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Everything posted by LucidFugue

  1. That's what I'm not clear on. There's a perception that Cabin Fever was introduced because of hibernation/starvation play. I'm not sure that's really accurate, but if it is I don't think it's a problem anymore. Min-maxing survival time was a thing when you could calculate survival time in the world based on the number of bandages left in the world, assuming there were no bullets or flares left. That was a thing because if you wasted your resources you might run out before day 100. Such a number doesn't exist anymore. You might run out of non-renewable resources, like bullets or flares, but there are renewable options now. The maximum theoretical survival time has extended out so far it isn't worth calculating. Players interested in testing extreme resource management do so by restricting themselves so the total amount of available resources can be an issue. Raphael has said the game design isn't intended to favour a roaming/nomadic playstyle over a "hunkering down" playstyle (or vice versa). Both are legitimate. If you want to hoard everything of use in a single cabin and live out your days there, you can. There are challenge modes based on each theme. From memory, cabin fever was changed because it was affecting hunkering down playstyles too much. As afflictions, food poisoning & hypothermia both tend to push players towards indoor environments to rest up. But in doing so they both increase your risk of triggering cabin fever. At higher difficulties, food scarcity is enough of a pull factor to get you out of the house quickly. My understanding is that cabin fever acts as a pull factor to get people out into the world and interacting. Does it serve that function well? Is it redundant?
  2. I've only run into cabin fever problems on interloper, because the cold temperatures keep you indoors a lot more than usual. In stalker or Voyageur I have the *luxury* of spending time outdoors to collect resources or travel. My playstyle just doesn't involve staying indoors a lot. On interloper it can be like a cascade of maladies. Food poisoning weakens you, then you have to recover afterwards, suddenly you've been indoors for the better part of 3 days, and if you're not prepared to go fishing or have a bedroll to hang out in a cave, it's tough. So, if people's playstyle is being hampered by cabin fever, how does that happen? On the surface, tying cabin fever to excessive waiting makes sense. But maybe it's worth asking how people are attempting to play the game and how cabin fever prevents them from doing so?
  3. It would be a shame if there was an escalating cost. I would have gone through the entire game not taking anything (they are highlighted in red which suggests non intractable) but for an accidental click. Then I started experimenting and realised this was a possibility. From a game play perspective, what is the point of trust if there is no way to lower it? They are "points" at the most rudimentary level. Score enough points and earn a reward. But once you have enough points and have earned all desired rewards, they serve no purpose. Nothing will entice you to continue interacting with that survivor and giving them anything. For the most part, that's how it is played. However, if you think about the relationship building aspect, trust isn't just about giving free stuff to someone and unlocking a reward. It's being there for them and knowing they will be there for you. So it makes sense that a fellow survivor will value certain goods higher (better trust bonus for delivering on the list of desired items) and that they will be okay with you taking items you need in return (modest trust loss for taking owned items). If you are more trouble than you are worth, then they will intervene and deny you what you want. But if you're coming by and are starving, it's not going to destroy the friendship to take food. Otherwise how does the player ever rely on an NPC for anything other than story progression? They should be more than static quest givers. In my head, there's no reason grey mother wouldn't be okay trading some spare clothing for all that food and firewood. I'll do some more testing next time I play through but I didn't notice Jeremiah getting annoyed with me for taking items from the cabin. It's just that it hasn't really been a big need because the early episodes are fairly easy to get through.
  4. I don't know how bandits would work. The idea is to minimise the amount of effort required to implement more dynamic NPC interactions. The way you describe bandits it sounds like you'd meet them out in the open. What I'm talking about is taking what has already been implemented for story mode and leveraging that. So, finding places in each of the interiors where you can place an NPC. Like sitting on indestructible furniture or leaning against a wall. You can just interact with them if they are present, and they won't interfere with an interior you have been calling home if they happen to visit. Maybe have 5-10 NPCs in a given sandbox. They might start scattered across the regions, but they will simulate travelling by disappearing from their starting interior and appearing in the next valid interior towards some destination. They would move through the regions rather than being confined to just one. Importantly this means regions that lack interiors (TWM and FM) won't have NPCs unless you count caves as potential meeting points. I like the idea of different NPC backstory and motivations. Trapper types who trade cured skins, and perhaps reduce the local wildlife population (to simulate their hunting). Generic survivors who have random looted goods as well as varying desires. Traders who have more man-made goods brought in from outside. Maybe you could have specific events where you come across them and they desperately need food or medical supplies. If you provide them you get a huge trust boost, but if you leave them they will die out of the sandbox. Barricading interiors so the player can't enter seems harsh. I think it would be enough to have interior loot drastically reduced if an NPC had been there before you.
