Glacia

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Posts posted by Glacia

  1. Im not at home right now so i can't give a complete opinion about the post, but i think every player can say this:

    4 hours ago, Revelation_jeff said:

    .  Better more clear communication on what content is in game NOW instead of the future content stream and what is coming with each upcoming update.  We need more understandable goal posts with the road map.  Tell use the features coming and when we can expect them roughl

    Everyone seems confused right now, some people even thinks cougars are avaliable right now. Without a proper patch notes, most players are not sure about what have been added and what is coming in the next year.

    My suggestions:

    -Add a new section on the game menu, maybe something like "campaign". This section show the current avaliable features and the upcoming, in a time line.

    - After every update, let the players get an emergent window on their menu at least one time, explaining the new added feature. For a example, "Patch 2.3.1, travois are now avaliable!".

    - And also update the DLC page and post accurate patch notes on the forums/steam and other media.

    This should help to avoid confusion and let the players (well, at least most of them) know exactly what have been added to the game.

     

    • Upvote 1
    • Like 2
  2. Same here, im taking a break after playing almost non-stop.

    While nothing it's very important or game-breaking, i have experienced a lot of small issues:

    - Sometimes when you open containers, furniture, etc, your character moves and the animation ends faster. You need to reopen the container to loot the items, if there was one.

    - Several actions like harvesting saplings sometimes don't play their sound.

    - Some hidden mementos seems buggy atm, you can't complete or loot the mini quest.

    But nothing terrible, just small details.

    About the gameplay, i find everything fine and enjoyable. The loot refresh is very good, you need to relearn and explore everything again!  I think this is the best feature of the patch.

    Several things have changed and they were not announced, we need to learn and discover everything, for a example there are new items spawning on interloper, and if im not wrong, a lot of places have been nerfed and are now colder (TWM hut, but i can't confirm 100%).

    Overall, great content. It's a great start for several upcoming features and likely the game is gonna get much better with the next updates!

     

    • Upvote 1
  3. Even with exhaustive testing, a global launch will always have a chance to have errors. 

    Please be comprehensive and respectful, this kind of issues can happen always in all games, it's how developing work. No one is gonna die for waiting one or two hours for a fix 😎 

    Ex-mmorpg developer here, it happened to me that i was working around six months with something and 'Everything works perfectly, even with people testing!' , and at the launch an unknown error or mistake broke everything, leaving all the players out of the game and causing a massive chaos.  The feeling it's horrible.

    Just relax 😉

    • Upvote 5
    • Like 3
  4. Most TLD updates/versions cause a mod breaking, but this does not apply to all mods.

    For a example, the 1.95 version it's, currently, the last mod-breaking version. But there are mods created around early 2021 (And not updated) still working today, while several mods are now broken or have been updated.

    This update it's something new and HL have changed a lot about the save system, and likely the entire code of the game. We should spect a full-mod breaking version, but as said before on this topic, this can be fixed updating the mods 🤩

    On 12/1/2022 at 11:36 AM, ajb1978 said:

    If some modder figures out how to convert old saves to work with the new release, pretty sure there's a Nobel prize of some sort for that.

    Unlikely, but i think something can be doed to attemp a partial restore of an old save. 

    The save location it's currently  %LocalAppData%\Hinterland\TheLongDark . In this website https://www.saveeditonline.com/ , you can edit your save. However, editing the current save it is not useful, but you can use the stored data to try a 'Restore' of your old save in the new ones. However, it's likely the new saves will not be compatible if you 'Copy-paste' an old save, but MAYBE you can just edit manually the fields that define what your old save was (Stats, progression,items, etc), without making the new save incompatible and maybe making it work as a way to keep playing your old save with the new content.  Not sure if this could work, but surely not.

    • Upvote 2
  5. 3 hours ago, UpUpAway95 said:

    but I think most interloper players prefer FM in order to manage the cabin fever risk and they don't like the narrowness of the entrance to the zone.

    The office of the maintenance yard it's a safe place to sleep/hunt and does not contribute to cabin fever risk. You can literally stay in the office forever, using as a main base than the maintenace yard itself.

    The most problematic aspect of the BR region on interloper early game it's how dangerous can be. Avoid wolves at narrow places can be tricky, and there are a lot of places in the entrance where a wolf can appear without making sounds and attacking you inmediatly.

    • Upvote 1
  6. 1 hour ago, UpUpAway95 said:

     In truth though, TLD has been moving away from that concept for ages now as more areas and more "luxury" items were being added with every update.  For example, with the addition of mills, the limited availability of whetstones was no longer an issue.  Perhaps it even began with the addition of beachcombing, when many finite items (e.g. cloth, matches, saplings) became restockable (albeit very slowly).  It became truly possible to survive forever in the game world.

