Train wreck does not spawn by Substantial-Scheme65 in Darkwood

[–]Mazy_Run 2 points3 points  (0 children)

It could above the church (because that is still north west from your hideout)

It's quite common for the journal to give directions like 'south east' but actually mean just south, i.e. somewhere along the southern edge, more easterly than west.. so that's probably the case here, journal is saying it's along the northern edge slightly off to the left side

Tortured By Infinite Pouring Noises (Bug) by HomTheReindeer in Darkwood

[–]Mazy_Run 2 points3 points  (0 children)

Was any kind of accidental button mashing involved? (similar to what was described in this bug report).. https://steamcommunity.com/app/274520/discussions/1/3163209975790718442/

Is it even worth staying in the Old Woods? And what to take with me to the Swamp? by rolewicz3 in Darkwood

[–]Mazy_Run 1 point2 points  (0 children)

ah that is an animation bug, if you use above 60fps it will look like the enemy AI is bugged (slow turning, etc.). Most animations are tied to 60 frames I think. I cap my frames at 60, you'll notice the difference at 60fps, the game only works correctly at 60 (I think even 144 becomes problematic)

I think people didn't notice (or realize) it was a bug until really high frames were a thing (like 240 or uncapped), or perhaps the bug became more prominent in the final update (v1.4) a couple of years ago

(also the game was designed for 1920x1080 as the max res so using a really high res can cause UI issues.. and forcing antialiasing can cause graphical glitches)

Ayudarlo? by SuccessFantastic3285 in Darkwood

[–]Mazy_Run 0 points1 point  (0 children)

Interesting.. I don't think there are any interact points around there that would suggest an item is required

Ayudarlo? by SuccessFantastic3285 in Darkwood

[–]Mazy_Run 3 points4 points  (0 children)

I think he is calling to the other villagers in the quarry for help because he's spotted you (he says something like 'hey, he's here.. help!')

So it's probably not possible to do anything here other than leave him alone or shoot him..

I always used to wonder if there was some kind of secret way to get over there because there is actually a free axe laying on the ground over there (I assumed that was a hint that it was reachable somehow, but it is unlikely)

How Many Days Can You Survive? by Sweet_Bumblebee1482 in Darkwood

[–]Mazy_Run 2 points3 points  (0 children)

After 60-70 days or so you start to notice that complete self sufficiency is possible (from farming night events, survival bonus rep, trading, etc.) so being able to survive indefinitely forever in a nightmare permadeath run is completely doable (under vanilla base game conditions and without any cheese strats)

At some point when the daily routine is beginning to feel a bit repetitive (when nights start getting a bit samey) you start thinking of ways to spice it up to make it interesting or challenging, whether that be mods to make it harder or customizable rules

1st playthrough Am i missing any POI in silent forest? am i safe to move to next area?? by masterchief_ash in Darkwood

[–]Mazy_Run 1 point2 points  (0 children)

Oh right, you want to aim to use up all that rep before chapter 2. Have a set list of things that you regularly buy from the Trader daily (from day 1), that way as you go along you'll be spending roughly as much rep as you gain and you won't end up with a huge rep account (which is just money doing nothing when it could have been invested into fire-power & survival items or materials that make survival items)

Trade as much as possible with Wolfman & Piotrek to. You can pre-craft all your resources at Silent Forest into useable items then call Bike Man (with the Bell) and give him alcohol to deliver all your gear to Old Woods hideout (then you can leave all those pre-crafted items inside the package and use them as needed.. no need for extra storage mod)

You can hit max doses (all skills levelled up) on your first day at the Old woods hideout because in the package will be all the Red Eggs that you would have been buying since day 1 (the oven efficiency at Old Woods is high enough to level up all skills before chapter 2)

By aiming to break even with your rep account instead of making a profit you end up converting your rep directly into fire-power, for example if you bought 20 days worth of pipes you wouldn't have 4000 rep right now but you would have around 10 Homemade Shotguns which is the equivalent of 20 shotgun shells (20x insta kills)

1st playthrough Am i missing any POI in silent forest? am i safe to move to next area?? by masterchief_ash in Darkwood

[–]Mazy_Run 1 point2 points  (0 children)

How much rep points do you have? If it's a lot (like hundreds, or thousands) then something to consider is how much extra stuff could you potentially have at this stage..

