Ghurcb

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Posts posted by Ghurcb

  1. 14 minutes ago, hozz1235 said:

    Use mousewheel to scroll through the radial options?  I don't like that either.

    Really? I think that would make the radial menu much more tidy.

    Here's an example.

    My inventory:

    image.thumb.png.d1cd4e778026081b05d49e4c5558668e.png

    My radial menu (food)

    image.thumb.png.6d9622963ba330355367ab94d4cad0fd.png

    As you see, there are all three granola bars, each one of them taking up a slot, but no beef jerky, pork & beens, and most importantly crackers.

    Now here's how it would look if it was my way.

    image.thumb.png.68d0f4483c906437c73319f7a52c77d6.png

    As long as you have 8 different food items or less, they are all accessible. Now, let's take an energy bar.

    image.thumb.png.739e517d7487ca1ebccd36d7ee052a76.png

    Nah, this one's too good. (scroll the mousewheel down)

    image.thumb.png.532a112791ba6f0e2a1144bc7bb719cf.png

    This is how you switch between "doubles" of the same food item (or any item, really).

    This would be handy, right?!

    • Like 3
  2. I think this problem is better solved by increasing the weight of the old man's beard to 0.05 kg. 

    When it comes to using it for wrong affliictions, I would just make it impossible. There's no challenge in "figuring out" what helps with which affliction, because the game already tells you that. You'd only make this mistake on accident or if you're confused. Might as well remove the ability to "heal" intestinal parasites with a bandage. 

  3. I think this function could utilise the mousewheel. Press LMB to equip/use, press RMB to place, and press mousewheel to move the item into another radial menu slot. Mousewheel could also be used to scroll through "doubles" of the same item, if you want to drink the 13% Summit soda rather than 72%, for example.

    • Upvote 3
  4. On 12/7/2022 at 11:03 PM, codyh said:
    • With increased difficulty, increase the respawn time of game (excluding rabbits?)

    I'm not sure about this one. Being able to clear an area from the wolves for a long period of time (or permanently) will only make the game easier. As to the deer, the long dark doesn't seem to encourage hunting them before you reach the late game. And if we had a set number of deer in each region, they would all be killed by wolves before you even get interested in hunting them, so at least some amount of respawning should remain.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Make meat lose caloric value as condition falls

    Okay, if that was implemented, hunting moose for meat would be completely off the table. Even now, when you harvest those 40kg, most of it goes bad before you eat all of it. And if as the condition deteriorated, calories decreased... It would be even worse. Not to mention that the caloric value of meat is unrealistically low already, further decreasing it is not something my suspension of disbelief could deal with.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Make starvation cost maximum fatigue

    Actually, this thing is already in the game. If you starve for 24 hours, you would start losing 2% of your max. fatigue per hour. The lowest it would go, though, is 50%, and once you're not hungry it would start recovering at the rate of 5% per hour. But I think it would be neat if this was more of an issue on higher difficulties. Personally, the well fed bonus is more than enough to keep me from starving my survivor.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Allow all items, including high end items to be spawned in interloper at extremely low chance (1-2%)

    100% for it. I think it's a shame that Interloper is so lacking in content, compared to stalker. You have no guns, and thus gunsmithing skill is useless. If it weren't for noisemakers, gunpowder and ammunition workbench would be useless too. Allowing the "prohibited" items, but limiting them to 1-2 per world would massively enrich the experience. But if you get carried away and get your rifle to 0% condition, it's gone for good.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Make the makeshift knife and hatchet, makeshift

    Sure, why not? Right now, on every difficulty other then interloper there's no need to craft knives and hatchets in the forge. The only thing you use it for is arrowheads, and even those you can recycle either from your broken arrows or those you find in the world. Having the forged items be equal to those you find, would make forges a little more useful. And having a way to craft improvised tools on workbenches would make interloper experience more diverse.

    On the other hand, if Hinterland don't add more recipes for forges, the only unique use they would have would be making arrowheads, and with the new fire-hardened arrows even those would become unnecessary. Now that I think about it, forges are only useful when you play on interloper...