    I have to disagree with this. Infinite survival have been possible for years, even without several now renewable or 'luxury' items.

    Even if the game is hard and it's maded to make late-game a hell, the players will always find a way to survive. I still remember the guy who survived around 5000 days, staying naked in the traper cabin and using tons of snares to catch endless rabbits.

    Anyways, there is not an only or 'intended' way to play. Every single player give their runs a sense or goals, from the pilgrim players with a massive stockpile of supplies to the hardcore inteloper players, all the ways to play the game are valid.

     

     

    • Upvote 1
  7. 1 hour ago, A Lamp said:

    Perhaps it won't even be available in interloper, but one thing is certain: Due to all the fear and criticism the idea got, it will most likely be toggleable in custom mode.

    Or even in any run, just before the start.

    Im not sure about the Trader, there are several fair and well-made posts against and in favor. However, no other feature have been so controversial and shocking in the community before.

    I think the best idea for TLD developers it's actually tell us what exactly they want to do with the trader and what is the concept/purpose of the feature. Then, let the community give a more accurate feedback and if needed, discard the feature before it comes to the game if it just feels bad for the game atmosphere.

     

    • Upvote 1
  8. With the current info, likely the trader it's actually a person and we could interact directly with him/her. 

    There is currently a theory on Reddit, using the dev diary as a proof, of course this can't be confirmed at the moment.

    Im not sure about the trader, i think people magnify a minor feature that can't really damage the game concept or feeling. As said in many older posts, you can just ignore the feature if you don't like it, surely the trader it's a rare event and most of the time you don't use the feature at all.

    I think TLD it's a game capable of implement several new mechanics, features and feelings without breaking the core game concept, instead, making it much better.

    fum9ehx2812a1.png

    • Upvote 2
  9. As an interloper, i can't choose my starting location so im not sure of what im gonna do first.

    My usual route/goals:

    - Get the hacksaw and hammer at any region.

    - AC as quick as possible, loot the backpack/crampons and some loot and leave.

    - Unlike most players, i usually ignore TWM summit unless there is something i really need like the ear wools.

    - Loot the best regions, mainly PV, CH and ML. 

    - Once i have decent clothing, tools and resources, the next step is making a Knife and at least 10-20 arrowheads. The 'Real' game begins once i have the Bow and arrows, everything else can be doed earlier or later. I always use the maintence yard as my mid-long term base, this is even better with the new region starting at BR.

    However, with the global loot refresh and new content, im sure things are gonna change a lot and loot/resources become more unpredictable. I think the best idea it's using one of the central regions (PV,ML) as a base, and explore the world periodically. If i manage to survive, im likely gonna explore/loot the entire world map and then, travel to the new DLC regions.

    • Upvote 3
  10. 14 minutes ago, Leeanda said:

    It's always been a good region. Just a bit of a trek to get there.😊

    Of course, but now it's much better. It have everything you need before traveling to the new regions, even the Forge.

    The region have always been 'Unfinished', it's not a bad region but there is not several interesting things besides the 'Safe' forge. With the new content, the region now feels amazing!

  11.  

     

     

    For ages, several items have been in the game data, most of them are discontinued features or features that never saw the light. You can't get those items on your runs, the only way to use them it's use the developer console, only possible to do using Mods. 

    This simple list shows the most relevant hidden and unavaliable items in the current game data:

    Vy2Sq3I.png

    Flint and Steel: Maybe a previous version of the current firestrikers, or a discarded feature for a renewable fire source;  Flint and steel it's one of the most rudimentary tools for starting fires.

     

    87lJfzo.png

    Wolf Carcass: A portable wolf carcass, you can even harvest but it's buggy. 

     

    G5Odcr0.png

    Fresh Leather: Maybe the common leather was intended to be cured just like the animals leathers.

     

    16ADF3X.png

    Clothsheet: You can harvest it for 8 cloth pieces. Surely another way to harvest cloth just like courtains are right now, and it's the closest thing to a 'Blanket', one of the most requested features.

     

    WAn2Sco.png

    Nylon: Unknown purpose, ¿Maybe for crafting something?

     

    Z0ESQ23.png

    Compression Bandage:  As the item says, the compression bandage prevents moving of the injured part of the body. This is likely a more realistic first aid mechanic, currently using a bandage instant heals sprains.

     

    p1FOVLR.png

    Jeremiah Bear Coat:  Not sure about this one, wintermute have several items before the redux update, even a Jeremiah Knife. I can't confirm if this item have been used in the game at any point or if it just a discarded feature for wintermute.

     

    BeKUd35.png

    Brands: Discontinued feature; now you can pick up torches of a lit campfire. Brands was used as a most rudimentary self-defense tool, you could shake it to scare wolfs. Recently, several people have requested the return of the brands as a more balanced approach than the torches, currently overpowered and considerably unrealistic.

