 1 minute ago, Lumiiyx said:

    I explored almost all of it.  The only spots left unexplored are some of the passages to get to the control room.  I doubt there is anything that is worth going down those passages for.  I don't plan on leaving the Far Territory on this save, I'm going to go back to FA, and live on Drift Island until the next tale.  So I don't plan on going to the other regions for canisters. However, I started up a Custom save.  I'm going to do SV and BE again, but I will probably doing more exploring of Great Bear and start setting up safe house/caves.

    There’s a variant item down there if you got it then yea not much other reason to go stomping around down there. I was doing the same in my run but decided to go on a scavenger hunt to find the flasks I’ll let you know if I find any canisters in the wild 😂

  5. 15 minutes ago, Lumiiyx said:

    I just got done of Buried Echoes.  Hinterland, well done!!!  The story was very engaging,  There are parts of the mine I never explored just as I didn't want to waste the canisters I had found in the region.  I have loot that is strewn about that I will need to collect and take back to FA.  I can't wait to see the wrap up of this with the final Tale.

    There are additional canisters down in some of those zones think in total I found around 20 I still have 9.5 left after clearing everything do with that what you will ☺️👍

  6. On 12/15/2023 at 5:13 AM, Laika Ivanova said:

    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.

    It may initially seem to be a dire situation that the flask is not repairable but consider that at the very least there are 6 of them in a run and at most 14 if there’s one in every region(I’ve found 2 of the same flask in dif regions) and they only take damage from attacks and falls and not every time just a chance.

    I’m a bit bummed we can’t fix it but that’s more because I’m a lazy bones than being bothered I have to play a little more cautious when I have my precious with me lol 

    finally I am a bit torn at times being an early access and also an infinite run player but always trying to view from the perspective of new players and casuals and from HL’s pov as well “I still chuckle about going back and forth with Raph about the tales save wipe and our convo ending with “you’re supposed to die” as it is now even pre tales pre beach combing the game was survivable into the thousands of days I think the record is over 10k so losing items post tales shouldn’t really affect it but it would be nice if the trader has some items like the flask firestrikers, recipe ingredients or other consumables

    Personally I would love it if instead they were an information dealer of sorts, a First Nations or another indigenous community member who brings a few new items and blueprints and skill lines to us I’ve long wanted flint for fires and a flintknapping skill line to make tools eventually, trade off being no bench required to make knife/hatchet, arrowheads, but it breaks really fast and can’t repair because for flintknapping making the knife sharp again means chipping a lot more material away, could have a chance of fail and ruining the item at lower skills but then let the shards still be used as strikers and require tinder for all fires started with flint regardless of fire proficiency level, an expansion of primitive traps and a skill line for trapping too, build a better snow shelter perhaps, more of the same items we have a bunch of will diminish the impact a bit I think so them having ingredients and other rarer consumables is the safest assumption 

  7. 2 hours ago, diggity said:

    Because the OP asked our opinions that's why - why go out of your way to complain about something that you can just not read?

    Because it’s frustrating to see threads  complaining about things that haven’t happened or shitting on the planned content in general, yea op is “just asking a question” but the question is “I know a lot of folks don’t want it how about you” like damn people, have a little gratitude weve only had to spend  60$ ish in total on this game in 10 years and they’re pouring their hearts into tales crushing off a ton of items from the original road map and the entire time it’s  folks whining that “this isn’t what the game is supposed to be” like it’s one thing to gripe about bugs or the hassles with existing saves every update but it’s another to just out and out complain to complain like the most recently the travios they said in no uncertain terms don’t take it on steep slopes and narrow areas day after it drops and boom a hundred complaints that you can’t take it everywhere like 176lb backpack, complaints you can’t repair the Chem boots or flask complaints out the ass about the new region y’all are the reason we won’t be getting any more dlc hinterland goes above and beyond for us for this kind of reaction?

    • Upvote 1
  8. 5 hours ago, Goletitout said:

    Why don’t the bears ever go after the dear like the pesky wolves do ? The amount of times I’ve been starving and I stumble across a bear chilling near a dear and I could do with that bear taking out the dear so I can scavenge a meal lol 

    Bears don’t like to waste calories 

    • Like 1
  9.  

    On 11/9/2023 at 2:15 PM, Third Try said:

    A lot of us don't care for the idea of a trader, especially if it's an actual NPC becuase it would ruin the loneliness of the game a little, but others want the trader desperately.  What's your opinion?

      Feel free to write more specific answers as a reply, or suggestions for another question.

