Syraith

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Everything posted by Syraith

  1. @Hotklou2404i agree, with the pack would be amusing. But hoisting it over or in the games case, tying a mountaineer rope to it and pulling it over for example, just saying for the sake of realism, a fence isn’t exactly an impenetrable barrier 😋
  2. DONT forget to check the ground after being attacked. Bulkier weapons like your bow or rifle are likely dropped after an encounter with a moose or bear. There will be some blood and your enemy is steps away, but some quick clicking can save your precious items! DONT just pass time. Be smart! As previously mentioned, use time to repair/clean, etc. but keep in mind while outdoors, the weather can change fast! It may be an hour before your meat is cooked, and that extra reading is handy, but the wind can change and blow out your fire while you’re not looking. Especially in certain regions. Do shorter tasks if you can.
  3. I would like more special access areas like that, I’m just not sold on bolt cutters. In the sense of realism, if it’s a fence, why not just climb over? Add barbed wire and it’s still possible under realistic conditions but harder (throw a hide over a spot). The only area with that kind of security would be the dam unless something else is added in a new region. The bolt cutters just don’t seem like a diverse enough item to add it compared to other tools. I would rather see aurora triggered events, explosives, or crampon only accessible areas personally before making something like the bolt cutters a necessity in that manner.
  4. @Hotklou2404i can see your point but to that, a chain can just as “easily” in most cases be cut with a hacksaw. And since the opening actions are minimal time consuming events, a different tool adds nothing unless you make the availability of the tools more limited or have specific items only accessible with one tool. With something like a chain or lock, I just don’t see it as something that would only require a bolt cutter. Unless it’s a specific area that you’re trying to limit access. I guess in short, with the mechanics established in the game as they are, introducing a new tool like that would be a sizable endeavor for such little reward. Just doesn’t fit the existing format. I like the idea of realism by making access more tool specific but I just don’t see a bolt cutter being a diverse enough tool compared to the options currently available without it feeling forced. I’d rather they work on a new region or introduce it in a new game rather than add it to this one.
  5. @Hotklou2404 that was something I mentioned earlier. The issue is though that items like the sewing kit vs fish tackle, or knife vs hatchet vs hacksaw is that each give a fairly sizable difference in task completion. The prybar only take a few seconds to access a trunk/locker so a different tool would only be advantageous if the frequency of finding them were reduced. Like you only could find a prybar or cutters and the likelihood of getting both was reduced. Not to mention, the player is prying open a locker, or a trunk. Cutters would not be hugely useful other than as a blunt object bashing them in 😋 Hacksaw is a good comparable tool but kind of the same. Both can perform similar tasks but have very different primary uses. @piddy3825 they apparently added them back in for some puzzle at the current end of the story mode. I haven’t played that far in but Hotklau mentioned their return and it’s updated on the Wiki.
  6. It’s not hard to add the requirement for a specific tool. I’ve been just trying to think of reasons why in the region of the island, a lock or chain would be requiring bolt cutters over a hacksaw. The issue also resembles that of the jumping issue. A small limb can block your path, well, a fence with a limited access lock is only as strong as the fence itself. Maybe bolt cutters could just be quicker access for items as you mention use the prybar for example. A knife, hatchet, and hacksaw perform many similar duties but at different speeds. It’s not quite the same as prybar activities generally only take a moment over the 10, 30, 60+ minutes of blade work, but something along those lines. Again, just imagining a narrative where the bolt cutters could be added as not to feel placed just because. A military grade lock on a steel door of a bunker for example. If they were the right bolt cutters, but at the same time, why would bolt cutters of that nature be there?
  7. Not sure how much more use bolt cutters would have over a hack saw in this region. I do like the idea (and have mentioned others) about other areas that require more “questing” to gain access though. The cannery and mine requiring the aurora to completely access could be done in other areas. The hydro dam could have a working elevator like that, etc...
  8. @Siago should be the same mechanics as the story. And if you don’t want to build up stats to unlock the feats (stat upgrades from milestones like starting fires, running, etc.) you can make a custom game to turn off things like sprained ankle and such. Wolfs and bears run away unless engaged, plenty of resources, manageable temperatures, etc. Timberwolves still attack but you can avoid the region entirely if you like since it’s just about the survival.
  9. I would think it’s more likely an area that was possibly going to be included with Milton that they covered up during development because it was going to make the region too large. Or just an area someone used to test some mechanics, art, or something. Or maybe will be opened up as the loading area to PM? Wander down that road and cross the bridge and load PM. Or even could be the transition region like the Ravine. I am assuming.... but with Unity, each region is likely its own scene. The work being done on PM would be its own scene and not included in the released build for someone to open up the code and wander around in. Unless Hinterlands accidentally checked that box when building a version somewhere... Just my thoughts from my experience using Unity. Still an awesome find though, these Easter egg hunters never stop amazing me.
