HyperLordBender

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Everything posted by HyperLordBender

  1. No. That is an entirely different thing. Being able to properly break down the weapons is not the same as modifications. Weapon mods are ... alot to implement Caves and mines are realistic. They could have fallen there during earthquakes or dropped by people who died there. Prepper caches on interloper are always empty
  2. First, I want to say that this idea doesn't just give the player these weapons. The player has to do actual work to get them. One of the things I constantly mod into the game is the rifle and pistols. So why not make them there anyways? The idea with this is that all rifles and pistols spawn ruined in set locations. Each weapon will have a single usable part that the player must get from that weapon. Once the player gets all the parts, they can craft that weapon providing they have level 5 gunsmithing, which should also mean ammo crafting gets a new skill. This would be done at a new workstation, a weapon bench. The new bench would mostly be there to gate the eventual crafting even more. The bench should at least be at the hunters lodge. Possibly only there as I cant think of any other logical location for it. Ok, so what locations? They would need to be very remote, guarded by hostile wildlife or environmental hazards. For instance, the bottom of the Blackrock mine or in bear caves. The pistol would be easier to craft as it has less parts. Each one would give a single part. This could also allow the devs to make each weapon be taken apart to be properly cleaned, finally separating the cleaning from the durability of the weapons. One rifle would give one of: stock body barrel firing mechanism rear iron sight front iron sight One pistol would give one of: grip firing mechanism barrel sights In addition each of them will give some of the parts needed to actually put these together.
  3. Currently this achievement is owned by 1% of the player base. Its not a hard thing to do, its just not fun to play the game that long. I can get to 150-200 days before I get entirely bored and stop playing that save. Everything becomes mundane after 50 odd days and after 100 your likely to have everything and have likely done everything. Tales has made this less of an issue, which is nice. But its still not enough and I don't think having alot of new story bits is feasible for HL to do right now. So what are some other things HL could? They could make some maps inaccessible at the start of the game. In Interloper the game gets colder for 50 days. So why not use that as a base and make all rivers be unfrozen for the first couple of weeks while the game gets colder. A flowing river may not ever freeze over entirely either. Combing this with removing a rope and some other map changes, this would block off Blackrock and most of Ash Canyon. Some other changes would block off Bleak Inlet. This could also block off Forlorn Muskeg as an option to travel to other maps since you also need to cross water and I think all routes require this. So this change would prolong the game simply by making travel more difficult. Not saying this change would be easy though since the game doesn't have fluid mechanics yet (all flowing water is a set animation). Another possibility is to use predators to block off area's. Specifically bears. Wolves wouldn't be an issue for most players so 3 or more bears working as a pack would pretty much create a no go zone for most people. Then as the game proceeds these bears split off and go to other locations for food or whatever. Since HL already has a wildlife rework planned, this would go nicely with that. Another way would be simply using long duration actions to block them. Like making it possible to clear the avalanche in Milton but taking 30 days of work to do it. Yet another way is just locking doors and gates. Requiring the player to go find keys somewhere to get through the doors. And maybe even make it so if you pick up a key before you have a hint, the key gets added as an "unknown key". While you could still use it, you would just have to try them all and see if any fit. This would be something HL could easily do as all the mechanics already exist and are already in use. There is even a mod that adds randomly locked doors. So there are plenty of ways to prolong how long it takes until the game becomes boring. All of it is time consuming so it would take away from something else.
  4. That doesnt address it at all. I dont even know if that feat even works at all. Plus you cant just have all feats, so adding a feat for the issue doesnt solve anything
  5. Honestly modders may get annoyed by updates from time to time, but most of us wont want updates to stop. Official mod support is a very long ways away at this time due to various things like inaccessible code and inline methods. These things make the game work better for devs but make modding the game very hard. The most noticeable change came when HL switched from Mono to Il2Cpp, which hid the actual code in the game, making altering that code harder since we can no longer see it (this happened with the DLC). Oh, another thing for modding is you should have the game on Steam as other platforms tend not work work. This is not the fault of HL, rather the platforms themselves (usually their own implementation of DRM). If HL were to implement anything right now for us modders to use, if not outright modding support, it would be a fully featured mod settings API. The current one we have does pretty well, but lacks alot of options (doesn't allow dynamic options or loading of other options after game start). As for the separate of Wintermute and Sandbox, this has had no noticeable affect on modding, outside of no longer being able to mod Wintermute (Melon Loader would need to support it).