    On 12/7/2022 at 11:03 PM, codyh said:
    • Provide 3(?) matches for the interloper start and remove the guaranteed spawns

    Again, 100% for it.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Remove cabin fever and replace with a "hardiness" bonus for consistently being outside

    Yeah, I believe that cabin fever is a very crude solution to the situation where players "hibernate" inside their base for weeks. Positive reinforcement would be much more well-recieved. As I said, I don't starve my survivor just because of some fatigue decrease, I want to keep my well-fed bonus. I think a better reward for spending time outside would be a bonus to your max. stamina. Something like +20% for spending more than 6 hours outdoors for 7 days in a row. Also, I wouldn't discard cabin fever completely, because I believe it can be improved. I'd go with more of a horror-route, where cabin fever would cause creepy music to play and you'd hear things like footsteps or knocking. The Long Dark can be a scary game. As to what cabin fever should do to the character, rather than player, instead of not letting you do anything, I'd go with the good old max. fatigue reduction. That would still force people out of their hiding holes, but they would have the time to make this choice on their own.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Make covered and indoor fires last longer in embers mode

    Sure, why not? I'd also remove the bonus to the burning time when outside, as it's rather confusing.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Make meat condition drop depend on being in containers, not inside/outside

    I think the idea here is that meat would last longer in a colder environment, but every environment in TLD is comparable to a refrigerator, be it inside or outside. But yeah, being left on the floor can't be sanitary.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Remove condition drop of long term processed food goods

    Yes, it doesn't make much sense how the food that's supposed to last for years suddenly goes bad shortly after you find it. But if that were the case, the poisoning affliction would be even less of an issue. And personally, I'd like for it to be MORE of an issue, not something you can sleep off.

    I think it would be best if the food (other than meat and fish) didn't decrease in condition, BUT the condition would still range from 0% to 100%.

    On 12/7/2022 at 11:03 PM, codyh said:
    • Increase ambient light indoors, especially in morning/dusk

    Personally, I just use a lantern to find my way outside in the morning. If it's still dark outside, it should be dark indoors too, and in TLD sky doesn't get bright right as you see the top rays of the sun on your sundial. What I do find weird are the objects that are lit by nothing, like the moose head in the community center that you can see even in the middle of the night. WHERE'S THE LIGHT SOURCE?!

    On 12/7/2022 at 11:03 PM, codyh said:

    For example, I think pleasant valley should be *actually pleasant* while sunny and without wind, even on interloper. Make it one of the warmest regions during a sunny day! A good equipped interloper should have positive warmth during the good times even in late game and this should encourage them to go out hunting.

    Then a blizzard hits. And pleasant valley gets decidedly unpleasant.

    THAT sounds like an amazing idea. Hinterland, please, write this down. This is a great way to give a region a better sense of identity.

    • Upvote 3
  5. Honestly, I don't see the point in there being an improvised version for crampons. I guess, it's so that you don't have to go to Ash Canyon to find them. But first off, why wouldn't you go to Ash Canyon? The Long dark is a game about survival, but it's also about exploration. And second, even if you decided not to visit Ash Canyon, or failed to find the crampons, you're not missing out on much. If anything, you're missing out on +5kg carry capacity bonus. Crampons aren't THAT good. They aren't vital for your survival. They are just better than nothing.

    Who really thought "The one thing TLD is missing is improvised crampons"? It feels like more things to craft for the sake of having more things to craft.

    • Upvote 3
  6. 6 hours ago, RegentRelic said:

    Wrong. Hinterland knows they screwed up and knows they've been put on shaky grounds.

    Oh my god, what happened?! 

    6 hours ago, RegentRelic said:

    Use here on the forms are the most likely to forgive, but the least likely to forget.

    Wh-what have they done?..

    6 hours ago, RegentRelic said:

    Hinterland set themselves back years in the good will department. If they don't learn from their mistakes here, they might be better off being a new studio with a clean slate. 

    You know what? If it's that bad, I don't want to know about it, I'd rather--

    Oh, you're talking about that one time when we couldn't launch the game for a few hours, before Hinterland rolled out the hotfix? Yeah, that sucked, I guess. I don't know, I was asleep when this carnage went down. 

    Seriously, though, what is this?! 

    6 hours ago, RegentRelic said:

    Hell, we should make the back lash seem worse than it is! Hang over their heads! Maybe then they would feel some genuine guilt.

    Like... Could you chill? Please... 

    Hinterland had a rough launch and you're writing about art and murder. Quite an overreaction.

    • Upvote 11
  7. On 12/12/2022 at 4:05 AM, Pimprle said:

    Point 4 is or was in game for some time.

    8 hours ago, 49skier said:

    Do you remember when that was?

    Nope, this thing was never implemented. It was only put into the trailer because it looked good. I think devs said they wanted to add it into the game, but I'm not sure why they didn't. It would be nice if over time the amount of meat in the animal and the quality of its hide and guts decreased, and once they reached 0, only bones would remain. I don't even care if they are useful, I'd just appreciate the visual.

    • Upvote 1
  8. No, neither travois nor fire hardened arrows were added yet. 

