Enigmaecho

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Posts posted by Enigmaecho

  1. On 12/5/2023 at 6:40 PM, Nitzy said:

    Exactly, we have to find the hacksaw or go to the forge before we can do any harvesting. Not a good change.

    New animations shouldn't come at the expense of gameplay mechanics.

    It’s a good change same with the removal of micro harvesting to speed run 5 cook, I’ll never get why folks choose to play interloper then want to cheese the hell out of it 🤷🏻‍♂️

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  2. 8 hours ago, ArsenicMonkey said:

    Now that the devs have implemented harvesting animations, what other animations can be added to heighten immersion? Would eating and drinking animations be a good adition or just useless work? This question can be applied for many actions in the game that could become an animation instead of a spinning wheel. Here are a couple exemples or actions in the game: Starting a fire, repairing clothes, eating, drinking, harvesting materials, etc. I would like to hear what you guys think! I also what to know if its worth the devs efforts.

    I like the new animations and the more immersive direction they’re heading Raph had implied they are looking to tackle other things as well for me I’d love to see gun cleaning and sharpening and chopping wood  fire would be great too not to many options between fuel tinder and starter, don’t think those would be too taxing and they are activities we do constantly, imo it would probably be too much work to have repair for all the different clothes or tools and for eating animations so I don’t think they’d make it and to draw the positives from piddy I too would love to be able to sit in chairs and lie in beds to see the pov from them, idk if you noticed but they snuck a new rifle animation in as well, the way you draw and holster is different and if you want a bit of fire immersion you can light a match then light the fire using the match as the ignition source and you’ll flick it in starting the fire, I figured that out just recently goofing around 👍

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  3. 1 hour ago, xanna said:

    Do they?? I never experienced that. Is that intended?

    Not sure if intended or just incidental from changing the build? but it definitely occurs I try and carry a run indefinitely and so many times a new region comes out and suddenly all the cattails are back on a pond i know I cleared hundreds of days prior same with rose hips, of the things listed that’s the least reliable but still worth mentioning 👍

     

    1 hour ago, ManicManiac said:

    They are not really "making" anyone do anything... we can have more than one save.
    Folks know that... right?  We don't "have to throw away" anything... we can still finish up our old runs.


    Here's the story in my case... I'm right now still working on a personal challenge run.
    When I'm done with the final region on my trip down Memory Lane... then I'll consider the challenge complete.
    Before the update I was going to just continue on the same run and just lift all my previous restrictions.

    So... now we have Scurvy for new runs... okay... cool. I'll finish up the run I've been working on for nearly a year, and when that's done... I'll start a new one to include scurvy.   Because it's not affecting old saves, I can still finish out my ongoing run as is.  I think that was a good choice.

    So many folks say they love the early game struggle (or gripe about the imagined "late game problem" 😒)... so why is starting a new run something that people are bucking so hard about? :D 


    :coffee::fire::coffee:

    For the other side, I’ve done all the badges I’ve done all the challenges I’ve mastered up to feeling chill on interloper and nogoa when I was younger I had a lot more free time so having a few runs was no big now I have 3-5 hours a week to play and getting a run up to 500days can take up to a year the “challenge” I am going for is longest possible personal best and collecting everything in a single run, after 10 years and two save wipes of 1000+ day saves I finally achieved 100% collectibles on this run that’s been going 400 days over 9 months and I was planning to carry it through the end of the dlc and story region updates then as many days until I faded or new dlc came but now it’s toss that or never get scurvy unless I die and that’s for this update what’s it going to be next one or the last what features or content are going to be arbitrarily omitted from existing saves next and on that thought is there even a point to doing long runs until all the dlc is out? There’s a lot of “I” statements but I feel like this is a similar situation for the chunk of folks that disagree with the decision 

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  4. 1 hour ago, xanna said:

    Re not having scurvy in existing saves:

    Yeah, it's not great, but it's the right decision. There are two choices:

    1) Add scurvy to existing saves: survivors with 500+ hours in game suddenly have a new way to die and not enough resources to deal with it. A player with a save like that might want to keep it going for 1000+ days and they can't. That save could well be over compared to what the player planned. "Hinterland killed my run." = very bad outcome.

    2) Don't add scurvy to existing saves: survivors with 500+ hours in game can't experience every feature of the new release, but they still get to play their run for 1000 days  if they want. That save can continue as the player planned, just with the downside of missing out on one gameplay aspect. "I wish I could experience scurvy on my long run." = less bad outcome.

    I'd rather have a less-than-full-featured run that I can play than a fully-featured run that is destined to kill me unfairly.

    Maybe there's an option 3) where scurvy is included but needed resources are added in to the existing game, but we know that this never happens, it is presumably too difficult to add new items into a game where the world has already been looted (either technically or from a playing POV).