    (I already know that @ManicManiac doesn't want it 😁)

    I feel like a broken record sometimes but I will reiterate nevertheless, we have so much agency over how our individual runs go from the custom settings to how we actually play the run, often I end up bringing this up against complaints that “there’s too much stuff” or “this or that item makes things easier” but it still holds up, if you don’t like  a mechanic you can usually turn it off if you can’t you can literally just not engage with it but why go out of the way to complain about something that hasn’t even been implemented yet, i think it will be a nice addition and it’s not something that they just decided on recently it’s been planned since literally day 1, on the side they have basic consumables like recipe stuff it will be nice for the long players that aren’t going for a loper run and on the chance they bring new skill lines or unique items like flint and flintknapping even better, I hope they are random and that we find them by either the radio or by stumbling across their travios trail or infinite fire while they are in region and not have them be just stationary and in the mountain pass permanently or something like that 

  10. 14 hours ago, hozz1235 said:

    When HL is no longer providing content updates to the TLD, I certainly hope they leave us with mod support - that can keep a game going for a long time.  Sorry, console users!

    They could do console mods support potentially, I mean fallout did it in 2015 the tech is there maybe?

  11. 39 minutes ago, hozz1235 said:

    There is still the rail in DP.  Yes, there is a terminus in ZoC...unless there is super secret underground RR we don't know about yet!

    There’s that little section at the beginning of the far range where we have to go through the side hall to get around the blockage of surfeit bridge it’s not a very big section but I suppose it IS possible even if we can’t see the fork 

  12. 2 hours ago, BugReportEnthusiast said:

    from FALLS??

    What the hell, it's a flask! no other item takes damage like this

    That’s not so bad, thinking hard about it I was mapping out the region and it’s likely that I took more falls and wolf attacks than I had realized without understanding or considering the mechanics of the flask but now that I know I can be smarter and not take them when I do reckless shit like cartography of a brand new area lol besides we have at least 6 of them scattered so 5 really because the jackrabbit is going on the shelf next to the gold nuggets and they should last a good long time if we don’t make dumb mistakes, of course I’d love to be able to fix them but I appreciate the new challenge of having something non health related to be worried about, the flasks are basically our castaway Wilsons 😂

    P.s. a lot of items take fall/attack damage, like every clothing and accessories item and I think some inventory items like the bedroll and mag glass can get jacked from bear attacks 

    • Upvote 1
  13. To make matters worse for hopefuls the zone of contamination dead ends the rail line, and for me that had monumental impact, the buffers had stated the rail line was a circle an operator had to “take the long way back around” because of damage to the trestle I think it was but either the split is in that little caved in section of the far range branch that you need to go through the halls to get to surfeit or they’ve abandoned it and zone ends development that direction without future changes to either transfer pass or the far range, for now costal highway rail tunnel is the last branch unopened and all evidence points to that leading us to perseverance mills and thus ending all unexplored rails, there’s still a few roads blocked but even most of them head the way of the potential perseverance location 

    14 minutes ago, Leeanda said:

    It will indeed be a sad day when there's nothing left for tld..  but I get that they need to work on other projects and I'm sure they'll be just as unique and awesome as tld is. 

    I really do hope that sometime in the future they'll think about more dlcs though.,maybe even a tld2. 

     

     

    I get it as well at the end of the day it’s a business, endless dlcs or even another full game size expansion I definitely support going sort of like TESO where great bear just continues to expand until weve reached 100% island but idk about tld 2 not that I wouldn’t also enjoy that but it would still not feel great to have say the whole other side of great bear in that game but have no way to get to the regions you know exist on the other side in this one, im a niche within a niche and can’t single handedly fund the perpetual development though I so desperately wish I could 😂

    • Upvote 1
  14. 5 hours ago, PilgrimReaper said:

    Has it actually been confirmed that it would be the END end?

