Ghurcb

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Everything posted by Ghurcb

  1. Okay, now I'm wondering... I still have an original "Escape the Darkwalker" save in my Challenges tab. But, since the event ended, there's no Darkwalker there. Just an endless night with a really low difficulty. If I revert to the 2020 halloween version, will the Darkwalker spawn in this save, or will it stay the same? I should probably try it out and see for myself.
  2. Nah, it's an old save, and the bug is fixed already. I've just been wondering if there's a way to get that key if it didn't spawn in that old version. But if not, that's fine.
  3. This problem could be solved by this menu popping up when you pick something up from a big pile of similar items. I'm not sure if it can be coded into the game though... Hopefully, it can.
  4. Actually, there IS a way. There's a mod called "more days of night", but it doesn't work past 1.39 And I don't think that 1.39 is one of the time capsule versions, but you know... There are ways. (NONE OF WHICH I ENDORSE) (but also, I wouldn't judge)
  5. Hey, you might remember how in one of the previous updates bodies would start to disappear. And because of this, the key to Paradise Meadows farm could be lost. So, after the bug was fixed, if I lost this key, that means it's lost forever, right? Is there no way to get in (except for using the console)?
  6. Oh, my mouse has two buttons on the side (where the thumb usually is), so I assigned one of them for "put away" action. I like it more this way. EDIT: I would appreciate if instead of "mouse button 4" the prompt said "MB4" or looked like a side button on the mouse. Right now, it's a little too long. EDIT 2: Maybe, something like this?
  7. Personally, I'm not a big fan of adding new buttons. So I think there could be a different solution here. When you take/thow out a certain amount of items, you can use the mouse wheel to choose the amount. I think the same thing can be used here. This also means, that if you killed a moose and want to harvest 20 kg of meat out of 40 kg, while the ">>" button would be of no help (you'd have to click 40 times one way or another), scrolling to 20 would be quite easy. YES. I use my notes to keep track of the items being stored all over the map. So when I want to update it, I find the location I'm in, click on it, and... The screen scrolls down to the end. And then I have to scroll back up to that location in the editing mode. Why not make it, so that you can edit your notes from wherever? (in case you didn't understand this word salad) What I want is for this interaction to be limited to the first picture. CLICK -> And you can edit from where you clicked. I think, it's this way to allow removing spray paint marks (you do it with RMB), even when you don't have any spray paint. But considering how few options for surveying there are in the radial menu, Hinterland could add a separate one for removing the spray paint (like a little rag icon). It IS a little weird that you have to choose which shape you want to paint, when all you want is to remove something. (How it works now) (How it could work) (Wow, making pictures like this one takes way too much time. Eh, at least I'm learning Photoshop this way)
  8. Considering the addition of cooking recipes, "item variants" might refer to different foods with the same stats. Like toffies instead of chocolate bars, or canned ravioli instead of tomato soup.