  5. I have often thought it would be weird to be able to do everything while wearing mittens. Trying to animate rifle or bow actions with mittens on would be hilarious.
  6. Cartograloper 6/6 I made it to the summit and lugged everything from the plane back to the mountaineer's hut, but not without significant condition loss. I returned home with 21% condition and a double sprain, having taken the snowbank pathway down rather than attempt to use climbing ropes. I was exhausted anyway. I left the snow shelter up there, abandoning the supplies used to make it. I spent the next 2 days recovering. I studied a cooking and carcass harvesting book, and prepared all the many rose hips and reishi mushrooms I had gathered during my trip. I also turned a spare pair of socks into 2 bandages and prepared 2 old man's beard bandages. Although I was hoping to get out of here quickly, I'm telling myself to take it easy. I have 41 cat tails & 3 boxes of crackers. I chased the crystal lake deer into the crystal lake wolf, though I missed my shot with the distress pistol. I have to wait for some fresh gut to cure, and I can then craft myself rabbitskin mittens. I still have a few spots to map, so I'll take it slowly and try to set out only when I'm in the best of shape. My hacksaw has only 16% condition and I have no toolkit, so harvesting deer risks breaking it. But I can survive without it if it comes to that. I still have the hammer. I have 40 matches and a firestriker at 86% condition, giving me plenty of fires. I imagine I will be out of here long before I find myself running short of anything.
  7. My best guess is mapping the outdoor locations that appear in the journal and impact world discovery %. At least, that's how I'm treating the objective. I have a tracking spreadsheet where I am noting which locations I have visited and which I have mapped. But I won't know for sure until the achievement pops, (or doesn't!).
  8. I'm not particularly fond of the wolf count. Have seen 2 wolves stalking the front of the maintenance yard and one at the back of the lodge. Then 2 more on the path in from FM. It gets really narrow in places, too. Hard to get past them without building a fire and manoeuvring the wolf around it. I can definitely see the positives of the maintenance yard itself. Plus, if you can shoo deer into the yard, it'd be very likely a wolf would kill it right on your doorstep.
  9. Cartograloper 6 / Day 3 Attempting to follow in Drifterman's footsteps, I set out with hacksaw in hand and opened the crates at the wing for food supplies. I've since recalled these were not considered worth the effort. It's the clothing container at the lower engine I want. I distract a wolf with some stone throwing and grab the loot, heading into the cave. I find matches on the body in there and start a fire near the upper exit to warm up. I check Andre's Peak off my list and collect a rabbit to keep starvation at bay. Then I deploy the mountaineer's rope from the mountaineer's hut and head back to rest. I secured coffee and tea, and the spare clothing gives me 3 cloth. Resting up to 96% condition, I now have plenty of firewood (5 cedar, 40 sticks, 7 coal) and 35 cat tails. The hacksaw is at 56%. I believe the next leg of the journey is over the fallen tree bridge and up to deer clearing, before pressing on to secluded shelf, tearing up remaining clothes to make a snow shelter, and hitting the summit. Alternately, with my coffee I might be able to just brew coffee in the secluded shelf cave and hit the summit immediately. That said, I still need to get to Eric's falls and the hollow cave before I can leave the mountain for good. With luck, I'll be out of here before a week is up.
  10. I'm not sure I trust that content without proper sourcing. The sections on the struggle itself don't reference the analysis work done on average wolf struggle times by tool, and more recently the struggle has been changed from clicking as fast as possible to a rhythmic pattern, hasn't it? At least, I remember when the ideal strategy was click macros/autofire scripts that near instantly ended every struggle. I get that a lot of this is theorycrafting. Unless you dig into the scripting, or do extensive testing, you only have anecdotal evidence to build a behaviour model from. But I'm not even sure the scent mechanic respects wind direction/strength, for example. The wiki says so, but has no reference to either official statements or at least a community analysis thread.