  10. @LoneWolf5841 lol, no apology needed. I was confused myself until I read the moderators comment. Mine went completely out of context and I kinda wish it was removed as well. Love your initial post though. Lists of fascinating information.
  11. I get what you mean. I would love to settle in that cabin in TWM just for the view, and I might, just that wind shelter only is killer. I kind of commented on the surreal feeling of the wreckages, just how emotional they can make you feel, even being a game. I think Milton though is a little more so in a way when tied with the story. Are you wandering after the events of the story? Did the events of the story take place? Being the plentiful supplies maybe not... Still though, going into Mother’s house and seeing the knocked over chair next to the fireplace knowing the events that occurred, and knowing about the fire, and like you said, seeing the once active town brought to nothing even before the aurora due to the earthquake. The developers created a very amazing world for sure.
  12. Please, no more ways to injure yourself... From a technical standpoint, to maintain the accuracy/realism, adding a jump function changes a lot of physics in the game. If you’re being lunged at by a wolf and you jump, how does that effect combat, if a moose charges you, same, how does that effect injuries, etc... Then you also run into mountain climbing like in Skyrim when you’re able to reach areas by spam clicking the jump button. I get frustrated as well trying to navigate the maze that is some areas trying to find the walkable path around a couple of fallen limbs, but rather than an itty bitty exploitable jump mechanic, a better way to report those glitched spots so they can fix the collision may be a better option.
  13. @LoneWolf5841 Sorry, my comment was more directed at the comment in the original thread that was merged with this one 😶 The creator was commenting on the fact that a storm like the aurora wouldn’t continue to reoccur as it does in the game. My response was simply as stated. They made it that way so the game worked 😋
  14. I do apologize, after reading my comment I think I was a little harsh. I’ll try to simplify my point and not sound like a lecture. A developer has two primary objectives making a game. - Satisfy investors - Maintain product quality. The first point I think was nailed 100%. They crowd funded and released (as far as I know) the game they wanted and promised. The second point I do feel is also satisfied. They have addressed bugs and have a very solid game released. Beyond that, anything else new is up to them. They can cut out and work on something else, close down, or expand existing content. The game they released is a survival adventure, and as I mentioned, has a story mode that is setup as an expanded tutorial. The main game, as you can see by the content released since the game went public, and based on the content in this forum and online, is the sandbox survival mode. I played the story mode on Pilgrim. Simply because I wanted to get the basics and move on. But I don’t know any game that doesn’t get more difficult the further you go in. I see your point, but can only say learn more about how to play. Timber wolves are a danger yes. Shoot at them until the moral meter is empty and run through. Maybe kill one in the process. You should easily have the ammo. Use a marine flare and watch your step. There are ways around them. Bears can sneak up on you. Listen, look around and just watch your step. They don’t hunt like wolves, they are easy to avoid, especially once you get used to their patrol paths and spawn locations. Most importantly though, use the save option. It’s a luxury that doesn’t exist in survival. I get your frustration but at the same time just ask to respect the wish of the developer. If they wanted to have a simple walk in the park story, they would have done so. Enjoy the brilliance that they present and put the effort in. I promise it’s worth it!
  15. Agreed. No warning but inability or notification regarding cloths you’re wearing. I mean, after a while I can imagine losing your wits to the point this might happen, but seems illogical. Although, the thought of the player hulking out and tearing their shirt off and then adding a comment of “why did I just do that?” does seem like a good time.
  16. People do realize this is a game right? Who’s to say this is even our earth? Maybe it’s an alternate dimension where the physics are completely different. Thats right! You all have been playing a sci-fi survival game! Nice job Hinterlands... thought you pulled one over on us...
  17. When I leave a base I take 2L of water, 2kg of meat, all my ammo, one of each tool, and 24 matches. Everything else stays behind. Everything craft wise (animal parts, scrap, wood), I leave there, repair tools, etc. Usually there’s about 20L or so of water but I don’t leave food. Usually that’s when I leave. After staying a couple weeks and the moose I killed is gone, I’ll move on. Every campsite though I leave water. If a fire is going I’ll cook til it’s out. Take 2L and leave the rest. I like the idea of knowing I can just move into an area, kill a dear, find my base, and relax as I repair and sharpen/clean everything up 😋
  18. I would say if anything, better explaining some of the mechanics over making a new tier. Like I sat there for an hour maybe trying to kill the great bear with the spear. Attack after attack just to give up, finish the quest, and be tackled and dragged off to his cave. The story mode (to me) is there to teach the fundamentals for the game. That’s why I played it first. Then move onto the survival game. To make a pure story only mode takes almost everything out of the game. Every mechanic is designed to compliment another mechanic. You hunt for food and cloths, you make fires for warmth, water and cooking, etc. You already don’t really have to worry about animals in pilgrim mode, and you have saving options. I think the cave battle is a bit more difficult than it needs to be, but if it’s just the story you want, then I’d say just watch a YouTube video play through and save some money. The game is the survival mode, and it’s one of the best I have ever experienced.