  9. No. It didn't take more then half a decade to get what was promised. It took more then half a decade to get far FAR more. Let's take a look at TLD Kickstarter campaign. The episodic nature of the game's narrative refers to story structure, and not necessarily to the amount of content you're getting in the game, which we estimate to be 5-6 hours for single-player "story mode" and dozens of hours for sandbox "survival mode". 5-6 hours. It takes 4 hours to complete episode one alone. If you ignore the side quests. Clearly, the scope of Wintermute has grown greatly over the years. You could've gotten exactly what was promised a long time ago, but would it be worth it? Seriously, if Hinterland wanted to stick to their Kickstarter promises, then at the end of Do Not Go Gentle it would say "THE END. See you in The Long Dark 2", because that's it. 5-6 hours of gameplay. You got it! But no, they spent 3 years, developing the first 2 episodes of Wintermute, creating Milton, Forlorn Muskeg, Broken Railroad, redesigning Mystery Lake, improving the game in every way, while also adding content to Survival, such as levelling system, improved clothing system, cartography, Coastal Highway, Pleasant Valley, Desolation point, Timberwolf Mountain, challenges. Those 3 years weren't wasted, in fact they might be the most productive period of time in the history of TLD's development. But what happened next? Why did it take 2 years to get the third episode? The groundwork was layed, did something go wrong? Yes, something did go wrong. The launch of wintermute wasn't well-received, people were (rightfully) complaining about fetch quests and the trust system, which is why Hinterland decided to remake the first two episodes. And those remakes were AWESOME. Better main questline (bye-bye mandatory survival school), more side quests, likeable characters (Grey Mother and Jeremiah were SO MEAN in predux), first-person cutscenes (the predux cutscenes were REALLY immersion-breaking), full voice acting. I don't want to imagine what the third and the fourth episodes would be like, if it wasn't for redux. So, a year for a redux and a year for the episode 3, sounds fair. But episode 3 came out in the end of 2019, it's the end of 2022 already. What took them so long?! Oh, I don't know, what else happened in the end of 2019, oh right, the COVID happened. And the whole team had to learn to work from their homes. They still do, if I'm not mistaken. Still, in 2020 Hinterland gave us the survival updates such as Fearless Navigator, and Hesitant prospect. The period of time between 2017 and 2019 was centered around Wintermute, the only Survival-exclusive region added between the Wintermute launch and the episode 3 was Hushed River Valley, a region that a lot of players dislike (I think it's fine, though). So the addition of Bleak Inlet and Ash Canyon was long awaited. Episode 4 was being developed alongside those survival updates, featuring a new region that had a lot of verticality. From the gameplay standpoint Fury, then Silence stands WAY ABOVE all the other episodes. The story quests were less about go there, then come back, and more about solving puzzles, trying to find your way through toxic gas leaks, there even was a stealth mission in the end! And FINALLY the map was designed in such a way that you didn't have to go back to your base the same way you left it just to be told to go back to where you came from (Hi there, Luminance Fugue, we were just talking about you). Two amazing survival regions and a story episode were made in two years DURING A WORLD-WIDE PANDEMIC. By the way, what time is it? Oh, it's SEVEN YEARS INTO DEVELOPMENT by the time ep. 4 was released. "Seven years, and the Wintermute is still incomplete. Such disappointment. Why are the devs so lazy?" Except, as you can see, they were working their asses off (no crunches, though), trying to give us the best playing experience possible. But still, some people see Hinterland as lazy for taking almost a decade to finish Wintermute, as if it makes sense for a studio not to develop their game. Like, do you think it takes so long because the devs play Minesweeper instead of working? And no, there's no "instead" here. The release of the episode 5 is planned for the end of 2023, which means, it's being developed alongside TFTFT. Hinterland are not doing the DLCs first and the story mode second, they are working on them at the same time. And not working on TFTFT wouldn't make Wintermute come out earlier. I think in one of the previous diaries, Raph said that they have two teams, one working on survival, and other working on story (there's also a third team working on the new game, but it's irrelevant now). This means, people who are currently working on the episode 5 are not distracted by TFTFT, they are still working on the episode 5. And making the survival team work on Wintermute wouldn't accomplish anything either, as in the video game industry, if you assign twice as many people to a project, it won't be done in half the time. It'd be complete in the same amount of time (if you're lucky), but you'd have to pay twice the people for the same work. What you should do, is to assign as many people to a project as needed, and let them do their programming magic. Releasing the DLCs while the last episode is being made accomplishes an important task. Keeping people interested. Between the release of Hesitant Prospect and Fury, then Silence, there was a year of NOTHING. Just us waiting for the episode 4, getting nothing but a few dev diaries. If it wasn't for TFTFT, 2023 would be the same. But instead, there will be a year of rapid-fire updates, both paid and free, while the wintermute team is working on the episode 5. Hinterland are doing their best, and I see no reason to complain.
  10. To be fair, there are more complaints of that kind in the April announcement, and a lot of the comments under the steam announcement are mean. And even then there are comments like this one.
