Ghurcb

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Everything posted by Ghurcb

  1. I usually play stalker, as it has the most content out of all the difficulties. But I've long been thinking of starting a new game on custom with all the settings of stalker, but with interloper weather
  2. So... Deerskin tent. It would basically be a portable snow shelter with a couple upgrades. In order to craft it, you have to spend 15 Maple saplings, 12 Deer hides and 30 hours of time. You also need to find a workbench. The tent weighs 10kg and provides you with a +15'C warmth bonus. It degrades at a rate of 0.5% per hour. You can repair the tent with 3 maple saplings and 2 deer hide, restoring 50% of its condition. When you place the tent it already has a small campfire inside. You can light it to warm yourself up and cook food. You should also be able to place your belongings inside. Wet clothes, drying hides, saplings, anything. Of course, deerskin tent would have to be bigger than a snow shelter, so it's going be harder to find a suitable place for it. But I'm sure the comfort it provides is worth the trouble. As you can see from the recipe, the deerskin tent would be a late-game item. Right now there's not much use to maple saplings (you won't ever need SO MANY bows) and deer hides are easy to come by even if you never actually hunt any deers. The deerskin tent would be a perfect way to put both to good use. If you have any additions, related ideas, questions, or criticisms, make sure to reply. I'll answer to all of them. Have a great day!
  3. I'm not saying the community hall should be "filled to the brim". Just a small bunch of locals (3-4 people) too old/sick/injured to venture outside to fight timberwolves. The implication would be that most of them died looking for the crash survivors. The remaining ones, are those who managed to return or never took the risk. How do they survive? Well, there's already a whole questline where you have to supply the community hall with, well... literally everything. And before you came, they only spent 3-4 days in there. Supplies would only become a major concern once a dozen survivors showed up on their doorstep. And they don't have to do much. Even if they are functionally furniture, it's still better than nothing. The space shouldn't be an issue either. There's room in the kitchen, and on the stage. Actually, the more crowded the hall is the better, in my opinion. The whole theme of episode 3 is helping those in need. The episode shows how far Astrid is willing to go to save people. But when I filled the kitchen cupboard with food, wood and medicine, it didn't feel like I helped anybody, because the community hall is just father Thomas and a bunch of copy-pasted crash survivors. There's no identity in there. What I don't like about "they are off camera, use your imagination" excuse is that, TLD never really requires you to do that. Sure, a lot of actions are done through menus, but there's noting reaching the level of "Imagine there are people here doing people stuff". Usually, what you see is what there is. When Molly calls you and says that she's been keeping an eye on you, but you haven't come across her even once, it can be easily explained away. She's been looking from afar. She's good at hiding. You just weren't looking hard enough. But when Thomas is saying that more than half a dozen locals gathered in the community hall... There's no explaining it away. Those people are nowhere to be seen. And I can't suspend my disbelief hard enough to believe that they are here somehow. If Hinterland decide to update episode 3 (which I don't expect to ever happen) that, in my opinion, should be one of the first changes. EDIT: I just checked, and as it turns out, they are literally copy-pasted. Wow!
  4. Here's what I've been wondering about for a while now... In episode 3 when you enter the Community Hall you see a lot of crash survivors, father Thomas, and... That's it! Where are all the locals? Is Thomas the only one who survived the First flare? The first time you talk to him, he says "We gathered people here when the weather started turning bad three... Or was it four days ago? The houses became too cold and it seemed better to bring everyone under one roof. Then yesterday, the crash survivors started showing up." So... Where is everyone? Did they all die in 2-3 days? That makes NO sence! And I kinda get it. There should be a reason why Astrid is the one who has to go look for survivors. But there could still be a few locals too old/sick/injured to do this job. It would be very interesting to see, for example, an old lady knitting in the kitchen, or two covered in bandages guys playing cards in a corner of the stage, or a mother with a little baby. Something like that.
  5. I think a serious miscommunication is taking place here... What do you mean by "season pass"? A lot of people probably think, season pass here is a monthly payment. Like a subscription for content. You stop paying - you can't enter this new region anymore. The way I read it, "season pass" means, you pay for DLCs before all of them came out. That way, you pay once and get all the DLCs that will be released in the following years. OR you can purchase the them separately as they come out. Did I get this right?
  6. The last time I played TLD I encountered a lighting glitch. Today I launched the game again, but the glitch is still there, exactly the same. Here's what it looks like. bandicam 2022-04-29 19-41-30-222.mp4
  7. I think, if Hinterland are to add full captions, they should not only describe a sound but a direction as well. Example: <Wolf howling behind you>, <Crows cawing on the left>, <Bear walking in front of you>. EDIT: Actually, the perfect choice here would be a direction arrow like in The Last of Us 2.
  8. Oh my god... I've had exactly the same experience. It was a good call on part of Hinterland to remove it. The simpler some mechanics are - the better.
  9. That's exactly how fainting should work, the way I see it. The effects shouldn't appear immediately, though. It'd be better for them to progress with the Faint Risk. And only when it hits 100% all of those things will work at their maximum capacity.
  10. "Mackenzie's search for Astrid takes him deeper into the savage wilderness. A mysterious trapper may be the key to finding Astrid. But can he be trusted?" "Savage wilderness" is translated as "desolate wastelands". "Безлюдные пустоши" in that sentence should be replaced by "дикую глушь". Unfortunately, that would cause some weird alliteration with the word "глубже", so it might be a good idea to use "дальше" instead. _________________________________________ On a sidenote, maybe there should be a category for different translation suggestions here at hintelandforums.com? I mean, we found a lot of errors in russian translation in this thread, sure. But TLD has A LOT of language options and I suspect they aren't all perfect, either. Кстати, может на hinterlandforums.com стоит добавить категорию для разных предложений касательно перевода? Конечно, в этом треде мы нашли много ошибок русского перевода. Но в TLD можно выбирать из КУЧИ разных языков, и я подозреваю, что они тоже не идеальны.
