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Raw scope:
https://youtu.be/__5NMC02OTk
Using hold breath:
https://youtu.be/rOmROCKUXVo
For moment, the population is also too low in some places to really need to travel the entire map to perform contracts.
In addition, when there will be the possibility of traveling with the helicopter, I imagine that the terminals of teleportation will be used as beacon to call it and we will have the possibility of traveling from one station to another and probably, on selected areas (map divided into sectors).
Those extra terminals do help but its still a chore to get to them too. The map is huge, which is good, but it makes travelling a pain when you have to trek long distances to a terminal.
As for your reason to keep the fast travel limited as it is. I get the idea of giving the player reasons to put themselves in danger and make dangerous journies (which tbh there isnt much danger in it to begin with), but i dont think fast travelling should be one of them. There's plenty of other ways to incentivize players making dangerous treks. I mean the games about finding and hunting things, so off the bat there's already an inherit reason to travel on foot. Other reasons could include simply seperating other terminals away from the fast travel stations. Like the storage and shop. And it's easy to prevent players from abusing it to escape danger by simply having a "stand still for 10 seconds" timer, or just not work if theres any creatures too close, etc.
IMO a new terminal should be added to get contracts from, instead of just opening the menu from anywhere you want. That terminal could be seperated from the fast travel stations and it also fixes my issue with the contract system where they refresh too often, putting constant pressure on the player to finish them as fast as possible before the next refresh. Literally only 4 minutes like wtf. It's a hunting game, aren't we supposed to play patiently? Not try rushing through everything. Or just refresh contracts only after completing a previous contract, instead of having it based on timer.
I wouldn't even mind if we could just buy and carry an item to allow fast travel from anywhere, and every use either costs money or consumes the item or a charge of the item or something like that. Just make it cost something, Maybe add a cooldown. Maybe increase the cost for using it too often. Anything.
In addition, walking is the basis of a hunting game (walking simulator). Teleportation must be moderated precisely to prevent players from abusing it. We will have to see how the helicopter will work (timer before a second travels).
What would the game be without the surprise of meeting a T-rex, a couple or a group of utahraptors on the way to a base. It is precisely by knowing the zones that the players must make the decision to pass on a dangerous zone or not to go to validate their contracts and count on the teleportation at any time to avoid the risks which are currently too low for a hostile map
Adding even more terminals will make the map even uglier (too many icons). Otherwise, you can already make a stock of cartridges, medicine in your chest to access off-base chests to replace the fact of going to buy some in a base. This is a good alternative to avoid overloading the map.
The idea of blocking the ATMs when there is danger, it will still be a debate but personally, I find it interesting, yes (to do on the tents to prevent sleeping and the bases to teleport without risk).
For the contracts, the principle is not to do them all but to have a fast refresh to try to have the best contracts (more chance). I think that's good because if you have some that aren't very interesting, you'll have a better chance of getting better ones in the next series.
Take useful contracts in relation to your area (what you hear or see as dinosaur) and voila, it will reduce the stress of trying to do them all because that's not what is required. We are just given proposals that we choose or not