    The free changes include:
    - Updated player/item spawns
    - Does
    - Meat changes its texture based on its condition
    - Notes that help you find hidden loot

    The expansion changes include:
    - Item variants (can be found outside Far Territory too)
    - 3 new regions (a transition zone, a small hub region, and the airfield)
    - Glimmer fog and insomnia

    I think that's all, but I could've missed something. It would sure be handy if Hinterland released the list of changes, but at the moment we only have a youtube video describing new features.

    • Upvote 1
  9. 1 hour ago, Honest said:

    How can I check if my prchased TFTFT Addon is already active (Steam) the world map doesn't show me the airfield region, so that makes me a bit sceptical if it is already active

    If your main screen shows the Trapper's Homestead, then it's not active. If it's active, it should show a part of the new region. It would also say either "Survival", or "Tales from the Far Territory" in the top left corner, depending on whether it's active or not.

    y8CJ3TYTNBuDC_h4YhDyLb-IzrLD-qzwqjJ9-TBkjnGsttbETVLrMsglEk4ZgawxS2jqTt1JPMh9bwKjGo60Z8KW.jpg?size=1920x1080&quality=96&type=album

    eQKKvJrDNcyPr5t8YGStSAyhaCMkHAIfxKJVfCPrdgt-FTl1SuQB0eX9NkQd8-TUDZaV5cLvNZrz7_s_HiF81gYM.jpg?size=1920x1080&quality=96&type=album

  10. 44 minutes ago, Jalos said:

    because Hinterland too lazy to publish the very stable 1.94 Time capsule version also?

    Are they, though? Hinterland is a gamedev studio, not one person. If they are not doing something, it is because they have different priorities, not because everyone there is lazy. And you seem to be the first person to raise this point. It's a good point, but how would the devs know that it's something player base cares about?

    Basically, I agree that they should release 2.02 time capsule instead of 2.01, but I definitely don't vibe with this accusatory tone.

    • Upvote 3
  11. Maybe you should remove the option to buy the survival edition and wintermute upgrade separately for the countries where the full version is cheaper than either of them? People there would only buy survival edition by mistake, and be very upset when they realise it. 

  12. 4 hours ago, Revelation_jeff said:

    Umm, I'm not sure if you've seen the trend the last 20+ or so years with game re-masters and HD updates like the recently released "The last of us", but those cost money to produce and companies always charge for those sort of updates.  That is not a quality of life feature but a re-master updating the relevancy of said product and making it re-viable to a new generation of gamers. 

    Point me at an hd-update that is released as a DLC, and I'll point you at a bad idea. The last of us part I is sold as a seperate game for ps5, much like the last of us remastered is being sold as a seperate game for ps4. You want to play this game you bought for a different console? You buy it again. Some people would say it's unfair. I'm not those people. 

    And some were still mad because of how much more expensive part I was compared to remastered, even though the whole game was remade on a new engine. Not exactly the same as adding a few new animations and hd-textures. A better comparison would be the next-gen update for The Witcher 3. Next-gen UPDATE, not next-gen DLC. 

    Payed graphics settings is not where I want the video game industry to end up. And I'm sure, Raphael, Katie, and the VAST majority of Hinterland devs would agree with me on that. 

    Another point against putting a pay wall in front of better graphics is that The Long Dark is still in development. I heavily disagree with people who say "Ew, why are they releasing a DLC for an UNFINISHED game?!", but the game is, indeed, not finished. Hopefully, it never will be. For me, The Long Dark is much like Minecraft. Both games are in the state of indefinite developement, each version being complete, each update being an improvement. 

    But this indefinite developement poses an issue, where the devs have to decide which features they can put into a DLC, and which features have to be in the base game. If they make the wrong decision, people will feel like features that should have been added a long time ago are being withheld.

    For me the best way of separating DLC-content and update-content is pretty clear. DLC adds things, base game adds systems. 

    Cougar - DLC

    Player/item/animal spawn refresh - free

    Travois - DLC

    Improved fishing/beach-combing/firestarting - free

    Of course, things could also be added for free, like ptarmigans, burdock or acorns. But I would gladly exchange them for cooking and shelter customisation, as those seem like more fundamental features.

    If Hinterland put first-person animations into the expansion pass, that would mean they chose not to put them into the base game. Not a good look.

    4 hours ago, Revelation_jeff said:

    For this product to have been well received as a early access DLC, they should of released at least 50-60% or more of the core mechanics for the update along with one region to test the new experiences and polish and add additional content over time.  My issue is they were sneaky about talking about the "Launch experience" because they were afraid to down play it too much to loose the hype and thus pre-orders. 

