sonics01

Any idea about best 'balanced harsh' custom option between interloper and stalker for "long" survival?

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I played both difficulty. From both, my characters survived ~50 days so far. 

I feel interloper is doable, it depends on how you start your snowball. I usually start from Timberwolf or PV, then I search for hammer and hacksaw as soon as possible, then directly rush to Riken to make arrowhead, knife, and axe. Then pick a location then go survive-as-long-as-possible mode. Sometimes travel if I really need some critical items. On the other hand, I feel stalker is bit easy, very affluent with lots of good lootable items. Less burden to travel around because it is not that cold except some maps like BI or PV.  

But I think, for long-duration survival, major difference between two is decay rate, wildlife population reduction rate, and cloth consumption speed. In interloper, I think it is really hard to get enough amount of cloth because it is hard to loot cloths. However, in interloper, weather is getting colder faster than stalker. So, cloth upkeep is getting more and more critical. For long term survival, it feels like availability of cloth is key to me. Of course, any struggle was a big burden in interloper. 

Another problem is wildlife population decreases faster in interloper. With faster decay speed and higher calorie consumption rate, this is really critical in interloper IMO, because it is hard to upkeep the amount of food. Fishing is becoming very critical in my interloper now. 

So... I wish to enjoy some sort of "reasonable harsh mode" or "balanced harsh mode". I think many other players who enjoyed TLD may had the same idea. I was thinking of custom mode based on everything same with interloper but:  

1) Rifle and revolver (personal preference + make a reason to visit and stay in BI. Right now, in interloper, there's not much motivation/merit to visit BI when compared to a risk of coldness and timberwolves. Of course you can go to BI and stay quite good enough in cannery workers hut, but still, if you wish to stay really long, BI is very harsh place) 

2) Wildlife population reduction rate: medium (I just wish to eat meat instead of cat tails during the later stage) 

3) Item decay rate: high or medium (I think some item's decay rate in interloper is not reasonable and not scientifically possible. I think many agree with this point) 

If anyone thought about similar concept, can anyone please share? 

 

Apart from this topic, I really wish crossbow and/or musket rifle and/or repeating rifle for interloper. There are decent repeaters and musket rifles which were used during civil war. Considering that the level of technology was not that high to produce and use those weapons, such weapons would be possible to be used and maintained even in BLI. And crossbow as well. 

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1 hour ago, sonics01 said:

So... I wish to enjoy some sort of "reasonable harsh mode" or "balanced harsh mode". I think many other players who enjoyed TLD may had the same idea. I was thinking of custom mode based on everything same with interloper but:  

1) Rifle and revolver (personal preference + make a reason to visit and stay in BI. Right now, in interloper, there's not much motivation/merit to visit BI when compared to a risk of coldness and timberwolves. Of course you can go to BI and stay quite good enough in cannery workers hut, but still, if you wish to stay really long, BI is very harsh place) 

2) Wildlife population reduction rate: medium (I just wish to eat meat instead of cat tails during the later stage) 

3) Item decay rate: high or medium (I think some item's decay rate in interloper is not reasonable and not scientifically possible. I think many agree with this point) 

If anyone thought about similar concept, can anyone please share? 

 

Apart from this topic, I really wish crossbow and/or musket rifle and/or repeating rifle for interloper. There are decent repeaters and musket rifles which were used during civil war. Considering that the level of technology was not that high to produce and use those weapons, such weapons would be possible to be used and maintained even in BLI. And crossbow as well. 

I think I know what your looking for and I think if you utilize the custom game mode settings, you can find your ideal "balance" just as you stated in your wish list above.  
The custom game setting was designed with a sharing feature in mind in that you can configure a game setting, capture that code and share those particular game parameters with the community.  Since the inception of that feature into the game, I don't recall seeing or hearing very much about folks sharing their custom game settings.
Part of that could be due to the fact that achievements are disabled in custom game settings, so if your trying to get a merit badge for snaring 100 rabbits or drinking 250 cups of coffee or whatever, those achievements aren't going to happen.  

On the other hand, having personally launched dozens of games using custom settings, I do believe it's possible to create an environment that is even harsher than the normal Interloper setting.  That being said, I've honestly had my share of frustrations with custom game settings.  Sometimes the features you want really dialed in don't seem to materialize and sometimes they do, it seems to be a hit or miss situation.  Maybe it's the ambiguous way the settings work, I'm sometimes not sure if I am making it harder or easier...  more items or less... more items in containers... less items in container...   I've ended up with some interesting scenarios, but the one that stands out the most was when I some how turned off wolves accidentally and didn't  know it while at the same time making the bear and moose super aggressive.  Plus they could sense me from far away.   the deer would bolt as soon as got anywhere nearby  and the bear and moose would attack whenever they saw me!  I didn't realize anything was amiss for a few days of in game play, I thought I was just getting lucky not running into wolves, lol.    So be sure to spend some time tweaking those settings and see what you end up with.  Have fun and good luck!

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Try the “Outcast” scenario. 
Not sure if I would call it a “balanced” in-between, but it’s an interesting take on Interloper. 
 

-t

 

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I think the question is what do you enjoy? Personally I like seeing death slowly take hold so I turn off sleep health regen and have awake regen on low so it takes a long time to heal.

