Honest

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Posts posted by Honest

  1. van Lierop's answer to the community reads like he feels emotionally offended by the reaction of parts of the community and he shows it through his words. In my perception his statement lacks some sort of professionalism because of that. But that just as a site note

    Scurvy: Key part that I take from his statement is that there are no plans to add an option to activate scurvy in existing games. I think introducing new gameplay additions, which only get active by starting a new run is just like a half-way implementation of it. Also that you can't separately opt-in/out scurvy in custom games is a sign of that. TLD is not a match based game, where you play a 5-10 minute match, won or lost, next game, but you play a run for days / weeks / months. HL should take this aspect serious, because it will be a recurring issue.

    Scurvy workaround: That I can't hope for that HL brings a patch that allows existing games to opt-in scurvy; is there a mod / savegame editor that can enable scurvy on existing runs?

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  2. not read the discussion to this point, so forgive me if I cook old stories.

     

    I not found out the real benefit of the cooking receipes. You can add some achievements for it (cook all recipes) and yes it is fun to craft/cook different things, but if the complex dishes give extra calories, this wouldn't make much sense to me. (as you cannot give extra calories to food by cooking it, so anything above +10%/+15% calories would be very unrealistic imo). ofc heat bonus from warm dishes.

    What would be the incentive to do the extra work to cook complex recipes?

    My suggestion to solve that problem:

    Introduce a 4th life sign indicator bar beside warmth, thirst and hunger: satisfaction (or name it: variation, amusement). If you listen to real world survival experts one thing always crosses the topic: every survivor needs small happy moments to keep motivation to survive and keep sanity. this can be a piece of chocolate, or if you eat the same food for weeks, just another kind of food.

    The satisfaction bar would not only need different kind of foods to get filled, but also reading books (not just research books), maybe also travelling different locations and so on.

    Maybe an idea to start thinking further with it

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  3. noticed about the snowshelter issue that I came back to this shelter yesterday and it seems that there were 2 placed in one another, one has 88% the other is destroyed. Maybe this is the cause of the issue or even a new one as it seems that there was an update the past few days and the coals are not stacked within each other in the caves anymore.

    But yes, a public list, updated regularly that shows all the current reported bugs and the status of work / solve / implementation would be a good thing that would help the community to make this "bug bounty" a bit more efficient ;)

  4. maybe just increase the necessary level that achieves "making fire without tinder" from level 3 to 4 or even 5? level 3 is reached pretty fast, so this could at least keep tinder a bit longer into the list of needed items for our survival games

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  5. On 12/19/2022 at 10:04 AM, DaGnome91 said:

    The game has been totally revamped so that Wintermute and Survival are now different games. Any saves before that revamp cannot play anymore once the game has been upgraded to the new system, except with Time Capsule...

    As written everywhere on this forum, and on all other supports, it is required to start a new game to get the benefits of the DLC. Older saves will not be compatible.

    Your new saves will get all the benefits of every new milestone of the DLC, except stated otherwise. For the time being, consider all of the future milestones to be new additions to you actual game, because that's what's written ;)

    sorry DaGnome for wasting your time on answering my question, which I asked unspecific and it was possible to misinterpret it.

    I was not asking about the savegames of the pre-update as I know they not working (besides using the time capsule feature on steam).

    My questions were referred to the situation after the update and you start a new savegame, but you do not know if the TFTFT DLC is actually really "active" within that savegame. (for cases like you have the client already running, then buying the TFTFT DLC, directly go into the game and start immediately a new run)

  6. is there any possibility to check a savegame if it runs with TFTFT or without the DLC? But not by going to the airfield or waiting for the loot of the DLC-items or waiting for the glimmer fog? Anything that goes fast to check it, even if it is something like a console command?

    Second question: Gets a non-DLC savegame automatically transformed into a DLC savegame when buying the TFTFT DLC? Or is it required to start a new savegame then to get the benefits of the DLC?

    Third question: What happens to the actual savegames when more milestones of the TFTFT gets released like new regions and items? Will we need to start a new game then for the benefits or will it get added to the existing savegames?

  7. good criticism!

    Normally I play the game as a custom setting sandbox with x4 longer daytime (so playing a full day without skipping any time would take 8 hours instead of 2) just because it gives me a more realistic feel like the weather not changes so often, and the sun/moon don't rushes through the air. And it also gives additional time to rest and to look around and make more detailed plans, not being always fighting against the time. I can anyone recommend to give this settings a try.

    Of course it would need to slow down the current standard game speed for implementing such more detailed stuff, but I would welcome it

  8. Cold, Fire and to warming up is one of the biggest cores of the game, so fire starting is a very important task. Making a fire within a real survival situation can decide between survival and death. And firestarting, if you already tried it in real life and not using an accelerant and maybe just a firesteel and not perfect dry wood, you pretty fast find out that fire starting in survival situations is far away from a no-brainer.

    Ingame right now, fire starting is just a probability, if you miss, you just retry and at least after 3 tries you most certainly have a stable fire burning. This don't gives enough credits to the task that firestarting is in real life.

    My suggestion is: Turning firestarting into a minigame that decides if your get a stable fire or if the fire wont starts at all. You start deciding a fireplace like it is already in the game, but then you shift into a zoomed-in view to that fireplace and get a new interface that lets you to grab different kinds of tinder and fuel and let you to completely freely place them and staple it in the way you want and how much you want to use of them (for example you could just use 1 tinder and 2 sticks, or also 3 tinder, 10 sticks 2 books and 1 firewood).

