sierra 117

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  1. I had the same issue. Was advised on another post to go into the dam and try to interact with the elevator button/keypad on locked door to control room (Iirc you will get a dialogue from will about needing to wait) This seemed to work for me as the aurora triggered within a few days after that. Although this was a while back things may have changed since then. Hope this helps
  2. Ok so look out for the incline/slope warning indicator at bottom of the screen. When this is showing it means you are at risk of a sprain. If under carry weight the chances are pretty low. If you are over your carry capacity it massively increase that risk. And from what I've found the longer you stay on an incline (with warning indicator showing) the chance becomes almost guaranteed. So my advice would be to travel under carry weight and try to minimise time on slopes where possible. Also if you have to spend a long time on a steep slope/is a long climb up/down then it helps to crouch and slowly crawl. Also zigzag as much as possible . Just like on real mountain trails the zig zagging path /route lessens the slope . Hope this helps And welcome to the best survival game out there.imho
  3. Double tap xbox /home button then press Y for a screenshot. X for a 30 sec/1min clip.(dependent on setting) And if you press xbox button/dashboard then the back button (the one to the right of left thumstick) it will give you a drop down list of different clip lengths to chose from.
  4. That's actually quite a cool idea. As a form of multiplayer.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. Yeah me too, even when I am expecting them. I think it's the screen flash that gives me a fright tbh
  12. 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.
  13. 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.
  14. It is a sign from the Interloper God's. Great Bear is cold and full of wolves.
  15. 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.