• Content Count

  • Joined

  • Last visited

Community Reputation

33 Prepper

About vimrich

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Anyone having trouble with "double ropes" like the ones near Draft Dodger Cabin in PV? I've been trying this out some and I just don't see the point. I'm down to just 22kg, and between just walking out of the cabin and climbing up the first rope, I have not enough stamina left to risk the second rope. Is this by design? Am I supposed to sleep for several hours on the ledge in order to make it up. Why do that when I can walk the entire long way around and make it over to the same place in less total time? Shouldn't the ropes offer some trade-off - faster if you're willing to travel light? In general, so far, I just never see any benefit to using a rope unless it is the only way up. Even w/o the encumbrance limits mentioned in this thread, your stamina is just so totally wiped for the entire rest of the day after a single climb. The few times I thought - hey lets put a rope here to make a short cut, I've ended up not bothering.
  2. I'm on a 80+ day run now where I got to 1%. Granted I was ready to die because I was just sort of playing with the new build. I would have only gone to 5% or so had the new medical radial menu made any sense. I was inside wondering why my health was still dropping when I finally noticed I still had untended afflictions. It was like in a movie. I was scrambling to figure how to apply the right stuff in the new UI when I stopped the last issue at 1%. After I pulled through, I decided to keep going. Fate willed it.
  3. Ropes. These were added a while back but I've only just played with them a little. I had 300+ day runs in earlier builds and have had to start over with FC build. When climbing Ropes, I'm not sure how much stamina I will lose, how sure to plan how much to carry so I can return via the rope, etc. The one time I tried a rope in ML so far I was almost out of stamina at the very top and thought sure I'd fall to my death but somehow made it over the edge just as I went red. I'm going to test it out for a few days in PV near skeeters ridge before I go into TM to try to figure out a rule of thumb. There's a double rope setup there so we'll see what it takes. There's probably a guide somewhere, but meh, I'll figure it out. Also the medical radial menu. What's the deal? You have to pick the cure BEFORE you pick the ailment? Shouldn't that be the other way around.
  4. I opened my desk drawer at work today and immediately thought, "Hmm, I can use this."
  5. YouTube Video
  6. My long term goal is always to stockpile every last bit of loot or collectible into one or two "base" locations per map, or at the very least in a few caches per map. You can keep yourself very occupied porting stuff around, then distributing items as evenly or appropriately as possible (only need a hammer near a forge) and so on. A minimal base for me has at least 40kg of stuff, so that's several days of porting to build it up. Ideally each base has one hunting weapon, one of each essential tools, meds, enough clothing or hides for repairs, a few liters of water, a decent emergency food, etc. I'm at day 70ish in a new run and have so far "based up" ML and CH and just started to set up shop in PV. Plus I did a fast run to DP for a few days to get arrowheads (I use the CH base for operations into DP). Once you base-up the maps, you can travel relatively light between maps in a single day, and have room to find and bring back stuff at very low risk. Even if disaster strikes all you have to do is get to your base to be safe. This is also why I like Voyager. You usually get enough stuff to place a decent base on each map. I like to think I'm rebuilding civilization, even if it's just for me.
  7. Possibly, but one of the sure ways to know a system is actually random is if a human thinks "there's no way this is random!" We tend to feel that random means "evens out" but in most random sets there are far more "runs" of good or bad results than we would expect. I'd bet all this is the result of the save file wipe. Lots of new game starts = lots of new RNG rolls = more data than before = humans assuming something is up with the roll they got.
  8. I call this this the "nightmare" because usually, the last save point was when you woke up. That whole day was just a dream. I use it for a lot of testing of new mechanics. Like when they put in "brandishing" (ugh) the only way I ever even somewhat managed to figure out what to do was replay the same wolf encounter over and over. You get right up to the point where the wolf is about to jump to hit ESC/quit and retry. I also use this for target practice, particularly when they added the bow.You can set up a game save situation with a target right outside of a door. Take a shot, quit, reload, take the same shot again, etc. over and over. It took me dozens of tries before I could get anywhere close to hitting anything with the bow, or even understand what I was doing wrong. I think they may have made the bow easier now, it seemed a lot easier this time. Still, I feel like if the issue is a game mechanic/control issue, I have no problem practicing.