  11. I thought exhaustion/overburdened mostly meant you couldn't prevent them from closing to engagement range due to movement penalties. Especially if you have wind in your face or an incline. You need mobility to have a chance at escaping wolves. My understanding goes something like this: Wolf detects player: very slim chance to get scared and run. Otherwise, begin stalking. During stalking: Keep pace with player. Speed up if getting farther away but still with LOS. Fair chance to switch to engage if player is sprinting, irrespective of distance to player. Speed up pace if player is not watching (random delay in this, i.e. It's not as if the second you turn your back they move faster, but this is the teleporting behaviour people mention. You assume they should be at least the same distance if not further, yet they've closed a good 10-20 metres in a short period of time). Upon reaching engagement range: If player had a campfire, run scared. If player has a lit flare, stand off. Else, charge. Starvation/exhaustion/overburdened caused additional condition damage once engaged. So basically, there was nothing explicit in the detection/stalking mechanics tied to the player's need bars or condition. They were included in the wolf struggle mechanic itself. It's obviously much more complex and nuanced, but that's broadly the model I've been working from. I can avoid at least 95% of wolf close encounters, and usually the fails are down to cresting hills right into wolves, or getting sloppy when evading. Evading comes down to keeping a watch on then while moving away and using natural landscape features to break line of sight at a reasonable distance and maintain lost line of sight. That, or pathing a wolf into some other prey and forcing a target switch.
  12. Is that so? That supports @MueckE's recommendations to be more conservative and treat sub 30 condition as a no go situation for adventuring. Once again, impatience leads to death!
  13. Cartograloper 5 began and ended in Forlorn Muskeg. Not a bad start, but I got careless shaking off a wolf on my way to Mystery Lake. I swear sometimes they have the ability to teleport closer to the player when you're not looking. Anyway, Cartograloper 6 started in Timberwolf Mountain, not far from the fallen tree bridge. I reached the Wing, and had to hug the rock-wall as a wolf started stalking a deer who ran right towards me. I checked the forest cave and then went to the mountaineer's hut. Hacksaw located on the working bench. So, this means I can follow in Drifterman's footsteps and hit the summit early. I'll have to study the thread to work out what containers to hit and the recommended pathway up. I have collected 2 dozen cat tails and killed 1 rabbit. That, and a night's firewood have me starting fresh on day 2 with 2.5 litres of water. Hacksaw is at 76%. Cartograloper 6 is at 89%.
  14. Nothing wrong with making a place feel more like home. It's a legitimate playstyle, and the ability to place and manipulate objects in the world was initially requested for the same reason, if I'm not mistaken. I vote that we can also use them as fuel, just so one day someone desperate for a fire has to burn their favourite poster. How far will you go to survive?
  15. It's sort of a paradoxical badge in that to get it you probably need to focus on training your fire starting skill in every sandbox across a lot of sandboxes, so that once you have it you can start sandboxes without having to go out of your way to train firestarting. I don't have it yet, but I have spammed 1 stick fires in interloper games where the bonus starting chance is really useful with the lack of accelerant.
  16. Absolutely agree with the points on sleep and making the most of your time. You want 10 hour sleep cycles. As in, you aren't planning your "day" around anything as much as when you can secure another 30%+ condition recovery. If you can time it so you wake up ready for action just past midday, perfect. But there is almost always plenty to do with your time. There's a hard limit to how quickly you'll freeze and in that time you can get yourself a rabbit and bring it indoors to process. Or collect sticks/reishi/rose hips/cat tails. I try to avoid 1 hour warm up naps as well as passing time. Bedroll is a game changer because you can sleep in caves and shelters without beds. It dramatically increases your travel opportunities to the point you really can sprint everywhere to minimise freeze damage and go point to point.
  17. You will lose condition to freezing, and likely starvation in Interloper. Sometimes exhaustion,too. Managing condition is about balancing how much you can afford to lose, assuming you get a full 10 hours rest. That sleep gives you around 35-40% condition recovery assuming no herbal tea. You can technically starve yourself during the day, but at 1% per hour that means you can't do much before you're not actually recovering. If you don't do much, you won't tire. It's paradoxically better to run outside or climb a mountain on an empty stomach because you can't lose calories you don't have, and your ability to sleep & recover is tied to energy, not food. Going outside risks freezing, so time of day and activities planned are key. At a minimum, you want to build a buffer of food storage that will allow you to recover condition if you happen to get below about 30%. That's at least 2000 calories, probably closer to 3000. You also don't want to be in a position where you're *forced* to do something like gathering food or firewood, so you probably want around 5000 calories to be super comfortable. That's basically a solid fishing expedition, or a freshly killed deer. You can learn to chase deer into wolves, and scare the wolf away from the carcass. Easiest tends to be surviving close to a fishing hut. But you'll need a solid supply of firewood to maintain that, because cabin fever prevents you staying indoors and as it gets colder you can't stay out as long. Tools open up new options and clothes extend your range for travelling without freezing. Matches tend to be the determinant of your longest possible survival time. But as far as I can tell, you need to trade condition to achieve anything significant, so you always have to have a plan for getting it back.
