AdamvR

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Everything posted by AdamvR

  1. The thing I want to do the least is pour oil on the fire, still, would like to add my 2 cents: A sentence in one language/cultural background may sound polite and be the expected behavior, while it can be extremely rude in another. Where I live (NL), being honest and straightforward is the expected behavior, which for many others feels extremely rude. Like: telling, that the dinner at my place is from 19:00-23:00 (meaning you are expected to leave the latest at 11pm) At the same time, beating around the bush, or saying "oh, that's an excellent idea", when you actually hate the whole thing is considered rude and misleading. (which is the expected behavior only a few kms away on the other side of the channel) How about someone saying "no thank you" to a meal/drink you offer? Is that rude or polite? my point being..., to truly be open to other cultures, it might make sense to try entertaining the idea, that something I perceive as rude, might not have the least bit intended to be rude. And since TLD is played all around the globe, we can expect here people from many different cultures, despite all using English as a common language. Hope it makes sense and I made my point in a sufficiently polite manner:)
  2. I haven’t tried it extensively, but also had the same weird experience trying to place one near the burned building by the lake in ZoC. Totally flat, yet giving an ‘invalid location’ error almost everywhere, but next to the lake. Not sure why…
  3. Yes, there are two exits, so it connects the prison to the plant as others had said. From the plant you can find a place with lots of deer, rabbits and ptarmigan, and a nice overlook to most safely shoot a bear. If you can carry the meat back through the timberwolves. All other parts of the tunnels are dead ends or detours, with some loot. A bit off topic maybe, I found those tunnels to be the most depressing/repulsive of all GBI…
  4. Resources, apart from sunlight are finite. This game does good reminding us of this. Even if we have an entire society's hoard to search, loot, and burn through ... which I personally think is more than generous. On the trader I agree with those who expect it not to be an NPC, but rather a box through which you leave your price and get your reward at times. The radio is a good idea, but I'd prefer leaving a note, or "online ordering" during aurorae, as @artmunki said. I also loved the thought, to place a "rough" order, and get something, but not sure in advance, what it would be. Even hearing a live voice through the radio would be a bit odd to me in the quiet apocalypse. I do not think we are meant to escape GBI... This is end of the road, we are only prolonging it.
  5. The ZoC region is absolutely awesome to me. I really loved all the new sound effects in ZoC, and also encountered some new elsewhere (did not spend much time elsewhere lately though): - wind howling feels it gained a new dimension - loved the new scary music pieces, but also the "contemplating ones" - when I first found the mining pit, there was an eerie silence. absolutely fitting - also seem to have met a new music for the glimmer fog in FA (not encountered it inside the ZoC. The one thing, that I found a bit odd though, was that the howls of the regular wolves seemed "too healthy" to me when coming from the poisoned ones. It would also add to the eerie atmosphere of the whole region I think, if they had a slightly distorted/hoarse or thinner howl of their own. I have no idea how much work it would be to create some slightly altered sounds for them, and separate which sounds are played for which wolves... If it is within reasonable effort, I would not mind this enhancement of having a distinct audible cue for the poisoned wolves. Thanks in advance for consideration!
  6. I imagine the trader to be a place at the seaside, a box with a price list, where you can leave stuff and the next day you get the exchange. Would be weird to find another living being. And if that's the case, maybe there's an economy 'out there'. Other than that, it is a very good conductor.