  9. I've played 300+ hours and this last week was the first time in all that where I spent longer than a week or two in CH (you used to be forced to go through CH to get to PV before they opened up some other caves). In my last run, I wanted to try fishing more so I went to CH where you can get really big salmon. After a 50+ day run there, I've slowly grown to sort of be OK with it now. 1. The Quonset/town - is a death trap eventually. Go in during low wolf times, loot and get out. If you stay there longer than a week or so, the game turns from survival into one of those fps games like Call of Duty. You open the back door, hear a bark or two instantly and have to decide, turn back inside or run blindly for the nearest car or side cabin door before you get hit. You won't even see the wolf, and often there's more than one, so if you run, just pick a direction and GO. At one point on my last run, on my final trip to get out the last few kgs of food there were 4 wolves patrolling, 2 on each side. I left that last load till it was clear a few weeks later. 2. I had a lot of success based at the Fishing Camp. The workbench is outside, and you have to go to the nearby fishing hut for a stove, but this can be a plus. You won't be inside all the time now while cooking or crafting and that can really cut down on Cabin Fever. One issue, a bear showed up about 30 days in and hung around for a few days. I moved out to Jack Rabbit Island. It's a bit of a walk back to the Fishing Camp workbench, but it's over open ice so you get a good look at safe pathing as you head out. 3. Hills/logging roads - these are relatively clear of wolves I think. In fact, when on the slopes, just be sure to pause and listen for bears every now and then. I had no wolf issues. Bears are slow, so as long as you see them well before they "notice" you, you can get out of the way. This tip can help at the Quonset/town as well. If a wolf is on the other side of the building, you can hear footpads before they notice you. Might give you than extra step you need to race away. 4. This might be a bit "cheaty" but one thing you can do with wolves is hit ESC the minute you hear a bark, then hit quit and restart. If you go into buildings a lot, or are already trapped in one, you won't lose a ton of progress. The autosave/permadeath mechanic only kicks in when you get hit or take damage of some kind. Hitting ESC/quit is like your character is having a recurring nightmare; "that wolf came out of nowhere. then I woke up back in the Quonset and realized it was just that dream again." You can even get your finger over the ESC key when you click to open the door. It might help you relax knowing if there is a wolf, you're going to quit, take a breath, and be ready next time. This can also be a much faster way to try out ideas than dying over and over. learn "wolf safe" aggro distance, the sprint mechanic, etc. in a more controlled manner because you can repeat the same situations. But my other advice is, if you're not having fun, move through CH and play on other maps. Also, I find myself mostly playing on Voyageur too. No shame there. I find the harder modes to be just, well tedious, not more challenging. Everyone has their own style.
  10. Yes. I have Firewatch. I haven't finished it yet so thanks for no spoilers.
  11. Nice one. Thanks for the info. I'm sure I've seen the Radial HUD somewhere else too. The things game companies have to do to keep up with the cool kids on the block.
  12. It's SCP-173. Remember not to blink.
  13. More UI Feedback - there's lots to love in this game, so assume "gameplay is great except..." for all the below: Radial HUD in general - after some issues (see below), about the only time I used it was for equipping a lantern or when there was no other way. My in game goto was "i" for inventory as it was faster and easier and most importantly, reliable. Decisions are critical and inventory always had the best info or a "base" from which to make decisions first. When I was forced to use it, I found myself saying "slow down, look carefully before you release/click to apply" as though the radial's main job in game is to be hard enough to use that if you're a bit panicked you will die before you can do what you want. Food radial - twice ate raw uncooked meat by accident, and almost died both times. I just stopped using the Radial HUD for food or drink period. Chance of a mis-click it is just too dangerous. From the inventory screen you can pause, examine carefully for condition, weight and calories, then eat. Medical radial - again, accidentally applied meds to the wrong condition due to the click, hold, scroll, release click flow. I get that we're supposed to learn what goes with what, but also if I know I didn't actually want to apply antiseptic to sprained wrist but do so a couple times due to the UI, this could be better. Paper doll - this would be so much better IF you add some indicators of wear to the Paper Doll screen that you can see all at once- similar to how wetness is shown for all items at once. I kept going to this screen to see what items of clothing are most in need of repair at a glance. Realized I'd have to click each item, then noticed I can see the % condition for all items at once from inventory clothing category so once again, Inventory screen wins. click and hold to search - not sure what this does. If it's to represent time delay, ok, but we don't have to hold a click for other situations like fire starting and cooking. Is there ever a reason to release before the search completes? click and hold to open doors - I thought sure this was put in to give wolves time to get you before the door successfully got opened. But there were a couple times at the Quonset back door where I know I barely made it to start the open door prog bar thinging and the attack seemed to stop the moment I hit click to start the open. So if the door open time delay is not for that, then why this delay/hold requirement? Lots of other things improved or I'm too new to them to comment. Also, I have to say - great work on the sounds! I found I had to stop and pause and listen so much more now. Crows, pattering paws, and most of all, bear grumbles are all key to the game and not easy to hear if you don't pause to listen every so often. Very much like a good nature walk.
  14. Watch Stacy Plays TLD on youtube. She almost dies the same way, lives on soda until she discovers it, then rants a bit about soda and now we have... Stacy's Grape Soda! It's a great series exactly because she's not an expert. Some of the ways she dies is a must watch.
  15. I suspected you would add more - that's why I raced to get this one in now.