  18. Well, Cartograloper 4 just met his end. I set out to cover lonely homestead and, hopefully, derelict cabins. Darkness made me turn south to draft dodger's cabin after securing a map of lonely homestead. Those cabins are just so far from any shelter with a bed. I slept at draft dodgers and spent the morning collecting rabbits. Then I set out to climb up to skeeter's ridge. I lit a fire along the way to cook the rabbits as there is usually a wolf up there. But I got food poisoning from some of my 75% meat I had carried with me. That put me in quite a spot, and I spent all my meat and the next 2 days recovering. When I went up once more, There was indeed a wolf. A persistent one. I popped a flare and lit spotfires with it to scare him off. Since I still had the flare I began harvesting another carcass with the fire next to it. I'm not sure whether an aurora struck that evening and that was the cause, or the fact I was holding raw meat. But while cooking the meat, he approached and attacked me as I sat by the fire. With <30% condition I was doomed, even with a hammer and combat pants. I'll start over once more, but not today.
  19. Oh, wow. Y'know, on one hand I still do love plunging into the unknown. I love coming across places I haven't explored very deeply. That process of learning how to exist there. On the other hand, I love the strategy and planning that goes into that. The more information you have, the better equipped you are to exist in the most challenging places on Great Bear. I've been using @whiteberry-toarda's maps to plan my approaches. Both because I want to have the best chance at hitting 100% exploration, but also because knowledge of the land is paramount. I've explored most of Great Bear on my lonesome, but you really only get to the level of detail to know every possible option for the places you've stayed at for a long time. I'm a nomadic player. So I know routes to get from just about anyplace to any other place. Where I've been struggling is knowing where the rabbits and cat tails are. Where the deer and the wolves congregate. Taking on a challenge like this, I'm wanting to become better as a player. The situations get so much more dire in Interloper. There is a Steam Guide that lists possible locations for items, but I don't believe it has gone towards determining pattern sets. That's pretty meta. This sort of table is awesome for route planning. Do you know if it's complete? I'll start making notes of what things I find where, maybe I can contribute a bit. I know the table you linked only references some specific tools, but most items placed in the world seem to follow this model. I have noticed there is usually a high level top layer in the master bedroom of Pleasant Valley Farmstead. It used to always be the Mariner's Peacoat, until Resolute Outfitter brought in so many more clothes. High level placed clothing items are probably worth listing. As I mentioned, I found Combat Pants under the bed in the Signal Hill Control Tower. I should have made note of all my sewing kits and simple toolkits. One thing I always funny is when someone is asking for help because they're in a bad situation, people on here might give advice like "You'll need X. If you're not far from Y, there's usually some there."
  20. I'm pretty sure it was Mountaineer's Hut. Happy to hear where it is if that's the case. My approach to TMB has been to have a bedroll, a hacksaw, and/or plenty of coffee. To be honest, I've never reached the summit on Interloper before, only Stalker and Voyageur. While Drifterman has shown the way, I'm not confident I can waltz in there as global temps start to drop and hit every point of interest. Also, in my head I'm thinking if I don't go to Timberwolf Mountain now, it probably means that will be the last region I visit, since I'll naturally gravitate towards one of the two forges, and naturally want to clear all the locations at either end. For example: PV -> CH -> Crumbling Highway -> DP -> Crumbling Highway -> CH -> Ravine -> ML -> FM -> BR -> FM -> ML -> Winding River -> PV -> TMB or: PV -> Winding River -> ML -> FM -> BR -> FM -> ML -> Ravine -> CH ->Crumbling Highway -> DP -> Crumbling Highway -> CH -> PV -> TMB More or less, I either finish at the Summit of TMB, somewhere in DP, or the Lodge in BR. Assuming I'm not dead long before then, of course.