  19. I’m not sure a danger like a mountain lion would be enjoyable unless they made it more accurate. Things like wolves and bears don’t just seek out humans. They generally avoid unless they feel in danger or are protecting their young. A hidden near/instant death addition does nothing to want me to do anything but play a custom game and turn them off. I would prefer deeper objectives. Like the crampons. Great, climbing is easier and less chance for sprains, but nothing requires them. I can still climb up the ravine without them. Why not an area that is only accessible by having their advantage? A cliff where the first ledge is nearly 100% inaccessible without crampons (I say nearly because it could be possible for someone to strip down and drop everything to be light enough to climb it with an emergency stim). Also make the ledges small enough you can’t put out a bedroll or make a fire pit. Have the area with little human activity like Timberwolf Mountain or put an observatory or something up there with a helipad maybe. Have a collapsed mine/tunnel where you need to make a demolition charge and box to get through it. Require a part made from the forge, milling machine and gunsmith of like lvl 4. Have a part required that is a random spawn in a region. Maybe a part in the pre-mentioned observatory. Have tiers of locations to need to access. I liked those objectives in the story mode. Trekking to the machine shop to craft the spear, activating the radio towers, etc. A multi-day journey for an objective instead of creating your own or just surviving. To me, ash canyon wasn’t really a huge challenge. I got there pretty easily and now just start any new game there just so I can quickly dash through and get the pack and crampons. I start off better than in a more simple area like ML or CH after hitting up the goldmine and the summit lol Just a couple ideas I had.
  20. I always wondered about a harbor especially. You have the cannery so makes sense. Airport for sure, at by least a small one. I would like to see something bigger than Milton as well though. Seems there would be a larger village as the central location for the island. City hall government installation, etc. Would likely be along with their more industrialized area along the coast. Would have larger wolf population due to all the “food” around to make it a more challenging area. Possibly bear too. But something more substantial to explore.
  21. @one_shurbberyI agree. I can see how the mechanic could be added but I get nervous enough that I don’t need a game reminding me lol I still jump a little when I leave my inventory because the zipper sound sounds a bit too much like a wolf growl. Long term psych effects though I think could add some elements as mentioned. Something togglable if you don’t want it obviously, but someone living alone for let’s say a good milestone of 2 years would start losing it a little in most cases. Imagining a cabin or fishing shack in the distance to see it fade away for example, thinking as the player “wait... I don’t remember that being there...” to see you being correct when you closed in. Again, would just be a fun twist I think 😁
  22. There is already cabin fever that activates after sleeping indoors for a while, and I agree that a lot of the moral is the player. Having items give you confidence (like carrying a rifle over a bow) to reduce fear for example could be interesting, like higher fear causes things like sprains and aiming accuracy to change, but that would be a pretty sizable update. I was thinking of some kind of isolation anxiety that would grow over time would be something similar that could be interesting. Loneliness can be huge over long periods so this could add difficulty in the longer/late games. Hallucinations like wolves that aren’t there, or fishing huts/buildings, etc. to throw you off. Would say seeing people but that would be an obvious one to know is fake. Could still add to the environment though.
  23. I like the idea as a guide for sure! Scrap, a stick or two, and cured guts to craft your own, maybe require the milling machine to craft the scrap just to give it a little rarity so you’re not decking out all of Milton with them or something. Definitely love it!
  24. @AdamvR thank you! I wasn’t hugely impressed with the mine. The extra revolver and rifle were nice but otherwise I really didn’t see the need to risk it. Haven’t gotten to the point where I need to craft ammo yet but grabbed the black powder anyway. Mostly looking for new places to adventure to that are unique like that. Kinda found it on a whim and like I said, was nearby when the aurora started so dropped in.
  25. Tried looking online and here but not finding much... In survival, where are the areas only accessible with the Aurora active? I finally timed the mine correctly in Coastal Highway and went down the elevator which triggered my question but the only other thing I can find is the mentioning of the Aurora Gate in the story mode. So, is the bunker accessible still? Are there any other hidden treasures around out there I’ve likely passed up a hundred times? Thanks!