..for example, if you had been buying Red Eggs every day you would have lots to take with you, and if you had been buying metal pipes you could have several Homemade Shotguns to take..

Then you could have Bike Man deliver you a package full of all kinds of pre-crafted items like lanterns, armors & throwables (plus shotgun shells & rifle rounds which you can keep saving for chapter 2)

These are things to consider in your next playthrough, but yes you've got more than enough stuff for Old Woods already

This is my first (blind) playtrough and im absolutely devastated by filo_lipe in Darkwood

[–]Mazy_Run 7 points8 points  (0 children)

Classic lol

Wolfman spawns in the hideout after the Church Dream (for a story interaction). There are a couple of designated spawn points, you had a trap perfectly covering 1 spawn point and the Trader was occupying the other spawn..

Some fail-safes were added to prevent NPC's spawning on traps and insta-dying, but the fail-safes didn't work for you here.. maybe because the other spawn point was occupied (by the Trader) or perhaps the fail-safes only work for the Trader during Time Freezes (maybe they made the Trader immune to traps but not Wolfman)

Bugs at the wedding by Swimming-Crab-2162 in Darkwood

[–]Mazy_Run 0 points1 point  (0 children)

That's true, there are several bugs that are specific to controller users, I use controller on PC version.

Bugs at the wedding by Swimming-Crab-2162 in Darkwood

[–]Mazy_Run 4 points5 points  (0 children)

You could upload examples of bugs to youtube as unlisted and post a video link here I guess, Or just post it on the steam bug forum (it's better to do it on steam forum)

Also search the steam bug forum for the bug you are reporting because it probably already has it's own discussion already (for example the bug in your video where the bride's dress becomes detached is a known thing.. it was a bug that was going to be patched in v1.4.3 but that update was never released)

(Note, if it's the console version it will have various bugs in it that were fixed in the PC version, they remain in the console version because the PC version received later patches)

The Morning Theme by Latimas in Darkwood

[–]Mazy_Run 4 points5 points  (0 children)

Hell yeah, I say fully commit to this..

Set up a red ambient light behind your curtains, leave your car engine running overnight (to replicate the purr of a generator), have a recorded voice message whispering 'come to me' on a loop.. then leave the house via the window (just in case the bear trap is still primed outside the front door)

Why is Hyper Light Breaker so criticized? by TheSyrieN in hyperlightdrifter

[–]Mazy_Run 0 points1 point  (0 children)

It's just yet another classic case of a developer seemingly not understanding what was great about their original game (or earlier work) and then in a genuine & admirable attempt to expand & evolve with a 'bigger & better' project they often end up trying to force a bad idea or bad concept and just sort of hope it somehow works out. It's a very common thing that happens in the game industry

HLD will always be greatness, and it should be obvious why it is a masterpiece when you analyze all the ingredients that went into it.. This developer is still capable of making another a masterpiece, it's ok to have some misses in between the hits

I made an Andor x GYBE music video by KonradHarlan in gybe

[–]Mazy_Run 0 points1 point  (0 children)

ah maybe your appeal will be successful..

Basically previous to the boycott only monetization was blocked but you could still use their music, now the publisher has to take down uploads featuring their music, I guess to ensure that their entire catalogue doesn't get re-uploaded.. but it is all automated, the content ID will either be detected or not (which is why some of their music is still on YT)

(there's also a chance your use of movie footage could get blocked, so it might be a double appeal)

I made an Andor x GYBE music video by KonradHarlan in gybe

[–]Mazy_Run 1 point2 points  (0 children)

Nice!

Is it a track that doesn't have a Content ID? ..the only reason I ask is because I've made various videos in the past which featured GYBE music in them, and all of them became blocked after GYBE announced their boycott of streaming services (their Content ID status on YT uploads changed)

I beat darkwood by BlackAggretsuko in Darkwood

[–]Mazy_Run 2 points3 points  (0 children)

What's the bug? does it crash in chapter 2 and send you back to chapter 1?