  6. Id like to see them mixed with normal wolves, and make packs actually interact (fight each other). Would make for some fun watching
  7. Bringing the Bear Spear to survival would finally give survival players a way to "win" bear struggles. Bringing the Scrap Metal Shard as well would give interloper players an easier first knife, something that they could find around any crash and on bodies near that crash. And the last tool I think would have a use in survival is the Bolt Cutters. They could be used to breakdown some things, open cans and if HL wants to, they could add some locked gates around the world. Then there are the side missions. While not all of them would actually work in survival, due to them requiring people, alot of them are there to either teach you about the game or enhance the lore of a region.
  8. The Aurora is said to have odd interactions withy animals. Humans are animals. So why not have some odd interactions after a while for the player? At the start of the game, the player should be unable to sleep anywhere near Aurora activated electronics, since they are so damn loud. Same for just out in the open. After a few months exposed to the Aurora, the player starts showing "Aurora Affliction", which has both pro's and con's. General Affects: During an Aurora: Parts of the players skin now glow, like everything else Pros: During an Aurora: The player now blends with wildlife. Both passive and hostile wildlife no longer reacts to the players presence (making hunting easy). Cons: During an Aurora: Artificial lights are now extremely bright and cause damage to the player Sleep is now entirely impossible, but also unneeded
  9. Remember that alot of the mass of a bear is made up of fat, bone and other things that arnt meat
  10. Its Canada, so a Crazy Carpet would be very common and extremely fun to use (unless you need to stop, which you cant with one). And since its light and made of hard plastic, it could be used to block wind around a fire
  11. Can we get some wind related improvements? For one, walking into wind shouldn't slow you down as much. Anything below 60 km/h without gusts should have almost zero effect and below 40 km/h absolutely no effect. Gusts are where the player should be slowed down, unless that makes the game feel like its stuttering. The player should also slowly become used to the strong winds, maybe as a hidden skill or badge (or both). This can also be where windproofness becomes more useful as it would reduce the effects of wind, rather than just the windchill
  12. Really, why revert this change? Now I have to go hunt another bear to get my warm coat and then two more for the second one...
  13. I think it would be a good idea to have the ability to spawn in the same way as you do in Wintermute in any difficulty for survival. That being (for those that have yet to play Wintermute) at night, during an Aurora, in Mountain Town, under the plane crash. The plane and surrounding area would be on fire, you would have that metal shard in your hand (yes, a tool in interloper, its not a good one and wont upset the balance at all). HL could also add other such spawn points with different results wherever there are plane crashes or helicopter crashes.
  14. Would be great to use two of them to scare them off. Oh and if you hit them, use that sound everyone knows...
  15. Challenges are very old code wise. They tend to have the most code debt and it shows when attempting to use mods with them (some are buggy others outright dont work). So it would be nice to bring them to survival mode. Most of them can be brought into survival with minimal changes. Challenges may need some form of explicit trigger. Each challenge trigger would be unique since each challenge is unique. Hopeless Rescue This would require only minimal changes, perhaps with adding a tracking property to the assigned flare gun so you are required to not only acquire that exact spawn of it but also use it. The trigger for this could be as simple as picking up that flare gun. The Hunted This would be the most difficult to bring to survival mode. Triggering it would be hard since it doesnt really have much in the way of backstory yet. The start (by being mauled by the old bear) would need to be entirely redone. Whiteout No real changes needed to make this work. Other than giving the nor'easter a proper duration. The trigger for this could just be a random chance, which the player would have the option to turn off. Nomad Even less is needed to make this work, since you only need to stay in the required locations for 3 days. This one wouldnt need a trigger Archivist This could be made even longer by requiring the player to get all the buffer memories, instead of just one per location. HL could also add more of them to more computers and more regions. This one wouldnt need a trigger As the Dead Sleep This is just about getting to 5 graves. Nothing much else to it. This one wouldnt need a trigger Escape the Darkwalker Adding this to survival mode would be hard, but could allow HL to add even more lore to it. The trigger for this could be some form of spawning ritual, potentially tied to the TFTFT story line in some manner. Basically spawning it or just simply attracting it to you in order to eventually permanently banish it. Would allow for the Darkwalker to be fully fleshed out
  16. Its better to just use the Mod List site linked in the modding discord. We mark our own mods as working or not, so its alot easier to see if they are or not. https://discord.gg/EhBWKRx
  17. Would be interesting to use fire as a tool to clear paths. Like in HRV on interloper you wont have a hatchet. So you cant get through the bushes. But if you could use a torch, you could burn your way through them. You could also set wildlife on fire if you hit them with torches. This could also be used to make campfires more dangerous, as they can just light things on fire if you leave them burning. This would require the ability to put out fires
  18. Now that we have this, I think we need an Easter egg. Fighting off and killing a wolf with it should end like the cartoons. Yes the sound and the animation and the face. Would be funny and be something to talk about in the future
  19. Currently we have one Aurora: ClearAurora. It happens only at night and only when the weather was clear. Id like to see more types. Maybe even make them "evolve" the longer you survive/ the further into Wintermute you get. Would give alot more to the whole "Something is broken" theme that the game runs on (Otherwise known as "its happened before"). Potential Types: Blizzard Aurora Happens only during a blizzard. Makes the snow light up and the other usual bits. This would mostly be a visual difference "The Night Without a Day" This would be a unique Aurora that is extremely rare in Sandbox that makes the Aurora occur for 24 hours. Not daylight. Constant night. Animals are entirely frightened of this Aurora and will run to their homes and cower. Aurora Lightning occurs during this Aurora. This can cause cars to power and move in erratic patterns and cause death should you be caught outside without any protection (Cave or something like that) This would be the only time when extremely odd things can happen, like the Old Bear spawning, Bear and Moose corpses spawning that you can harvest and maybe other things that the team can think up to make this event even more fun This could also be a challenge, to see how long you could survive during an infinite version of this Blinded Aurora This is another unique Aurora. If your outside you wont be able to see anything. Making travel extremely hard. This only lasts for a few minutes to an hour Daytime Aurora Just the standard Aurora during the day And some other types I cant think of. Would also be interesting to be able to make our own.