  11. I've got exactly the same problem! I tried playing some of Early Wintermute (predux) and couldn't progress past the cutscene in the beginning. And in the survival I couldn't move the camera too. I guess it has something to do with gamepad support, as camera movement (kinda) works with gamepad only. But the keyboard/mouse don't do anything at all.
  12. A gentle nudge to remind you that this idea is still amazing and Hinterland have no reason not to implement it
  13. Here's another one I only noticed yesterday. So, I disabled the HUD in options in order to immerse a little further. Turns out, with the HUD disabled, when you press Tab, it only shows you the time of day. Why? It's the least important bit of information! Basically, Tab should reveal your condition and needs as well.
  14. Sure, the MASHMASHMASH mechanic is... Simplistic. But I don't think it's a problem. Quite the opposite, really. The MASHMASHMASH represents a brute force struggle as good as is possible in a video game. Moving a cursor in a specific shape could only represent a very careful and accurate motion. But as you fight a wolf, there's no time for precision. You hit it as hard as you can, as often as you can, while trying to keep all your limbs. The same would apply to a bear. You impale it and PUSH. AND PUSH! AND STAND YOUR GROUND! "Draw a circle, press a specific button, repeat" would be completely out of place here. Another problem I see with this objection to the MASHMASHMASH is that the MASHMASHMASH is one of the most intuitive QTE-interactions there are. Somewhere up there with the hold. Seriously, when a game tells me to hold RT+LT, then switch to RB+LB and press X, then wiggle L3 a little, draw a semi-circle with R3, shake the controller, then balance the gyroscope, let go of RB, press the circle, and wiggle L3 again... It only serves to break the immersion. Such interactions do nothing but remind the player that they are holding a controller/mouse. The simpler the QTE is, the better. And you can't go much simpler than MASH or hold.
  15. Another problem nobody mentioned is how sometimes words don't fit into boxes correctly. Like here. Продолжительность Maybe you should choose shorter words in these situations? Here "Длительность" would fit nicely instead. And this is not the only example. I'm sure, if you looked, you would find a lot more of similar issues.
  16. I think there should also be an option to disable ammo boxes. I really don't like how abundant ammo becomes because of them. It would feel more like a "vulnerability fantasy", if you had to find every single round separately. < Also, advanced gear (whatever is disabled on interloper) shouldn't be linked to baseline resource availability, imo.
  17. Decided to check and noticed another error. Technical Backpack is translated as "Улучшенный Рюкзак" (Improved/Upgraded Backpack). I GUESS it gets the point across, but "Upgraded" is a bit too immersion-breaking. I don't know how to translate "Technical". I doubt "Технический Рюкзак" would make sence. Still, here are some possible ways to translate it. Походный Рюкзак - Camping Backpack Альпинистский Рюкзак - Climbing Backpack Профессиональный Рюкзак - Professional Backpack (not certain about that one, though) BTW, the description of Cattail Stalk says "Жёсткий, не очень плотный, но съедобный". "Плотный" means Dense. It's supposed to be Filling. I see what translation team were trying to do (like calorie dense, yk?), but like... No? It should be "Cытный" or "Питательный" instead.
  18. Here's another fire-related suggestion. There should be an option to extinguish the fire. We can already do that by taking torches out of it, but it's pretty weird and immersion breaking. It would be way better to have an actual "extinguish" button.
  19. Also, the recovery from cabin fever should go faster when you're walking. This way, instead of sleeping it off in a cave, players would battle the cabin fever by exploring the wilderness.
  20. That would be great! Especially useful when there's a bear or a pack of timberwolves circling around the car.
  21. The reason why the Old Bear fight in Wintermute isn't that interesting is because it's the same thing over and over again. You must visit the three radio towers and at the second and third you'd have to impale the bear 3 times. Then the same thing in the cave. There's no risk, as failing the QTE is pretty hard and if you don't set the spear in time and get mauled, you will restart from your last save. In all those regards, the survival mode is completely different from Wintermute. Bears are few and far between You never know when you meet one If you die, the save file is lost forever In my opinion, it shouldn't be easy to win the QTE. Maybe even impossible with your fatigue below 25% The time you can hold the spear wold have to be increased, so you don't die the first time you use it If you win the struggle, the bear should die immediately or shortly after
  22. What are you talking about? The game's made on Unity.
  23. Oh, really? Thanks for your support!
  24. Well, a spear IS a huge arrow, so I guess you're right. Idk... A whole new skill for a single weapon is a bit too much. Sure, bows, rifles, and revolvers get their own skill, but 1) I don't think they should and 2) Spear is more like an axe or knife or any other melee weapon in that regard. Connecting it to archery books is a rather wierd idea. I get it, spear is a big arrow. But it would definitely confuse the players. This one I don't like. The way I see it, you should be able to work towards making the spear from the very beginning of the run. You can craft fur coats, you can craft bows, you should be able to craft a spear. This boundary of first having to find a blueprint or a broken spear or whatever seems a little artificial to me. I don't like it. Realistically, in order to make a firearm you'd have to first break a firearm. And the one you'd make, would be worse. I just don't see much usefulness in adding a DIY pipe gun.
  25. Sorry, but... What do those two have to do with firestarting? I don't get it.