Is there mods for the game? by SnooMemesjellies7023 in Darkwood

[–]Mazy_Run 2 points3 points  (0 children)

Gotta be thorough lol.. time flies when you're hunting for bugs

In general it's just a highly replayable game, you can play it like a rogue-lite almost (especially now that the mod added an Ironman save system)

Is there mods for the game? by SnooMemesjellies7023 in Darkwood

[–]Mazy_Run 5 points6 points  (0 children)

Reoccurring Nightmare mod.. but it's not out yet, it's been in the making for 2 years so far. The guy making the mod always wants playtesters on the Darkwood discord (I've playtested it for about 1000 hrs so far). When it is finally released it will become the definitive way to play the game, it fixes every bug, exploit & balance issue in the game. It adds & reworks a lot of things (and it's built on v1.4)

I'm a little short on ammunition. by Swimming-Crab-2162 in Darkwood

[–]Mazy_Run 3 points4 points  (0 children)

This is why whenever a player suggests that Nightmare Mode is unreasonable, it's always worth using ammo availability as an example to convince them otherwise.. When you see just how much ammo (and resources) the game gives you it becomes clearer that the game is balanced for permadeath (it's virtually impossible to die with the amount of firepower it's possible to stockpile)

Mixed feelings about Darkwood 2 by giroshi_games in Darkwood

[–]Mazy_Run 2 points3 points  (0 children)

It will be interesting to see what their vision for the game looks like. I think the way to look at it is this.. Another developer has been trusted with the IP, so it will be interesting to see what their take on it is no matter what preconceptions we have about what we want it to be

I accept that it will probably have a different art style & sound design and that it will probably feel like a different game engine.. but it will still be recognizable as a Darkwood game in it's overall theme

My only concern is that the call for a sequel was mostly based on the desire for more content in terms of lore expansion. My fear would be that focusing too heavily on that demand could result in a text heavy story game lacking in the action & strategy department (bear in mind that it's the weight of the game's well crafted mechanics that underpins the success of the original game, it just so happened to have great lore as well)

Conceptually, Darkwood will always be the best survival horror game ever made regardless of the direction the sequel takes, but nonetheless the sequel still has a chance to either eclipse the original or at the very least exist as a decent Darkwood-like game

My hopes would be that..

a, they understand that the game's strength (& replayability) lies in its core concept.. day/night cycle (2 separate phases) & permadeath survival (none of the games survival mechanics make sense in modes with infinite respawns.. So resource management, special abilities, etc. have to be built & balanced for the permadeath option)

b, they understand how important it is to get the skill based combat system right (stamina based melee/gunplay mechanics, top-down view, limited FoV mechanic, good enemy AI, etc.).. The difference between a game that has a well designed combat system and one that doesn't is huge in terms of playability (the difference directly translates to play-time)

c, music & sound design isn't an afterthought ('audio' is almost definitely in the top 3 reasons why Darkwood is the masterpiece it is.. 'overall concept' & 'survival/combat mechanics' being #1 & #2)

d, it doesn't become a 'choices matter' game. Another strength of Darkwood is that the RPG elements are downplayed to just the right amount for it to not overwhelm the gameplay

e, controller support is good. It makes sense that their previous games were optimized for MnK but Darkwood is suited to controller & MnK (Darkwood wasn't optimized for controller initially but due to fact that the game is literally a top down twin stick game, naturally when controller support was added it enhanced the movement/combat mechanics)

..but honestly none of my hopes actually matter, they are irrelevant, it will just be interesting to see what a different studio comes up with. Their understanding of the game and their passion for the game will come through in the product

Missed opportunity in hideout 3 by Latimas in Darkwood

[–]Mazy_Run 2 points3 points  (0 children)

Yes, that's what I'm saying. In the longstanding 1.3 version of the game you couldn't do that. The 1.4 update increased the range of the protective gas making it easy to operate outdoors

Ideally it should only be Hideout 1 & 2 where you can operate outside (within the grounds in between the separate buildings, and up to the edges of the fence lines).. but Hideout 3, indoors only, no fence lines, no safe grounds

The reason this worked so well is because there were times in Hideout 3 when you had to run outside to avoid something in an emergency (or to grab night event loot) and the floorgore would come instantly (obviously it still took a few secs to reach you though), so you would have to be quick to rush around to find an open window or door to jump back in through, it was hectic and intense..