  7. ok, was not easy, falling through ice twice did not help either, but managed to get a good old bear roll: 12% damage to the sack, and It has been like that since day 1: moose hide satchel required leather to repair. So, my memory was based on the economy only, that repairing it required a (back then, extremely) rare resource. Just as @Enigmaecho mentioned, it was better to use satchels for making leather "renewable". Btw, the trickiest part of the whole trip back to 2017 was figuring out how to cook - I had to look up a Youtube video, - as I completely forgot the method, before you could place pieces of meat or cans on fireplaces. This game has come a looooong way...:) This is all you could do with pans back then:
  8. I think if you put on the mask, then take it off again, and you are back to 45 seconds, that would make an easy cheat..., so it makes sense that your timer only resets, once you reach a safe spot. The message, that suffocation risk healed probably refers to the fact, that you put on your mask. But I agree, it is misleading. (I did also try to take it off again, after seeing it, but realized I'm still on 9 seconds, and had enough time to put it back on...) You can quickly put it on/take it off with the wheel menu, it is under the health section. oh, and also found a gold nugget, inside the mines in ZoC....
  9. Hmmm. If I recall, this is a pilgrim run. (?) I've just started up the Rugged Sentinel Time Capsule - when it first came out, - as I wanted to check if my memory is tricking me (it very easily can...) Oh boy, what a trip that is! I wanted to make one, so that I can see how to repair it. I thought, the tricky part would be finding a gun, shooting it (lower Milton is an almost certain area I think), healing my double rib-fracture, and waiting for it to cure and then make one at FM... Nope. I cannot get it damaged! Tried falling (about 15 times at least!), walking in blizzard, trying to pick a fight with a wolf, with a bear (they just keep running away...). It is still at 100%... I'm starting to wonder, that on Pilgrim it just does not ever take damage...?
  10. I think we used to need moose hide for repair, but could harvest it for leather. Maybe that was a long time ago (?) I do recall, that the economy was like not worth it to repair, because from a single moose hide you could make a fresh one. So I have (and still do) been using it until they broke, and then just switched to a new one. Have not even realized that it had changed...:) But maybe I remember it wrong...
  11. Thank you Hinterland for this amazing experience this year, and especially with the latest update. Just finished buried echoes Enjoy the Holidays and the extremely well deserved rest! ❤️ Truly amazing work in 2023!
  12. Yep, I've noticed that those areas in ZoC are particularly "fruitful", kinda making up for the lack of it in FA. Some are pretty close to the transition cave, so convenient trip. (once you solved the first true MAZE inside - I loved it:))
  13. this bunny must be really freezing... or just cannot decide where to run...? WhatsApp Video 2023-12-18 at 13.29.22_f7361c8d.mp4
  14. I'm also afraid that the programming, and even more, the execution of it could be very tricky. Not only are further items not rendered, but I think there might be a distance beyond which movement is not even simulated, and only getting updated once we get close to it again. This would at least be a very obvious way to save on resources - and undoing it might be both a challenge in programming, and even more a potentially significant continuous computing power hike... (I am no game programmer though) Seeing the above as the potential cost of adding binoculars, I'm curious what the benefits would be... What would you be using it for in the game?
  15. This topic has come up in other threads too, but I wanted it not to get lost, so started its own thread. I do see the point of having to finish the harvesting task and animation to open and dress a carcass initially, in order to get closer to the meat. Yet, if I'm setting out for a larger harvesting task (e.g. a whole moose for 3-4 hours), when blizzard hits after the second hour and I cancel the remaining task to run to shelter, I believe some of my work should have yielded resources (both from a reality and gameplay perspective) - and I should not be having to start over. [btw, I'm really enjoying that I can experience the environment, e.g., getting dark, snowfall, during the animation!] There is an obvious-looking workaround to set out multiple, smaller chunks of harvesting, so that less is lost if cancelled. With the length/shaky camera movement/"too explicit" nature of the animations this seems less of a fun way to experience TLD I think... [Yeah, I'm a wuss, not denying, while very much welcoming the immersion, this change also immediately altered my behaviour to try harvesting in as few steps as possible, and/or do it in a dark cave with smaller game/looking away during] I'm not yet 100% decided what option I would suggest as best (therefore the thread to learn others' perspectives), but I believe the current situation could be finetuned. On microharvesting - which is somewhat related: I agree with the intention (if there was one?) to somehow limit the possibility of cooking 100 g chunks to level up cooking quickly. (although I found that tedious myself, and rarely resorted to it). In general I would love the option to split / cut / (+merge if same condition?) continuous types of resources into smaller (larger) entities. (e.g. to carry some flour and oil with me). Even if there is a minimum size for a piece of meat to yield cooking experience (0,5 kg? 0,25kg?) / partial experience based on size (?) Thanks in advance, if you choose to contribute your thoughts!