  11. Okay, let's ditch the volume and speak specifically about the mass. So, you started out with 1 kg of water. After a while 66% of it froze. If you drink 0.34 kg of water, you'll be left with 0.66 kg of ice. If instead of drinking the 0.34 kg you added 1 kg of water, you would have 2 kg of water+ice, of which 0.66 kg is ice. 0.66/2=0.33=33% is the amount of water in your inventory that is frozen.
  12. I think my phrasing wasn't clear enough, but what I meant to say is that upon consuming 0.34 L of water you'll be left with what has been 0.66 L of water, but now is 660 grams of ice. I know that ice has a lower density than liquid water, but I see no reason to confuse the player with the volume they carry going up, as the mass doesn't change, and the amount of drinkable water decreases. EDIT: To clarify again, 66% is the ice, not water. And you don't drink ice.
  13. It's been a long-standing request that the water you carry in your inventory freezes over time. I've been sceptical about this idea before, as that would unnecessarily complicate the UI. But I think I came up with an elegant solution, that would avoid this problem. What's important is not making the it too complicated. Of course, you could come up with a system where the water you just boiled is 100°C and then it starts radiating its energy until it reaches the equilibrium with the outside world, and if the temperature of the environment you're in is below 0°C, then upon reaching 0°C the water would begin to freeze, and once it's frozen its temperature would continue falling until it's be the same as the world, and then if you wanted to drink it you'd have to warm it up, and for that... BOOOORING This sort of realism is not good for the gameplay. Sometimes, you should simplify a mechanic, make it less realistic, and that would make the game better. Here's how I think this system should work On this picture you can see 1 L of 66% frozen water. What it means is, 66% of this water is now ice, and if you tried to drink it, you'd only be able to consume 0.34 L, and be left with 0.66 L of water that is 100% frozen (in other words, 660 grams of ice). If you were to add 1 L of water to your inventory, it would become 33% frozen. The water would freeze if the temperature is below 0°C. If it's above zero, it should melt. The same rules apply, whether it's in your inventory or not. I think the water should freeze and melt at about 0.5 L/h rate and there should also be a 1-hour window of water not freezing after you left a warm environment (it takes time for water to cool down before it starts freezing). Of course, when you are on a long hike through the Timberwolf Mountain, it is difficult to find a place warm enough for ice to melt on its own. That's why there should be an option to melt your ice on fire. It should take the same amount of time for ice to melt as it does for snow (don't question the physics of it all). Of course, such a change would require for there to be 2 more options in the "Water" section of the cooking menu - "Melt ice (potable)" and "Melt ice (unsafe)" (unsafe water freezes the same way potable does). This set of changes would make it more difficult to carry around liters of water, without worrying about dehydration, and push players to make campfires in order to make more water, as they explore the world. A similar system could be used for coffee/tea/meat.
  14. Aaaaand... Done! Finally, after 175 days of surviving on Stalker difficulty I've mapped every location (of those that were added before Blackrock). To be honest, I wouldn't mind if I also had to survey Blackrock and Keeper's Pass N/S to get this achievement. But it's not the end of my journey yet. There are still 4 polaroids left to find and 4 vistas to survey. I'm not gonna bother with buffer memories and cairns, though. For the former I'd have to look up the location of every single cairn on the internet (and that's no fun), and the latter is just too grindy for me. Right now, I'm thinking about a fitting way to end this survival run (unless it ends prematurely). And I'm not talking about jumping off a cliff or dying fighting a pack of wolves (that was quite a base), I'd rather find a place that feels right, start a fire, put some meat to cook and water to boil, and leave Mackenzie in that perfect moment forever. He deserved it.
