Hotzn

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Posts posted by Hotzn

  1. Huh. Anew Drifter Deadman running... didn't expect that. Hardly playing myself these days due to work, so it's good to see someone else bearing the torch. Rep earned.

    Do I recall correctly that the well-fed buff was not part of the original deadman challenge. Has deadman - gasp - become easier?

  2. On 9.3.2019 at 1:39 AM, MrMrCornMeat said:

    FOR ALL CONCERNED

    the axe blow Will took was unlikely to kill him

    based on the position Wills head was in, the axe hit him somewhere between the shoulder and the neck. This is an artery that connects to the heart, so it was likely that it clotted before he lost too much blood, not to mention that fact that the heavy clothing would have assisted in the clotting of the blood. He is most likely unconscious 

    Erm... do not try this at home. An axe severing your carotid artery will not leave you much time for the blood to clot.

    • Upvote 3
  3. Excellent writing, transporting the fresh view of a new 'Long Darker' very well. Rep earned. This is all still voyager, but I have a feeling of a new Interloper star rising on the horizon... and I imagine Nhotz from the Interloper Monthly Magazine (IMM) already sharpening his pencil and turning a new page on his notebook for a soon-to-be interview...

    • Upvote 3
  4. On 9.12.2018 at 5:50 AM, DaveMcD said:

    Hehe. I just started paying attention as in a recent milton mailbag @Raphael van Lierop talked about how sprains should work which seems a bit at odds with how a bunch of us are experiencing them and he suggested submitting some (especially double sprains) with screesnhots of where they happened so I've been spamming the screen cap button whenever they happen.

    My take of what he was saying was you should not get wrist sprains from any walking activity, only falls from height or from struggles. I very often get wrist sprains just walking along. Granted usually over burdened and on a slope. 

    Report those. Would be good for immersion if they disappeared. I could live with them if there was a short stumbling/falling to the knees animation which would explain how the wrist could get sprained from walking. But as things are, I dislike unexplained wrist sprains from walking. And as RvL said, apparently they are un 'unintended feature'.

  5. On 9.12.2018 at 3:47 AM, Drifter Man said:

    Deadman 10 / Day 115

    screen_b449207e-a437-480c-a523-4e53f82ea897.thumb.png.e896af8c6cfa8525bff016881a55df58.png

    This is where it ends. Having survived for 115 days, 'Number 10' returns to the Styx.

    Arrrgh... well... excellent run (&read) anyway. Thanks a lot. Rep earned.

    • Like 2
  6. On 23.10.2018 at 2:07 PM, Drifter Man said:

    I'm so excited about this perfect day, I begin sawing off the wrong compartment :( 

    In case your hacksaw gets too low on condition - can't you repair it at the summit before opening all containers? I haven't played in a while now, but my memory is there is a compartment with toolboxes, and there should also be some scrap metal. Maybe that would allow repairing the hacksaw?

    • Upvote 2
  7. The mysterious Deadman No. 4, here he goes again. First he would briefly camouflage as Deadman No. 3, then die. Now what we believed to be Deadman No. 10 proves to be... Deadman No. 4! Is No. 4 still alive, has his demise been a hoax? Or has No. 10 slipped into No. 4's shoes, inheriting his memory? Is there some deeper meaning to all of this - maybe the notorious @Drifter Manwants to remind us that there is some greater community encompassing all our runs? That everything - everything - is just one big and universal run? Surely, Nhotz would find interesting questions to ask the next Deadman who should cross his path. Don't miss out on the next issue of IMM (Interloper Monthly Magazine).

    • Upvote 1
  8. A slow condition recovery would also make tea a much more valuable item. It is debatable how much of a boost tea should eventually give, but it should be enough to make it really valuable. And it should be fairly rare.

  9. Much boils down to health recovery being too fast in Interloper. If that was set much lower, Interloper could become the new Deadman. And yes, the stim is strange and always was. I never understood how taking a serious drug that makes your heart race like crazy should improve your general health permanently. I've only ever used it once ot twice, and it never felt good.

  10. Hmmm... I wonder how Deadman 4 suddenly became Deadman 3 again during the course of Day 5. Anyway - I would also suggest you investigate the rabbitness of Jackrabbit Island - I have never felt a shortage of rabbits there (one of the reasons I like it so much). Haven't been there as a Deadman though. Big plus: you can place the snares practically at your doorstep. Quickly pick up the rabbits and harvest them in the cabin to avoid attracting wolves.

    • Upvote 1
  11. 11 hours ago, Spakerman said:

    a treatment does not pause the condition cap. You lose 2% max condition per day you have the affliction whether you take a treatment or not. So minimum you will be down to 80% cap by the end of 10 days.  Best thing to do if you are using the affliction for strategic advantage is to take treatment the first 9 days and then hold the last treatment until you want to actually end it.  An extra 5 days of parasites could save your life depending on your food situation.

    This was what I had in mind. Someone had reported earlier on the forums that parasites allow you to sleep anytime, even when not fatigued iirc. And sleeping costs way less condition per hour than being awake. So it can actually be useful for Deadman. I think credit for this discovery goes to @TheEldritchGod, does it not? Not sure.

  12. 14 hours ago, Timber Wolf said:

    I am curious, have any of you actually attempted to start the challenge on TWM and go directly to the summit?  There is an abundance of items to be found in the Tail Section that I believe would be a game changer in this situation. 

    Ah, @Timber Wolf. Just woke up from a long sleep and not yet caught up reading? As if the intrepid @Drifter Manhad not had this idea... go back to Deadman #3's day 10... ;)

  13. I have always used snares and never understood why they are so underrated by many players. Especially since they - once made - hardly require any costs to operate. They practically give you free (almost - there are still the crafting costs) meat on top of food you procure otherwise (eg by hunting or fishing). My favourite base is Jackrabbit Island, where you can place the snares right outside your door. You can harvest them inside or - if you will - on the veranda. The latter may attract wolves, but their pathfinding won't allow them to enter the veranda. The only downside is that you need to make occasional trips to the Fishing Camp or Coastal Wolfsite to craft snare which have broken.

    I have never noticed the snares having any effect neither on the 'spawning' of dead rabbits in the snares nor on the 'respawning' of live rabbits in the vicinity. Which is a weakness in the game's concept. It might be possible to do an endless cycle of rabbit-snaring and travelling the triangle Jackrabbit - Fishing Camp - Log Sort, and back. Travelling the triangle allows you to craft new snares and refill sticks. Have a mag lens for permanent fire and I don't see the limit. Not on Deadman of course, because the rabbit yield will likely not suffice. But looking at @TheEldritchGod's observations above, maybe it will?

    • Upvote 1