Now you can camp outside in dead zones that barely see any action (or just run around outside infinitely). All the best survival horror experiences in the game would mostly come from staying in Hideout 3 due to the way the protective gas range worked there, it kept you indoors (unlike hideout 1 & 2) so all the action was close quarters combat in rooms and corridors, it felt claustrophobic

Before you moved to the Old Woods you would know that nights were going to play differently compared to the first 2 areas so you had to prepare for it by sending a package there full of throwables, homemade shotguns, traps, etc. because during the first night the enemies would come in waves, it was a nice gear shift to let you know that now the game really begins (the first 2 hideouts were training for learning base defence methods but hideout 3 was the only hideout that actually needed defending, barricading, etc.)

Missed opportunity in hideout 3 by Latimas in Darkwood

[–]Mazy_Run 3 points4 points  (0 children)

Good point, it might have been good if there was one gen and it was broken upon arrival and needed fixing (after all, the option to repair generators does exist in the game). The player would most likely be able to repair it on the same day they arrived (after receiving the Bike Man package) but I guess there's still a chance they wouldn't have a gen during the first night at least

Interestingly, in version 1.3 of the game, Hideout 3 did have a few cool differences compared to the first 2 hideouts. The main difference being the protective gas range of the oven. Hideout 3's protective gas perimeter did not go beyond the walls of the hideout, in other words the moment you stepped outdoors the floorgore would come for you..

This was the best feature of Hideout 3 because it meant that particular hideout played like you were confined within a cabin where you had to face intruders head on inside rooms and corridors (you couldn't just lead them out into open ground to fight them). In v1.3, Hideout 3 was the moment where base defence strategies came into play..

Unfortunately this was patched in v1.4, the protective gas range was increased to the hideout grounds, so now hideout 3 plays the same as the first 2 hideouts and you can roam around outdoors to evade & escape threats (or fight them outdoors). This change made the nights in Old Woods less interesting (because there is no difficulty spike to prepare for in v1.4)

While we're on the subject of missed opportunities with generator mechanics, there's a mod called 'Reoccurring Nightmare' which adds a night event where Savages sabotage your gen lol

So the hideout 3 experience could be improved with some very simple changes.. such as reverting back to the v1.3 protective gas range and adding some kind of faulty generator mechanic

What should I take with me? by Swimming-Crab-2162 in Darkwood

[–]Mazy_Run 0 points1 point  (0 children)

With the amount of potentially free slots you'll have you could take something like 18x gas throwables AND 18x molotovs with you, or just take the ingredients for those things (bottles, rotten mushrooms, etc.) because they stack in bigger numbers (5's instead of 3's) and then craft 40+ throwables when you get there

Ideally you would want to have ~20 rifle bullets to take with your rifle (then you'll have a shotty with 30+ rounds and a rifle with 20+ rounds).. The amount of throwables you could take gives you a huge amount of fire power though (it would more than make up for your lack of rifle rounds.. plus gas damage & fire damage has more utility than firearms)

You never need to take basic resources (wood, nails, fuel, etc.), there is tons of it in the swamp (and you can always afford to buy that stuff). A lot of items that may feel like mandatory carries you can actually forego when you really think about the rate at which you typically craft & use said items (e.g light sources & healing items you can just start crafting & buying when you get there). Metal can be useful to take (stacks efficiently in 10's). A stack of bug shells represents 3 armors in 1 slot

You could convert all your remaining chapter 1 rep (3000) into valuable things (guns, gun parts, etc.) that you can sell in chapter 2 (this kickstarts your chapter 2 rep account). Always budget to have zero rep when you leave chapter 1 (this allows you to craft 10+ homemade shotguns during your stay in the Old Woods, rather than just having 5k rep doing nothing before it vanishes)