    This isn’t the case though, it doesn’t seem to be the case that all runs are doomed to scurvy just that (all the high vit c) may have been used already which doesn’t doom a run it just makes it harder, 2 every time there is a world update all ton of harvestables respawn 3 a new region just dropped with a more harvestables 4 we have a trader coming in 2 updates that could just trade us high vit c, I’m in the they should reconsider camp, this game is a challenge someones poor planning is not the rest of the long save players faults. Another thought that keeps nagging me is when tales dropped we had the whole “this is the last save wipe” only for it to be “if you want the  new content you gotta save wipe yourself”, give everyone everything and stop making choose to throw away hundreds of hours or miss new content 🤷🏻‍♂️

    • Upvote 2
  5. 2 hours ago, GothSkunk said:

    I'm in PV, and my run is about 200 days now, but I suspect that it may be difficult to find a flask in places that we've already cleaned out.

     

    I don't remember this being the case when the cooking pots came out, or when the skillets came out, but that may be the reason.

    I searched all the buildings in the airfield no luck either, about 8buildings into the zone and nothing there either, hopefully they didn’t have a spawn issue for existing saves 😫

  6. Existing saves should have scurvy, unless there’s a point where you cannot get foods to overcome it who cares if it’s harder because we only have low vit c items 😞 I just hit day 400 on an 9month run don’t want to start over, and thinking about it shouldn’t the trader address this even if it would be an issue at the moment, they could just trade us high vit c items 

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  7. Some regions come into view and fill you with animosity and dread they are brutal and dangerous like the inlet, some regions are love at first sight, ash canyon for me, but some regions take some time to get to know and Forsaken Airfield is one of those, it’s vastness can seem daunting and overwhelming but once you’ve become familiar in its winds and turns then it becomes a very beautiful place to call home 

     

     

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    • Upvote 2
  8. 35 minutes ago, ajb1978 said:

    I think it's safe to assume every Story map will be added in some fashion to Survival, because why not? If Blackrock is any indication, they build the map for Story mode (which is going to be 90% of the work), then modify the map slightly to add a way into or out of in Survival. It's all open ended so there's no need to worry about restricting the player from going someplace that might get them out of bounds/away from the story. Heck of a lot more feasible than trying to take a Survival map and add it to Story mode.

    Generally I would agree without question however “it’s a whole new ball game” after tales when they fully split the development of survival and story and the initial cause for concern is that there will not be an effort to transition even the new equipment into story which is fine and whatever they’re just item perks and new foods but now I worry the same sentiment will carry to story and the logic that “well this is the end of story and not survival and we already added three new with tales so we aren’t going to task a team to format perseverance to survival” because it’s not just a few tweaks they usually involve adding one or multiple transition regions and/or caves. We know PM is going to need to be massive or have multiple regions within the episode just by the knowledge of how much needs to be wrapped up and explained with ep5  so I would say it’s not a totally invalid concern, I have faith hinterland wouldn’t do that to us but I’d rather not have subtly anxiety for the next 11 month’s waiting for it to be confirmed when 5 drops 

  9. Do you feel it? the changing winds, the tremors underfoot, something is about to shift on the island, is your kit ready? did you start curing maples and moose? did you bring your extra combat boots and flight jacket to sacrifice to the dangerous new elements? is Vale station stocked to your liking? better hop to it 🙃

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  10. I know this is unlikely to see an answer however you miss all the shots you dont take so, @Admin could you satisfy the curiosity and hopefully set my mind at ease by telling us if now that wintermute and survival have become separate entities if Survival is still going to receive the Perseverance Mills region and any other regions or transitions that might be added with episode 5? 

    • Upvote 2
  11. On 8/26/2023 at 8:34 PM, Just some guy being a dude said:

    I know this would be better as a poll but I’m not smart enough to figure out how to start one.

    generally there’s 4 ways I’ve seen people hunt bears if you don’t do any of these do tell how you go about hunting them

    1.shoot it once then hide in a car and wait for it to bleed out 

    2.climb on a really tall rock/fallen tree and shoot it a bunch 

    3.run circles around it like a absolute madman and shoot when you can 

    4.get surprised by it shoot it once then get mauled and find its body an hour later (me) 

    I go with #2 although I most of the time only need one shot, two after tales 3 changes, the same can be applied to moose there’s always a safe high ground that you are either completely protected or can jump off to break their attack charge, I’ve never had broken ribs knock on wood lol

  12. 20 hours ago, JerimiahSettle said:

    The metal shard, homemade soup (from grey mother), Mac's jacket.

    These items and more should be in survival.

    Just a thought, May it inspire other thoughts.

    Would be nice to see some of this added as variants for sure I would love jerimiahs knife to make its way to survival but I think you’re onto it with grey mothers stew as a recipe and macs coat 👍

  13. 53 minutes ago, Asinine said:

    I'm going to dredge this up because I completely agree with this sentiment.