    Raph hasn’t come out with a direct statement of it but it is implied in the way the sept dev diary is written

    “Many of you have been asking us about what we’re working on “next”. Obviously, we’re working on Episode Five, and the completion of TALES, both targeting finalization in 2024. But part of the team has also been hard at work on new things. Why? Because it takes years to create and develop new ideas and new games, and we need to have something new ready by the time THE LONG DARK is finished next year. This is critical to our continued existence as an independent game studio. “

    Such a gut punch, and a shared sentiment among some of us that it makes no sense, we thought tales was gonna be the start of multiple dlc runs and with everything being added and all the effort it’s such a bummer, im sure their next ip will be great too but it won’t be an experience like the long dark that we’ve grown with from kickstarter to bigger than a AAA game, they caught lightning in a bottle with the long dark filling a void for survival  that didn’t rely on paranormal, zombie or cannibals to give a fulfilling experience  and once it’s done that void will return, what they’ve teased about the new ips is completely different from tld and again I’m sure it’ll be great, but for me tld is already the best experience in gaming and those concepts don’t appeal to me I’d rather explore great bear til I can walk 360° around the coastline and everything in between before they call it quits 

    • Upvote 4
  15. 2 hours ago, Raphael van Lierop said:

    re: Insulated Flask Condition loss -- will double/triple-check the implementation, but the design was for the Flask to only lose Condition from Falls and potentially Struggles. It should not decay naturally, or at least not noticeably.

    Maybe I’ve just taken more tumbles/scuffles than i remember, thanks for the reply I’ll keep an eye on them and see if they decay left in storage,  I have 2 now 👍

    • Upvote 2
  16. 1 hour ago, Toki1666 said:

    There's one more region being added out there, Mountain Pass I believe, and that's when the cougar is coming too!

    Yes I am aware but that doesn’t address the rail line thus the “hopefully that will change” Im going to rage against the long darks alleged end of development until I run out of breath 

    • Upvote 1
  17. 1 hour ago, Admin said:

    Hello players,

    We have just updated THE LONG DARK to version 2.26, build 126828.

    This is a Hotfix to THE LONG DARK and THE LONG DARK: SURVIVAL EDITION and contains fixes for issues introduced with our Part Four release.

    **Spoilers Below**


    Known Issues

    The team is currently aware of the following issues in the game. If you encounter one of these issues, there is no need to report it to the Support Portal.

    • When starting a new Custom Survival game, Scurvy will be active if ‘Start Gear Load Out’ is set to anything but ‘Very High’.
    • When switching to a fresh Canister with the Respirator and a lit light source equipped, the light source will temporarily extinguish.
    • When placed in areas with steep inclines, the Travois can fall under the ground layer and become unreachable after the player transitions to or from an interior.
    • Players will be unable to transfer stacks of items to a Container if the stack weighs more than the remaining capacity of the Container.
    • Sometimes players will be unable to equip the Respirator from their Backpack. The Respirator can still be equipped through the Radial Menu, under the “First Aid” option.


    Bug Fixes

    This Hotfix includes fixes for the following issues:

    CRASHES

    • Fixed an issue where entering or exiting the Langston Mine in the Zone of Contamination from any entrance could result in a crash on Xbox and Playstation.
    • Fixed a rare crash which could occur when interacting with the Security Chief's remains during the completion of the Buried Echoes Tale.


    GAMEPLAY, UI, CONTROLS

    • Fixed an issue where time spent in the Langston Mine portion of the Zone of Contamination was not reflected in the Survivor's Journal > Stats.
    • Fixed an issue where the Insulated Flask would never be damaged during Struggles.
    • Adjusted Vitamin C content in Fish, so fish of the same species provide more consistent values.
    • Fixed an issue where Polaroids in the Zone of Contamination would not reveal their associated Vista location when picked up.
    • Fixed an issue where Bears would not spawn in multiple locations where they normally should.
    • Fixed an issue where after a Bear Struggle, notifications for new Afflictions would not appear.
    • Fixed an issue where the Buried Echoes Badge would not appear on-screen upon completing the Tale.
    • Fixed an issue where Broth could not be consumed and displayed no Calorie value..
    • Fixed an issue where Broth was no longer needed to Craft Recipes which should require it as an ingredient.
    • Fixed an issue where Broth weighed twice as much as intended.
    • Fixed an issue where Poisoned Wolf Carcasses could disappear after Harvesting them.
    • Fixed an issue where exiting the First-Person Harvest UI for Rabbits or Ptarmigans caused the Carcass to disappear.
    • Fixed an issue where some containers could not be searched in the Langston Mine.
    • Fixed an issue where the Respirator could lose Condition and and in some cases be found in a Ruined state.
    • Fixed an issue where some randomly spawned corpse and container locations would reset or double upon entering and exiting the Concentrator Building in Zone of Contamination.
    • Fixed an issue where the camera could temporarily dip underground when interacting with a Timberwolf Carcass.