    It would need a physic engine that leads to firewood to tilt over and to calculate the flames and how they expand through your campfire build. This makes each fire unique and not just only something that has a remaining minutes timer and temperature. This makes it also a bit more complicated to take care about the fire as it usually would be the best method to start a fire with a few sticks and good tinder and to add more and bigger firewood as the flames become bigger.

    Then there are different kinds of stacking the firewood and sticks that leads to different success or can also cause fires that for example burn faster/slower, producing more glow and so giving more warmth for a longer time and so on.

    And finally this can lead to a better function of the research books, as it not only consumes time and increases skills, it also could need an overhaul: Each part of the book you read (1 hour) it additionally pauses the game and shows you a text and few pictures that explains you (in case of the fire starting) a few good techniques how to stacking the wood and so on

     

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  9. 2 hours ago, Ghurcb said:

    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.

    Then it seems that it is active (at least) now. But I started a game yesterday and I am not sure if it started while the DLC was already active. When I am in the game and I look at the map of the region overview I can't see the Airfield noted there, while all the older regions are named on that map. Is this intentionally?

  10. On 10/31/2022 at 6:42 AM, Ghurcb said:

    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)
    image.thumb.png.d1dfdfe0cbe7e7ded3e0c2ca8f77e465.png

    (I'll probably make a wish list post detailing this idea, since I put too much time into making this one image)

     

    Well done picture, I like it!

     

    For the bottles and water: Yes, it would need a good concept to make it not clunky or confusing, but I think it is possible. For example there could be a new transfer menu that pops up when you want to transfuse water like it shows on one screen side all the water and bottles/pots in your surrounding and on the other side all the water and bottles carried by your character. And a slider for exact changes and a "take all" button. The remaining water stays in the pot, you can pour it away or you can leave it for picking up later, but then it could be frozen. If it become ice you won't be able to clear the pot, you need to melt it again or break the ice to use the pot for something else or to carry it without the heavy ice inside. Therefor pouring the remaining water away can be a valid move in different situations, and I mean THIS is the core of the game: making the right decisions in foresight to not come back to your camp after a trip and realize that your plans/thoughts/calculations were wrong and you messed up.

    Even I can imagine about that you could carry open pots and cans (partly) filled with water whether in your hands or body/backpack. The more they are filled and the faster you move the more probable water gets spilled (similar to the spraining mechanics, but more often and smaller amounts of water get spilled and in the case of a wolf struggle or similar all water gets spilled). Keeping the open pot with water in your hands while moving reduces the spillage and also the spilled water doesn't wet your clothes.

     

    For collecting the snow: could be just an issue if there is no snow around, like when you stand on snow and you want to boil water then the game would be the same as it is now: snow gets magically collected. If you are in a larger indoor location or a larger cave it could become a thing that adds a bit of necessity to your foresight planning skills which makes this game so great (and gives a usecase to the cave ceiling holes which provides a few sun beams and a square meter of snow). Also six slot cooking stoves get a bit balanced as you slow down the unlimited boiled water production and it could cost some survivors live if they find out that they have to leave the safehouse in the night to collect some snow while there is a blizzard going on and they don't hear or see the wolf.

     

    For the water freezing: @Ghurcb If you create a seperate topic for it, drop the link I will read it, maybe I get the one or other additional idea for it.

    And maybe I should also do the same and create seperate topics for the water bottles and snow collecting

  11. 2 hours ago, Ghurcb said:

    😉(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

     

    sad that the devs not planning to take dynamic indoor temperature into the game. From my perspective the game would be twice as good, if the already existing game mechanics get improved to near realistic. Another example for that more realistic would be that boiled water can freeze again and it would need to be warmth again (on a oven, beside a heat source or even take a small bottle under your clothes and warm it up, while you lose some temperature). Another thing is that bottles spawn out of thin air when you boil water. Same as there is always snow available for boiling, even if you are indoors.

    If you would need to find bottles first to store water and first need to collect snow before you can boil it... small changes would make TLD overall more plausible, realistic and challenging

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  12. I found out that it is impossible to run the game on Epic Games if you not have an internet connection. I wonder if this is a problem of the game across all platforms or belongs to Epic Games and if this could be solved, so that it can be played without connected to the internet too.
    Just a bit ironic that a game with this setting (single survival in a forsaken rural winter region) and singleplayer mode only needs an internet connection for launching...

    I also opened a support ticket longer than 2 weeks ago (which is not answered) - is there a customer support at all?

  13. many players seem to be a bit scared about a few of the gameplay changes that were just named in the dev diary (like the trader, transponder, safehouse customization. I don't know why Hinterland didn't explained them a bit more detailed, maybe in a second dev diary.

    Safehouse customization: It would be cool if indoors get a realistic temperature calculation. The continuously stable indoor temperature annoyed me from the first time I played the game. Changing it to a various temperature that depends on outside temperature (with phase shift), solar irradition and wind chill. Then the "safehouse" becomes not so safe anymore and collecting fire fuel gets more important. And a realistic indoor dispersion of warmth from ovens. This would lead to usable doors to decide which parts of the house warms up faster and to customizations for the house like isolations and making large rooms smaller by improvised dividing walls and doors

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