  15. I'm not sure how I feel about the addition of bottles. On one hand, it could greatly improve the survival, limiting the amount of water you can store or carry around, thus making dehydration more of a threat. On the other hand, we have enough fiddling with pots and cans already, imagine if you wanted to pour the water from one bottle into another, or empty a bottle. Would the bottles be chosen automatically when you take the boiled water from a pot? What if there's not enough free volume in your inventory, would you take as much as you can? Would you have to choose both the bottle AND the volume you want to take? Obviously, you shouldn't be able to carry a pot full of water in your backpack, but should there be a way to fill the pot from a bottle, not to boil the water, but just to store it? What about tea/coffee? It would be VERY difficult to make the interface work as anything but torture device. Possible, but difficult. Collecting snow seems to me like a completely unnecessary interaction to add. Snow is everywhere in TLD, so it wouldn't meaningfully change your survival, but this extra step would likely be somewhat annoying. Now, when it comes to water freezing, I'm all for it. We already have a way for some items to freeze (I'm talking about clothes). So it would make sense for water to behave in a similar way. (this mechanic could also have an interaction with the thermos) (I'll probably make a wish list post detailing this idea, since I put too much time into making this one image)
  16. 😉(wink) Unfortunately, Admin responded to that suggestion saying that "There are no current plans to alter this further in the game", so I wouldn't expect the dynamic temperature to be added any time soon. O̰_O̰
  17. "Oh, I can't believe this! It's been so long since I last saw another person around here. Honestly, I thought I'm the last one left on this island... Wait... What are you doing?.. Please put down your gun... Sir? I CAN HELP YOU! WE'RE MORE LIKELY TO SURVIVE TOGETHER! DON'T DO IT! I CAN BE USEF--" BTW, all throughout this exchange the survivor doesn't say a word, looking like this. Terrifying stuff if you really imagine it.
  18. That... doesn't sound like a good implementation. And I honestly can't see it working. And this ship will be SO AWESOME you won't dare question why it was mentioned in the announcement. Hinterland, WRITE THAT DOWN! Discard the ship, it's not worth it. THIS is the future of gaming. I've got a new ship and I'm shipping Mackenzie and Trader-Bear.
  19. The announcement also mentions visual improvements. Hopefully, that mean we can further increase the load-in distance. My PC (PC stands for Potato Crate) gives 60+ FPS on the max graphics settings, yet some objects disappear 10 meters away from me. I'd also like to see anti-aliasing added. I'm so tired of electric wires looking like dotted lines from afar...
  20. I'll probably choose a starting location far away from the Airfield and set out to reach it. I don't want to go there "well-equipped" as to not make the exploration too easy. But I DO want to feel like it was a long trip trying to get to the Far Territory. Now that I think about it, that probably means I'm going to check out other new features first...
  21. Personally, after this announcement I've GAINED the will to play. I wanted to get the Faithful Cartographer achievement eventually, but now, when I know I'm on a timer (admittedly, there's still more than a month left) I really picked up the pace. And with the winter approaching, when is the better time to dive back into the long dark? Once I'm done with the Faithful Cartographer, I'll probably try and complete all the challenges. In the past, I've only really finished Hunted 1, and Whiteout.
  22. 0_0 Uhm... How can you possibly constructively criticise the idea, about which you only know its name? Like... There's no information about this trader at all. What is there to criticise? I mean, seriously, for all we know this "trader" could be referring to a boat (obviously, it doesn't, but this is LITERALLY how little info we have). I get trying to guess what this new feature is going to be, proposing ways for implementing it, saying which implementation won't work, BUT there is no criticism in this whole thread whatsoever. Honestly, I don't see the reason to worry so much, as 1) The addition of one (1) NPC won't impact your gaming experience that much. We already have them in wintermute, and the fact that there's father Thomas waiting for me at the community center doesn't make exploring Pleasant Valley much easier 2) MOST LIKELY those new features (trader / electrostatic fog / shortwave / tales) will be limited to the new regions, and if you want to go for a "vanilla" run, you can simply avoid the Far Territory. I don't know, this hostility... It seems a bit unwarranted. All Raph said is basically "Hey guys, don't worry about this new thing, when have we ever failed you?"
