sierra 117

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About sierra 117

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  1. I would be really tempted to take that hide for a satchel. However it depends whether you have enough fuel for a 1hr/really warm fire That's a great early game find for Interloper.
  2. Just a few ideas to expand crafting and gameplay, looking for peoples thoughts or other idea's regarding potential new mechanics/ equipment etc. So to start im thinking an improved backpack could be a cool addition. Not sure if it would be a lot of work for the devs, but if we were able to remove the backpack , once we have different types, with varying carry capacity etc. We could have some camp/emergency bags stashed in certain outdoor locations, enabling faster travel when using a lightweight pack. Other benefits could be when low stamina /fatigue or just in an emergency being able to drop your pack for a speed boost.(of course you would need to return for your things later) Some packs could have built in bonus'. Off the top off my head im thinking maybe, One that could allow carrying more wood, or another could provide safer transportation of meat without scent(better sealed) maybe one that requires bear/moose hide, that has a built in emergency shelter/tent ,at the cost of carry weight etc. Of course each would need some con to balance the pro's. I can already see that being able to drop the backpack in an emergency, could cause issues with current system. I'm sure the devs could find a solution. First idea that comes to mind to solve this particular issue.Would be some kind of utility belt or something, just so we could select a few key items , that if back pack is dropped then we will still be carrying. And everything else will just be in the pack. I appreciate this would already require another item, so not sure how easy this would be to implement. Curious to see other opinions or ideas.
  3. If you're ever caught out in FM in the fog/blizzard, but you really need to get to the forge. Follow the tracks all the way to BR side get up onto the ledge to you're left over the fallen tree and then its as straight/simple route to SFH. Even though it's a longer route you can't get lost.
  4. The Ravine is usually good for saplings. Also another spot which i think a lot of people overlook (in other similar threads) is in the winding river leading to PV through the Dam . When you reach the outdoor cave(one with no loading screen) head all the way up the hill to the left, there is usually a deer carcass and some saplings there.
  5. Yeah I really hope this is not intended behaviour. I'm a long time stalker/ Interloper player. (Been playing since initial release to early access on xbox) One of the main reasons I loved this game was that it was a true survival of the elements game. No zombies or crazed natives etc put in just to make it seem like a survival game. But an actual survival game. Atleast when the wolves where more manageable, now I feel like they may as well just add zombies to make the game arbitrarily difficult. I am finding this change too annoying/unrealistic. I don't mind the changes to baiting wolves at all. So for the time being I am just playing a custom stalker run with hostile wildlife switched off.
  6. Hmm just had a thought.has anyone been to the new mine in CH since BI was added? It could be nothing/ something for story mode, but the first room after the rope climb has some sort of fuse holder. Could be a long shot, but maybe there's a fuse we can take from the CH Mine. I'm not sure as I have not visited the new mine yet in survival mode. Will be playing a bit later , so may give this a test.
  7. Yeah me too, even when I am expecting them. I think it's the screen flash that gives me a fright tbh
  8. I think this is intentional. For those who think it doesn't make sense, think of it as a temp fix by hand , for bedroll you are just stuffing the holes with pieces of cloth rather than sewing them on.
  9. You can also place teas and coffee next to a fire, to keep them warm while using fire. Then when you are ready to head out ,you can drink a tea for warmth bonus and carry another to use before it cools down. Good tactic for harder difficulties or when having to travel during really cold weather. Also another thing I did not realise until recently on an interloper run is that you can repair your bedroll without a sewing kit or fishing tackle.
  10. It is a sign from the Interloper God's. Great Bear is cold and full of wolves.
  11. One other benefit for the coat is the higher chance to scare wolves. I personally usually don't bother with either, unless really late game for something to do.
  12. Yeah good point, the availability of certain material/chemical requirements might not be very plausible for the setting. Hmm well might need to think of something a bit more primitive. I'm thinking mainly for a good defensive tool against Timber wolves, use of the new milling options for interlopers to be able to use , utilize renewable resources and be windproof. How about some kind of small crossbow that fires mini torches/stones or something along those lines. Could use the milling machine to make some sort of mechanism,combined with wood and guts/other materials. Just throwing out random ideas. I have not had much experience with TW's on interloper. So far throwing torches from a fire seems a viable tactic, although I just die instantly if it's windy. I have not tried with the bow yet.(I've just been testing new custom games ) marine flares work, but kind of sketchy if you only have one. Would love to hear others ideas , it can't hurt to give the devs some more ideas. And they can ultimately decide what they feel fits the theme of the game best.
  13. Now that we have ammo crafting , I'm thinking being able to make more flare shells. Would be a good solution for dealing with timberwolves on interloper.
  14. Rosehips, and reishi mushrooms do not respawn. You may have had a play through which was still ongoing during a major update/ map change. Which sometimes can cause these resources to respawn/reset with map/region changes. As far as i am aware the only things that respawn(not including beachcombimg) are coal and birchbark
  15. Agreed I think there should be some sort of craftable item. I found myself wondering about this while playing ep3. Even if it is just for Interloper mode, I think whatever is craftable with Timberwolf pelts, should give a massive boost to wolf fear chance. To reward the risk of taking out multiple/a whole pack of timber wolves. Maybe even some kind of wolfhead staff, that's used similar to the bear spear. Can be used to ward of even a charging wolf. Probably a ridiculous idea but ,first thing that came to mind other than giving us something we already have capability to craft.(coat, hat and gloves etc)