    Don't get me wrong, I'm super thrilled that the devs are still putting out new and exciting content, but I also feel they've completely taken a different fork in the road than what I feel the original game presented.

    I suspect that they've swapped over to "keep putting out new and different and extraneous stuff to keep the people with 100 games in their libraries playing regularly or at least having them check back in", which I understand from a business perspective. But I'm siding 110% with @odium on this one. (And, I'm newisher... only been playing since mid '16 :))

    I think this is a misrepresentation of the facts, this is not out of the ordinary for Great bear rather an extension of themes central to the game’s identity. The story of great bear is in two parts one of desecration and exploitation of the natural world and the consequences of it and the other a scientific phenomena either studied or caused on the island, to the first point from the very beginning we had learned of the mainland’s consumption of the island from carter dam, to the logging, to ash canyon the signs are there this new region being a quarry mine it makes total sense there will be run off pits which are highly toxic in reality and anything drinking that or eating things that have will carry all measure of contamination/disease and their bite and scratch’s will surely infect/poison you so it’s silly to call them zombie wolves, these areas would require safety gear to operate in but I suspect this will be more like the muskeg with sporadic thin ice pools of toxic water than the entire region requiring that gear, the same to be said of  the respirator there will be specific mines or sections of mine that have “dead air” and need the respirator but these items don’t prohibit exploration rather present means to meter progress so we don’t fly through the region i think everything about the region is cool it’ll be a plethora of new challenges for the vets and something to work at for the fresh players my only concern is the respirator or mining clothing will have spawn issues for existing saves if they don’t have them be like non variant items with a bunch of spawns and duplicates, just my thoughts 

    • Upvote 4
  14. On 11/21/2023 at 11:22 PM, JerimiahSettle said:

    @Enigmaecho

    So... you dont like it because you think it's lazy? Which is weird. 

    Also, can't crouch and shoot with a bow until archery level 5, of which most probably will not attain as it does take a bit of time to get. 

    I don’t think it’s weird. Hinterland has worked very hard to blend game and realism and so to just change the way a trap functions to just say “now this snare counts as all small game snare” for the sake of allowing ptarmigans to be caught in them would run counter to those design efforts, the way that trap works is a rabbit runs through it and the wire noose knots it’s neck and it tightens as the rabbit flails around birds don’t sprint they fly so you need a trap that self tightens thus a spring pole, the bird lands on the trigger stick and the noose snaps around its feet, it’s not like the items to make a spring pole aren’t available you need a few sticks, a sapling, gut cord and scrap metal and so again if they had wanted to they would have in dev and if they were going to I’d rather they just implement the proper trap and a trappers skill line than to just say “sorry some of you are so bad at hunting ptarmigans we had to alter the game mechanics so the rabbit snare catches them” 

     

    and to address archery, you need to be level 5 to crouch and hunt but you don’t need to be level 5 to crouch and retrieve your arrows if you miss without startling the flock and archery 5 should be one of the first skills you hit in less than 100 days in the run especially now that they’ve added the ptarmigan so the chance to bow hunt has significantly increased 🤷🏻‍♂️

  15. 57 minutes ago, JerimiahSettle said:

    @Enigmaecho

    Wolf's dont typically attack people, and yet in the game, they do.

    The opening screen even says that the game takes creative liberties, and I think this is another creative instance, just let the snare work, it's a game.

    They take a lot of liberties which is fine because it’s a game just making the trap catch birds for the sake of letting it do so isn’t so much taking liberties as being lazy and if they HAD wanted to make snares catch them they would have done so in the testing and balancing phase of developing them or they would have added a bird snare with the tip-up fisher, it wasn’t evident at first but the fire hardened arrows seem to have been made specifically for the ptarmigans as missing a shot with them doesnt startle the flock and if you are crouched you can literally stand on the things before they fly away 

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  16. 6 hours ago, stratvox said:

    Weird. I have multiple runs that I've had where I've run more than eight hundred days, and one that went over a thousand. I don't find that problematic at all. 

    However, there is a point where you sort of have to transition out of surviving GBI and into living on GBI. It's not the same, and while it's true that there are repetitive aspects of that (e.g. daily gathering of wood) that's actually in keeping with what it would be like to live in that situation. ISTR Raph saying at one point that managing the boredom that goes with this kind of subsistence living is in fact a big part of the challenge of TLD, and I totally grok; after a couple of hundred days I've killed a number of runs doing dumb shit that was needlessly risky because I was bored. So... true to life?

    Lol same, the game is just starting for me around day 200 after I’ve gotten all the region bases set up, equipped all the variants, mapped all of great bear and completed tales, this run was my first ever to finally nab every single collectible, every cairn, buffer, memento and recipe and I’m on day 366 now it’s maintaining the run until takes completes and episode 5s regions make it to survival