  16. UPDATE: Thank you Hinterland for the above note. I believe it really helps manage player expectations, and has a positive effect. I'd also confirm, that some of the submissions have been followed up after the latest update - thank you!
  17. Oh that. I was primarily referring to the suggestions that the additions and changed mechanics should all be user-selectable whether they want it in their old saves or not. I agree that some of the additions could make their way into the custom settings. Such as glimmer fog to be changeable to simple fog (without the electrostatic effect) for those who have trouble from the blinking. I’d expect it would also get updated at the latest once the majority of the releases are out.
  18. That is true too. Hence my use of wording ‘some effort’:)
  19. Of course you are totally right about this. And I’ve met the same reasoning from many developers irl. One thing I usually say in such situations is that even if it is the client’s / user’s fault what situation they get to, they might in the end blame the developer, hurting its brand. (Of course this is purely theoretical, such a thing would never happen in the TLD community… 😉) So while it is not always the most popular standpoint, I do usually suggest at least some effort invested in avoiding that to some extent. Foolproofing is a word 😉 I’ve just assumed (based on prior experience) that HL might follow a similar practice, but of course it is only my thought, and am not working there. just wanted to highlight with my previous post, that making all newly added / updated mechanism individually selectable could be a lot more complex task, than it may seem from the outside.
  20. On a completely unrelated note: [I could probably have received it a lot earlier, but apparently missed the email and the reminder email from the postal service to pay customs online, so they can deliver it. Luckily they sent an actual letter (!) too, so I realized my mistake, and managed to clear it just one day before it would have gotten sent back to Canada… phew. I do love the thoughtfulness of the postal service though] Thanks HL! ❤️❤️❤️
  21. I might be wrong, but making each added/updated mechanic a selectable option could be extremely challenging on the programming side. On the one hand you have to parameterize all the code, while you also have to test all combinations whether they work, make sense, and are balanced together. With just 4 new/updated systems it would mean 16 different combinations. That I’d believe would skyrocket the complexity and I imagine it is already quite an extensive set of code running behind the game we so love. Sometimes we just have to make a decision, to actually be able to progress. (I can imagine scurvy be linked to the number of days passed somehow, and finding the right way to manage that in existing saves could have become a too big hurdle to implement on time - but I do not know the facts). I’m not the least bit denying or even downplaying the disappointment some feel about certain options added/not added to existing saves. We grow fond of our characters, that is a very important element of the game. I’d just like to highlight the many changes that were done to the game, and I imagine the colossal amount of work invested in it since the latest update. Maybe thinking of that side of the coin too can help alleviate the pain. I personally am already marveling about all the thought and work put into adding many of the changes to existing saves. Such as thinking through where and how to add things when many containers are already searched. So that existing saves can also benefit from it. I made peace with such efforts may never be fully satisfying for all situations, and actually started a new save after frontier comforts (or rather, after its ‘qol’ update of fixing 150+ bugs), and recently finished the tales in it. Now I’m to make the decision if I continue on it (as the new region requires tales to be done first) or start over. I’ll probably continue with my existing character, and do the thrill of exploring the new area with all its dangers by a 350 days old stalker run. Will probably explore scurvy on another run, later. The beginning of a run is also exciting. And we are playing the game, that we love.
  22. yes, you can click on the download and it works immediately. the scheduled update is just steam trying to load balance (so does not have to immediately update for everyone owning it), but those who'd like it earlier can always download it anytime once it is scheduled.