  21. Just a minor thing. We have stats for blizzards survived and can openers found. WIth the Aurora now present in sandbox, why not track the amount of Aurorae the player has been through?
  22. Okay, I have skipped ahead about a week. It is now Day 17. I'll recap the week in a more condensed format. I set out to Three Strikes Farmstead after recovering from my fishing trip. Other than being stuck by a blizzard, it is an uneventful journey. The next day I loop back to pick up rabbit skins from the rural crossroads house, this time via contemplation bridge. It is a poor decision, really. It costs me a lot of condition and I am short of food after recovering. I need to go fishing once more, which delays me from making use of the skins which I'm now lugging about until I get back to the farmstead. I decide to go directly to Signal Hill from the pond. Praise Great Bear! Signal Hill contains Work Boots and Combat Pants. I cannot believe my luck. Blizzards and wolves disrupt me as I tick off Hilltop Cave & Hunter's Blind, but I secure another 3 rabbits and manage to ration them out. I switch the climbing rope over to the signal hill climbing point and make my way to Long Curve. Many more cat tails, and another deer carcass are secured before heading home. I finish a pair of rabbitskin mittens as I recover on Day 16, and I now have +15/+6 clothing bonus with 20 protection. I only have a few more days before global temperature decay sets in, but if I'm careful about condition I could have a very productive week or so. I also have a healthy supply of food, roughly 4500 calories. I've almost reached level 3 in firestarting and cooking. There are only a few scattered places left in Pleasant Valley. But I haven't found a hacksaw here, so I'm not going back to Timberwolf Mountain yet. I've not yet decided whether to go to Coastal Highway, and most likely Desolation Point, or Mystery Lake, and most likely Forlorn Muskeg and Broken Railroad.
  23. Thank goodness. And thank you for the reference. Also - thanks for the encouragement, RiotAct!
  24. Day 8: One of Pleasant Valley's infamous blizzards set in and lasts the entire day. I crack open one can of pinnacle peaches so that I can finish my wilderness kitchen book, and start on a copy of the frozen angler. I secure novice level cooking, and the bonus calories will be most welcome. My first gut is cured also, so I head to the basement to make fishing lures. The blizzard ends in early nightfall. I have plenty of firewood and not a lot of food. I'm going fishing. I cross heartbreak bridge and check the ruined building but find only more firewood. The snow picks up and the night is so dark I lose my way. Turning a corner near the forest cave I run straight into a wolf. My hammer saves my life, but only just. I have a sprained wrist and 30% condition. I walk right past Pensive pond and hit the waterfall, then double back. Finally, I make it to the shack with 26% condition remaining. I stoke the fire, drink some heated up rose hip tea, boil myself some more water, and then get to fishing. Day 9: I catch about 8 fish in total. Enough to fill my stomach and give my body a chance to start recovering from last night's battering. I was hoping to bleed condition through exhaustion, but now I need to drink coffee to make the most of the time here. I collect sticks, cat tails, and rose hips around the lake. I secure maps of the pond itself, as well as the nearby picnic spot and bridge over cascading falls. There are rabbits everywhere and I can't help myself - I'm going to need to spend tomorrow on light duties so I want to take as much food back as I can. I claim one at the picnic spot and 2 more on the lake, cooking the meat with the last of my fire. I leave the carcasses to freeze in the fishing hut. If I took them back I would be able to craft rabbitskin mitts within another 2 days, but I can't risk another wolf struggle. The journey home is harrowing. I've left it too late. A had a 22 hour long fire and left most of the charcoal behind as I'm already exhausted and overburdened. I'm freezing 1/4 of the way back. Although I had recovered back to 32% condition through the day, I slowly trudge through heavy snow. My eyes are fixed forwards. I know the farmstead is this way. I can't see sticks on the ground, just the vertical shafts of trees and the falling of snow. I reach the road, and the familiar orchard trees of the farm. I'm expecting my vision to start to blur any minute, but the shape of the buildings come into view. Gracefully, no wolves have come between me and my sanctuary. I dump about 4 kilograms of cooked fish and rabbit in the snow outside, and step in. When my head hits the pillow I have 11% condition and 12% world exploration. Here's my list of Pleasant Valley locations, organised into rough clusters:
  25. I've been playing catch up on this thread before commenting, but your run was an inspiration for my own attempts. Great stuff and amazing to see Snowball 47 reach escape velocity from the clutches of an early death!