    ART & ENVIRONMENTS

    • Fixed an issue where Travois trails would disappear upon entering and exiting an interior.
    • Fixed an issue where Chemical Hazards would change their level of detail too abruptly, making it look like parts of the pool were appearing and disappearing.
    • Adjusted the tank rail car to better visually match other rail cars.
    • Fixed an issue where a portion of the ceiling in the Langston Mine could appear and disappear based on the Survivor's location.
    • Fixed multiple locations in the Langston Mine where the player could force themselves into terrain, resulting in being able to see out of bounds.
    • Fixed an issue in the Zone of Contamination where the player could climb out of bounds and become stuck.
    • Fixed an issue where pipes could be seen intersecting through the wall in the main entrance to the Concentrator Building.
    • Fixed an issue with an exit door inside the Concentrator Building, which resulted in a seam through which the player could see out of bounds.
    • Fixed multiple issues with terrain in the Langston Mine which resulted in gaps through which the player could see out of bounds
    • Fixed multiple issues where terrain and objects intersected in the main entrance to the Concentrator Building.
    • Fixed an issue where collision was missing from a wall in the Concentrator Building, allowing players to fall out of bounds.
    • Fixed multiple issues in the Zone of Contamination to Airfield transition cave where missing or misplaced terrain could allow the player to see out of bounds.
    • Fixed an issue where a toxic barrel could be found suspended mid-air in the Zone of Contamination.
    • Fixed multiple issues in the Langston Mine which could cause the player to become stuck.
    • Fixed an issue which caused a Toxic Gas warning sign to appear and disappear based on the Survivor's location.


    ANIMATION

    • Fixed an issue where sometimes when Harvesting a Timberwolf with a Knife, the Knife would be missing from the Survivor’s hand.


    AUDIO

    • Fixed an issue where the sound effect of turning off a Flashlight was delayed.
    • Fixed an issue where Chemical Hazard ambience and audio would trigger at incorrect times.
    • Fixed an issue where Canisters provided no audio feedback when picked up, dropped, or moved to and from the inventory.
    • Fixed an issue where ambient audio suppression was never disabled after listening to Foreman's Site Report Collectables.
    • Fixed an issue where no sound effects would play when automatically reloading a Canister.


    Summary & Reporting Issues

    Thank you for reading.

    If you encounter issues with the game, please report them to our Support Portal at hinterlandgames.com/support.

    If you would like to provide feedback or discuss your experiences with the game, with the development team, or other players; please post your feedback in the Official Forums: hinterlandforums.com/forums

    If you encounter a crash or issue with the game post-update, please contact us as we can often help players address their issues, and we always strive to! This is more productive than jumping to a negative review.

    Please remember that Hinterland is a small independent developer. Our Support Team strives to respond to all reports as quickly as possible, but as you can imagine, releases are our busiest time. We appreciate your patience, and please know the team is looking into your issues and we will resolve them as soon as we can. Unfortunately, we are not able to follow-up with every individual report that is submitted. But we appreciate them all.

    Many thanks for your support.
     

     I noticed about the flask there isn’t mention in the known or resolved bugs about it not being repairable, is that by design then?

  18. 2 hours ago, PilgrimReaper said:

    Indeed! And indeed, the gas.

    Speaking of which, I really got caught off guard by something that seems strange to me, would love people's opinion on it.... so I mostly try to save canisters and run through the gas sections of the mine, and will admittedly use most of the count down to suffocation before putting the mask on if I can't reach a safe place. When I do, the affliction is healed, and I wear it until I reach what I (think I?) know as a safe spot. Then I remove the mark, and bam! the countdown starts again, right where it was, at 5 sec. Before I understand what's happening and can put the mask on, I'm dead.

    If the affliction is "healed", shouldn't the countdown start "full"? 

    Some zones have little gaps of clear air then another dead air section you may have inadvertently ran through the good air back into bad but the timer not resetting is accurate it only reset if you take the mask off in good air always check the canister to make sure it’s not draining before taking it off 👍 sorry you got gassed out 

  19. 13 hours ago, Third Try said:

    haha, fair enough.  The main problem I can think of is that it might be difficult to make it look detailed at all, due to the rendering distance system.  But I have seen games that increase detail and rendering distance when you zoom up, so it's possible, but maybe not with the unity engine?

    I have no idea how the programming would be, there’s a slight zoom when you focus the rifle now but over a distance you may be right, I’m not sure though because the way draw distance is handled in tld is unlike a lot of games that only render a short distance, like you can see the drift cabin all the way from the airport on a clear day that might make zoom tricky but if they could it would just be so amazing lol