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On 6/28/2020 at 8:14 PM, turtle777 said:

Try the “Outcast” scenario. 
Not sure if I would call it a “balanced” in-between, but it’s an interesting take on Interloper. 

Thanks, I will check this more later. 

On 6/28/2020 at 9:29 PM, odizzido said:

I think the question is what do you enjoy? Personally I like seeing death slowly take hold so I turn off sleep health regen and have awake regen on low so it takes a long time to heal.

I think some conditions of interloper is not reasonable neither realistic. Some conditions are just there to push player to challenges, without any considerations to realism and real world physics/chemistry/biochemistry and etc... It is not like I cannot stand with it all, but sometimes I feels like some of these conditions are too ridiculous, which takes more immersion from this game.

Aurora and EMP is also a silly story, but that is whole base of this game so I cannot touch that. However, some options, like cabin fever, and too fast decay speed... they are just silly. Is TLD world experiencing the invasion from alien micro organisms? No foods can be ruined in the snow or cold temperature like that, and it is impossible for parasites to survive in cooking temperature or extreme cold temperature. I value immersion to the world very importantly when I play the game. TLD is good in general, but these silly tricks makes me laugh and annoying. 

However, making decay option medium will make the game too easy. So I was looking for realistic custom mode but with some balance and challenge. Slow healing temperature looks reasonable and good idea.

 

 

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Posted (edited)

You sound like me. All the things you list are exactly what I would shift the focus away from. I think we are going to have to wait for modding to be added in before we can change the game to what better suits us. Hopefully it opens enough that I can write in my own indoor equations+variables for cold and such, but we will see.

edit------------

One thing I was considering doing is simply disabling wolves. Even on low settings wolves are all over and they're extremely easy to kill which means they're an easy source of food. The only issue I have with that is that they are a potential source of damage so I am not sure how that would work out overall. If you decide to try that let me know how it feels.

Edited by odizzido

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Cloth isn't that much of an issue in Interloper. There is less of it, because a lot of buildings are burned down, but still lots of it. In MT, PV and CH there is hundreds just from the curtains. And later on you need less of it because most of your clothing will be from animals. Very, very long term you can get rid of some marginal items like socks.

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The Outcast scenario has regeneration happen only during sleep. Plus, you need more water than usual (I would estimate 1.5-2x as much).

 

It makes survival quite hard, but eliminates threats from wildlife.

 

-t

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On 6/29/2020 at 10:34 PM, odizzido said:

One thing I was considering doing is simply disabling wolves. Even on low settings wolves are all over and they're extremely easy to kill which means they're an easy source of food. The only issue I have with that is that they are a potential source of damage so I am not sure how that would work out overall. If you decide to try that let me know how it feels.

Removing wolf from the game looks reasonable, but they are also difficulty factor IMO, especially very early stage when player has no weapon yet. In interloper, flares are very hard to gather, so my only way method was rush to the building, and rush to Riken for bow and arrow.  

I wish if there are custom option to manage the spawn of normal wolves and timberwolves during game. Currently we can only see timberwolves in BI. But I think devs will eventually include timberwolves in other area... 

17 hours ago, Serenity said:

Cloth isn't that much of an issue in Interloper. There is less of it, because a lot of buildings are burned down, but still lots of it. In MT, PV and CH there is hundreds just from the curtains. And later on you need less of it because most of your clothing will be from animals. Very, very long term you can get rid of some marginal items like socks.

Well, I'm not that "great" at this game yet, wolf struggles gave me some challenge to acquire enough cloths at some point of my game. But yeah you are right, in my interloper game, my character also wears almost all leathers. 

4 hours ago, turtle777 said:

The Outcast scenario has regeneration happen only during sleep. Plus, you need more water than usual (I would estimate 1.5-2x as much).

It makes survival quite hard, but eliminates threats from wildlife.

Well this is not exactly what I have in mind but these settings gave me some idea and insight. Thanks to share this post. 

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Yeah. I wish I could cut the number of wolves by like 10-20X but make them much deadlier somehow.

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On 7/1/2020 at 1:12 AM, odizzido said:

Yeah. I wish I could cut the number of wolves by like 10-20X but make them much deadlier somehow.

Regarding the wildlife setting for "realistic but challenging" custom mode, how do you think about the same setting with Interloper, but only change the wildlife population decrease rate to medium (stalker difficulty option)? 

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The decrease over time, from my understanding, drops the number of animals some but only to a certain point. I don't see it making too big of a difference so I don't really have much of an opinion on this. I don't know the numbers though.

Something I would like to try out and see how it feels is drop the number of all animals significantly, increase the roaming area of them, and also make foot prints last a lot longer but decay with wind+snow. That way animals are less predictable as to where they are but if you're observant you can track them down in the right weather. Or you can get lucky.

Now obviously you would get a lot less meat overall so the amount of calories on each animal would need to be bumped. I would probably bump the cal/kg to realistic amounts(1870 on deer at cooking 5, for example) and increase the number of kg of meat on each animal as well.

Each kill can be harder to get, but more rewarding. Personally I think that sounds more fun than swarms of animals everywhere in their tight little areas. But I've never tried it so I can't say yet. I find once you start actually playing around with ideas you get a much better idea of what works and doesn't in the actual game.

And anyways nobody knows how modable this game will be either so who knows what is even possible.

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