  20. Personally it felt like they where references Death Stranding. The beaches, the odd black but humanoid creatures, the experimental stuff. Everything about it just screams Death Stranding. Though I can see how people might think its a reference to the Darkwalker
  21. I think the game devs could use a system like Trello to show what progress has been made. I see countdowns and time frames as old and no longer as reliable as they used to be. Things like Trello are where game devs should be going towards. Why? Because it lets you show your users what is being done, how its being done and even when its done. This system is not designed for large scale ideas like the entirety of Tales. Its for little things. Like an issue tracker but for progress. To me a visual aid as to whats being done is far better than any time frame or countdown as it is immutable. You can make large projects and then smaller things inside of that, and even smaller things inside of that (continuing like a nesting doll). But I am rambled a bit on this. As for whats been released its great. However it has issues. Things like travel time are an issue (time it takes to get to the Airfield). The global loot refresh was interesting but seems to have some issues like the hacksaw being far more rare and mementoes often just outright not spawning in Mountain Town. Anyways, think about the Trello thing. If it would work for the team
  22. Why would they need to change how inventory works? The backpacks just add to the players weight and can act as containers. The first bit is already in the game with the Moose satchel and the ability to put down containers is already something mods have been doing
  23. Backpacks should be a part of the game, both for survival and wintermute. Wintermute would benefit from a proper backpack system more than survival. They should have their own slot instead of using one of the two accessory slots When you start you have a basic backpack. You have access to the crafting recipe of the improved backpack. The player should have a base carry weight of 10KG +5KG for the well feed status effect. In addition, these backpacks can be dropped. When dropped they turn into containers the player can use to store stuff. This would be useful for making bases outside where container space may be non-existent. While equipped they do not weigh anything and add their respective bonus' to the players carry capacity. When in the inventory they weigh 1KG. Notes: Specialized slots reduce the weight of items in them by 50%. Only the specific item for that slot can be put in that slot. Moose satchel should be on the level on the improved backpack as an alternative recipe Wolf hides could be used in place of the deer hides Stats: Basic Backpack (Starting Backpack): +20KG carry capacity Medium Water Canteen slot Recipe: 1 Cured Deer Hide 2 Cured Gut 5 Cloth Improved Backpack / Technical Backpack(Uncraftable): +40KG carry capacity General specialization Rifle Slot Hatchet Slot Medium Water Canteen slot Recipe: 4 Cured Deer Hide (Main body of backpack) 4 Cured Rabbit Hide (Two specialized slots) 2 Cured Gut 5 Cloth Master Backpack +100 KG carry capacity Extreme survival specialization Rifle Slot Hatchet Slot Crowbar slot Large water canteen slot Recipe (obtained by curing a Moose hide): 2 Cured Moose Hide (Main body of backpack) 8 Cured Rabbit Hide (Four specialized slots) 5 Cured Gut 10 Cloth 5 Metal salvage
  24. So started a new save, shot two deer, both ran off and eventually their tracks just stop. No blood trail, no hoof prints and no deer anywhere nearby. Anyone else getting this issue? They were on two different days and yes, I did immediately follow them
  25. I believe the health bar encounter only occurs with timber wolves. So if you encounter normal wolves it wont happen. I remember this episode being the most annoying and intense at the same time, due to the immense amount of wolves. There is a part of this episode that will make things very hard on you. No spoilers but when you go for the radio site come fully prepared with flares and weapons. Marine flares (blue ones) are the best btw at keeping them at bay. However light doesnt scare them away, usually. If you can, kill 4 wolves and make the wolf coat. Makes some of them scamper away.