    50% of all features in the first batch? That would make the following updates extremely lacking in content. The whole point of a season pass is that new features are being released in somewhat equal parts over a period of time. What you're proposing is an unfinished DLC. 

    But I do agree that Hinterland should have made it perfectly clear which features are released first and which are not. And do it not in a youtube video, but on the expansion's store pages.

    4 hours ago, Revelation_jeff said:

    You're looking at about 20% of the content currently for a 60% price tag.  This should of been sold at $10 to compensate appropriately.

    But you're not paying 60% of the price for 20% of features. You're paying 60% of the price for 100% of features that will be released over the 12-month campaign. $10 would be an appropriate price for the first two expansion updates, not THE WHOLE EXPANSION. 

    • Upvote 2
    • Like 1
  13. 13 minutes ago, Glacia said:

    Same here in argentina, the base game it's 3 times cheaper than buy survival or wintermute content alone 😅

    Screenshot_20221206-110401_Chrome.jpg

    Wow, you have it even worse... And making the full version 6 times more expensive REALLY doesn't seem like a good solution.

  14. Okay, this is not exactly a technical issue, but a serious issue nonetheless. Here are the prices for The Long Dark and its DLCs in rubles

    image.png.f7a5f264c67bf0a53377ab617c0d34d9.png

    For some reason, wintermute, survival edition, and tales from the far territory, each cost more than the full The Long Dark version. The way I understand it, steam changed their recommended dollar to ruble ratio, and when pricing the new content Hinterland used this new ratio. It's fine, I've got nothing against it, 30 rubles for one dollar is still a very generous deal. What I DO have a problem with is that the devs forgot to change the price of the full 100% classic the long dark, and now survival edition is more expensive than the full version. And the whole point behind there being a survival edition is that it's cheaper!

    Basically, Hinterland should do something about it, because this is ridiculous.

  15. On 5/16/2022 at 2:29 PM, Ghurcb said:

    And now, when survival and wintermute are separated, including this little change is easier than ever.

    And NOW, when survival and wintermute are separated, there's finally no disinfo in my suggestion.

    Seriously though, people seem to REALLY like this small tweak. Perhaps, it could be included into the free survival update pass (somewhere near the end of it, probably). It's not something particularly big, like a new animal, or plant, but a nice QoL improvement for better immersion.

  16. 16 minutes ago, peteloud said:

    Is there a free update?

    I became a bit confused about this release, and I wasn't in a hurry for "TALES FROM THE FAR TERRITORY", so I didn't read the blurb in detail.   I thought that I'll wait until the new bugs are cleard up.  I am surprised at this mention of a free update.

    Is there a free update to the standard TLD?

    Yup. It adds does and DIY crampons. Also, new item spawns. Also, new player spawns. If you don't want to buy TFTFT, you should probably keep your old saves and stay on 2.02 until more stuff is released.

    Edit: Also, visor notes

  17. While I agree with you on the point that Hinterland should specify on TFTFT store pages which features have been released already and which will be released in the next update, there's another point, that in my opinion, is straight up WRONG.

    1 hour ago, Revelation_jeff said:

    Yet the most compelling content is being given out in free updates or coming several months later (FPS Harvest animations, Visual enhancements etc)  In my opinion Hinterland should give early access to these new big features as PART of the paid DLC stream to incentivize us to purchase it.

    1 hour ago, Revelation_jeff said:

    1.  Give DLC supporters first access to big new features like the FPS animations, Visual improvements and other features as part of early access so they get something exciting to test out before others as the package increases.  Then release that tested content later 3-6 months to the free base later.

    DLCs should provide new content. New regions, new items, new animals, etc. Harvest animations and better graphics are not exactly "content", they don't have any gameplay value. They are a QoL improvements, and it would seem ridiculous to put them in a paid DLC. People would feel like they are being robbed of a good game. I myself feel a bit conflicted about the fact that an improved cooking system will only exist in TFTFT.

    Imagine if Hinterland added a "use" button in the afflictions menu, but only as a part of a DLC. People would be reasonably angry and justified in asking "Why TF is it not in the base game?!" and "Do you really expect us to PAY for it?!"

    And the fact that everyone will receive those features 3-6 months later doesn't make it better. People who buy the expansion pass are not beta-testers, and if it works fine already, why not release it to everyone? Sure, it would incentivize people to buy the DLC, but so would DLC-exclusive bug-fixes. It's just not how a studio should treat their players. If they made something new, that has no gameplay value, but it has a general effect on the game that gives a better playing experience, it shouldn't be kept behind a pay wall.