  23. Eh... I've been meaning to go over every suggestion here and share my thoughts on all of them. Why not do it now? This one is still there, easily fixed by simply removing the repeating part of the text. Okay, that one is phrased really weird, so let me paraphrase. In your journal there's a tab called "log" and it's translated as "бревно", if you were to put the word "бревно" through google translate it would, indeed, say "log", so what's the problem? The problem is that it's the wrong kind of log. A wooden log. The word that should be used here is "дневник" So, I did a bit of research, and it turns out that the russian name for this kind of lichen is "лесная борода" (the beard of the forest). This means, "Old man's beard lichen" should be translated as "Лесная борода", and "Old man's beard wound dressing" should be translated as "Повязка из лесной бороды". I completely disagree with this one. In the game this weapon is called "Hunting rifle", which is translated as "Охотничье ружье". Apparently, @Tradus wants it to be called "охотничья винтовка". I GUESS it would be more specific, but the translation we have now is not wrong. "Ружьё" can have both smooth and rifled barrel. Basically, every "винтовка" is a "ружьё", but not every "ружьё" is a "винтовка". Also, I have no idea, why he mentioned a shotgun, "shotgun" in russian is "дробовик", not "ружьё". I feel like there's a lot of auto-translate going on in this comment, which makes it really hard to decipher. It is common for Е to be used instead of Ё, so I wouldn't call it a mistake. It would still be nice for the game to use Ё. I have no idea why the names of all the light sources are translated so terribly. I guess, it started when "Flare" got translated as "Факел" (russian for torch). Anyway, for the convenience of translation team... (English name) - (Current translation) -> (Correct translation) Marine Flare - Морские фальшфейеры -> Морской фальшфейер Flare - Факел -> Фальшфейер Torch - Фонарь -> Факел Storm lantern - Аварийный фонарь -> Штормовой фонарь / Походная лампа It really does... Yeah, I'd go with "выживший", as in english it says "survivor", and it's better to stay as close to the original as possible. If I were to guess, it says "Выжившего", because this line is reused from somewhere else in the game, where this grammatical case fits better, but I don't remember where specifically. It might be VERY difficult to fix this mistake, if this is the case. Ehhh... No... "Местоположение" fits here well enough, I wouldn't change it. Actually, the underlined part means "And if you are healthy, your health will recover", which still makes no sense, as it uses the same word, where it's supposed to mean different things. What it's supposed to mean is "You will recover your health if you aren't sick", russian for that would be "и если вы не больны, ваше здоровье восстановится". Yup. "Закрывать" means "To be closing", but what you need is the perfect form "Закрыть" Idk... In this example the word "Калории", fits fine. It's like "Калории: 1936". If it said "1936 калории", then yeah, the form "Калорий", would be better. This line is used throughout the game, and if you change this instance every other will change too, so it's safer to use the nominative case (именительный падеж). Here the translation team used imperative forms instead of infinitive ones. For example, "съешь это" means "eat this", when it's supposed to be the infinitive "eat". Yeah, russian language has a bunch of different cases and forms. I'll put it this way, what we have now sounds like an objective, or a command that you give to your survivor, but it should sound like different options that you can choose. Here's an example IMPERATIVE FORM INFINITIVE FORM In english, in all those situation the same form is used "Find", "Chase", "Save". But in russian they have to be different. If the imperative form was used in the second picture (like in TLD), it would seem like you have two conflicting objectives, when in reality, you have to choose one of the two conflicting options. Aaaand, here's a bunch of other mistakes that weren't fixed. I think, there's no need to elaborate on them except for the whole Jackrabbit/Jackalope situation. Jackrabbit in russian is "Заяц", which is the same as just "Rabbit", but "Rabbit remote transport" doesn't have the same ring to it (neither does "Воздушная служба Зайца"). "Воздушная служба Острова Рогатого Зайца" (Horned rabbit / Jackalope Island remote transport) DOES sound better. But it's just wrong. There's no island, and the rabbit in the logo has no antlers/horns, it makes no sense. So here's my idea - "Воздушная служба серого зайца" (Grey rabbit remote transport). It's close to the original, sounds nice, and doesn't contradict anything in game.
  24. Yeah, it's cool that they fixed the translation for cattail and water purification tablets, but there's still SO MUCH left to fix... And if it really was that post that pushed the devs to revisit the translation, why would they stop there? The log is still translated as "Бревно", which is a way bigger problem than cattail being called "Тимофеевка".