     

    lWjWsDK.png

    Fire Axe:  Another version of a common Axe, likely a item variant, surely better than the regular axe. It is possible that the fire axes finally come with the new DLC, because item variants have been confirmed.

     

    YWxdCMA.png

    Handheld Shortwave Radio: Unused item, if you use it, the game crashes. This item will be added as a feature in the upcoming DLC.

     

    t5YFCeK.png

    Hunting Rifle (Variant):  Another item variant. This item will be added as a feature in the upcoming DLC, now with the name 'Vaughn Rifle'.

     

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    Line: Unused item, the purpose it's self-explanatory and it's likely a fishing discarded feature.

     

    pmezTwP.png

    Shovel:  Unused item, there is currently no animations or mechanics related to the tool, you can't use it. Several players speculate about a possible shovel feature in the upcoming DLC, because the burdock must be dug. However, this item was not announced.

     

    There are many other items without interesting features, like duplicated items or placeholders, the items mentioned above are the most relevant.

    The reason of why i write this post it's because this info is public since many years, but there is not a list to show them. Also, several items will be avaliable with the upcoming DLC!

     

     

     

     

    • Upvote 2
    • Like 1
  12. 1 hour ago, A Lamp said:

    Coincidentally, both planes noses (or how it is called the part where pilots are) are pointing toward Coastal Highway area (even tho TWM's plane lost it's nose, it's still pointing toward CH).

    Really makes sense.

    The only problem i see, is the new DLC region being in the same place (Or very near) Perseverance Mills. It's likely the new regions are gonna have their own map or the world map gets updated.

    Also... the coastal highway/PV mines currently have 3 floors, in survival they are splitted and the elevator only works for the 1st and 2nd floors (And only at aurora); the second floor is currently ruined, following the events of Wintermute, but using the Mines to traveling to the abandoned railways also makes sense, it matches the current speculation map and it's near the CH tunnel.

    • Upvote 2
  13. On 9/3/2022 at 5:42 PM, APixelatedLemon said:

    the lodge was used as a base for a group of environmentalists/eco-terrorists called Forest Talkers

    Is this confirmed?  Because the lodge it's very close to the yard, if not a part of the yard. The aurora buffer memories of the yard have several info about how maintenance yard employees report the attacks of the forest talkers, if they really have been using the lodge as their base, this would mean an story writing inconsistency.

    On 9/3/2022 at 5:42 PM, APixelatedLemon said:

    While inside the lodge there is a phone call, but we are not able to answer it in time to talk to whoever is on the other side.

    The episode 2 happens at the same time when episode 3 go by, it's surely Molly but this can't be 100% confirmed.

  14. DLC's contents are focused to, esentially, give content to all kind of players no matter their playstyles but more more importantly, whithout them needing to know the entire game map and regions. This can apply to almost every game, not just TLD.

    I mean, imagine if the connecting region it's blackrock, in a very hidden cave with complex and tricky enviroment and predators...

    For most experienced players it's 'Ok, i can do that anyways', but this scenario can be atrocius for new players or just casual players. A considerable part of the DLC it's about the satisfaction and accessibility for all players, and because of that i think the traveling region should be one of the 'Easier' ones, in a not-so hard place (Coastal highway tunnel it's among the best examples of a good place to start).

     

     

    • Upvote 1
  15. Update on the starting region speculation:

    With the new teaser on twitter, we know the railines start at the heart of the island, then leads to the far territory. 

    However, the post says 'Remote', something strange because the current and well-known railines are not remote.. not exactly. The only remote section of the railway is the broken railroad region, and maybe.. because this region was active before the earthquakes.

    If we understand the 'heart of the island' as Mystery lake or Coastal Highway, again the only two possible options are:

    - Broken railroad

    - Coastal highway blocked tunnel.

    However, and because the 'Remoteness' of the railway lines, maybe it's another whole railway currently not visible on the game regions. 

    1.png

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  16. On 11/12/2022 at 4:35 PM, Sgt Socks said:

    However, HRV is an acquired taste. It very much divides opinion. There are many who dislike it.

    Yes, there is no consensus about this region, several players love it but for a lot it's incredibly tricky and confusing.

    I see HRV as an attempt to make the purest survival experience in the game, and it's incredible well done. Unlike 'partial-wild' regions like TWM, you don't have a single clue or orientation about HRV, it's just a vast and wild region without an evident route, you need to learn and explore everything.

    Even after +500 hours of gametime, im sure i have only explored about 30% of the region. Sadly, HRV isn't a good place to stay and explore in Interloper (If you want to explore the entire region).

    Maybe one day i give a try to explore the whole map on easier game settings 🤠

     

    Also, while HRV can be confusing and stressful, there are easy routes to loot the important stuff (Bedroll cave, preper cache cave, and maybe signal) and leave the region quickly.