Salty Crackers

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Everything posted by Salty Crackers

  1. I find that people tend to overlook BR as a place to settle down (after level 5 cooking). The maintenance shed has a forge, work bench, and a great porch area for cabin fever, outdoor fire, and outdoor storage. The two wolves patrolling the yard are easily dispatched from inside the porch. If they respawn while you are away, there are multiple entrances and cars to hide in. It's comparable to living in the Quonset, except you can't fish (made up for with all the wildlife close by) and it can be a long trip to other regions.
  2. Agreed. I play with Interloper loot setting with baseline resource availability set to Medium. This is generally a good level of loot for me, but I wish it was harder to find weapons. Currently, there is 1 guaranteed rifle and revolver spawn per map. This isn't a problem on maps such as ML with a ton of rifle spawn locations, but on a small map like BR or DP (specific location guaranteed here too!), it's far too easy to check the few spawn locations and easily get a weapon. The Revolver has even fewer spawn locations per map. There should be a guaranteed amount of rifles and revolvers per world (which the player could customize), but no requirement of 1 rifle and revolver per region, especially in the smaller regions.
  3. Seems like a good ability to add to the Ice Fishing skill if HL decides to rebalance the skill system.
  4. Cardboard matches come before lit torches in the firestarting menu. I've often been carrying a torch from place to place to conserve matches, and when I go to start the fire, I accidentally use a match anyway. Please reverse the order.
  5. Agreed. Back before Resolute Outfitter, hats and scarves were separate and you could only wear one of each. I personally follow a house rule where you aren't allowed to wear two hats or two scarves (with the exception of a baseball cap and toque). I also only wear 1 sweater, with the innermost slot reserved for shirts. It's mostly 'rule of cool'.
  6. The best way to balance flare shell reloading would be to make it so the shell casing decays 40-100% when it is shot and require unused marine flares and gunpowder to craft. With the Revolver being removed from Loper, this would be the only effective counter to Timberwolves besides sneaking up on them and taking a long-range bow shot, which is obviously impossible with a hungry pack on your tail.
  7. It seems like the Revolver has been removed in the latest patch. At this point, I'm not sure Loper players would ever visit BI unless flare shells are made to be reloadable, which would be a mess to balance.
  8. The only place I know of that has a 100% chance of a rifle spawn is the main building in Hibernia. Keep in mind that there are multiple spawn locations, with one of them being hidden behind some crates.
  9. I think that it would be interesting if decoys acted to decrease pack morale. It shouldn't lower it too much, but a clever survivor could use a carrot-and-stick approach, both scaring and bribing the pack in order to escape.
  10. The cairns are a reward for the initial backers on Kickstarter so many years ago. Hinterland tried to contact their backers to let them fill in the information, but they were unable to reach some of them; their cairns remain as the 'lost cairns'. At this point, it's unlikely that many more will be named, but you never know.
  11. I think that in addition to this, you should be limited to only one hat. I have never heard of anyone wearing two toques at the same time, and the 4 degree boost for two wool toques is incredibly overpowered. Limiting the player to only one hat increases the value of the rest of the available headwear from the balaclava (currently a very marginal upgrade to the wool toque) to the long will scarf (a rare item hopelessly outclassed by the ever-present wool toque). It would even make the rabbitskin hat more valuable as the fact that it can only be equipped in the outer slot would no longer be relevant.
  12. The sack of flour would be a food item similar to coffee and tea. By itself, you can't eat it, but by cooking it at a fire with water, you get 5 servings of gruel, a 250 calorie food item capable of giving the warning up bonus. Unlike coffee and tea, there would be no medicinal effects and cooked gruel would decay quickly, discouraging cooking it as soon as possible. The sack of flour itself would weigh around one kilo, decay very slowly, and generally be found in more domestic areas such as kitchens and the rural store.
  13. I don't think the game needs any more guns, but I would love some cosmetic variation in items i.e. different models for the same item.
  14. This is honestly completely broken. The milling machine should be restricted to only repairing items up to 50% to make whetstones and cleaning kits actually worth something.
  15. A good way to address this problem would be to rebalance the entire weapons system. One of the reasons there is a massive oversupply of ammunition is the fact that in most cases, a shot to any part of the body with anything except the Revolver will kill the animal, given enough time. To reduce our ammunition stockpiles, it needs to take multiple rounds to kill animals. The bleeding system has to be completely reworked to accomplish this. My proposal is that a shot would deal both instant condition loss to the animal and a bleed effect, if applicable. Blood loss would slowly sap condition for a time dependent on what weapon was used, what animal it is, the location of the shot, and the relevant skill. Animals would eventually stop bleeding of they manage to survive long enough. The flare gun would no longer be the ultimate bear-killing weapon that it is now. A shot from the flare gun, besides scaring wildlife, would cause no bleed damage at all, restricting its use to wildlife deterrent and only being used as a weapon when the damage would be able to kill the target outright, such as a headshot to a charging wolf. At the same time, reducing the amount of ammo boxes and replacing more rounds with empty casings would both reduce the ammo glut and encourage players to visit BI to craft more ammunition.
  16. I totally think the Revolver should be added to Interloper. However, it would have to be done very carefully. 1. There should only be one or two Revolvers across the whole island, with no guaranteed spawns. 2. The Revolvers would start at around 10-20% Condition with cleaning kits being very scarce. 3. Ammunition should be extremely scarce, with maybe 15-20 rounds across the island. Casings would be more easily found, but still rare. Ammo parts would be limited. This would make the Revolver the equivalent of what the Distress Pistol once was when the only one was in TWM- a extremely rare but game-changing piece of equipment with scarce ammo that required special consideration on when exactly to use it. The Distress Pistol is now relatively easily obtained in Interloper, so why not have the Revolver as well? P.S: Don't add the Rifle to Interloper in any capacity.
  17. How do you address the fact that adding new regions makes the game easier? Early on in the game's development, it was much harder to survive a prolonged period of time due to a fundamental lack of items available in the game world. These days, you can simply strip all of the regions of their loot and relocate it to a central base, enabling you to survive years (if you don't make a stupid mistake). When you factor in beachcombing supplying an infinite amount of previously non-renewable resources, it seems that you will never have to struggle to make your resources last another 3 days, simply because you have 150 day's worth of supplies back at base. I live for the moments where I don't have enough resources to survive, but still somehow claw my way through another 5 or 10 days before finally fading into the long dark. Could you add an 'ultra low' loot setting to fix this? Or do you have another way to remedy this?
  18. You don't need to conserve matches (except on Interloper). Even on Stalker, there are enough matches to last you hundreds of days. Take all the matches you find and bring them to your base. When you are done with your fire, pull out as many torches as you can and harvest them for sticks, so you don't waste firewood. I'm currently doing a run where I'm exclusively using coal and sticks for fires. If you put in an extra coal, you get 6 torches, providing enough sticks to let you add coal to the next fire without scavenging for more wood.
  19. How did you get a hatchet in Interloper? If you're using the improvised hatchet, the results will change drastically, regardless of which difficulty. I would recommend using the hammer for the Stalker v. Interloper tests.
  20. There are like 2 on Desolation Point (by the entrance), but I don't think they spawn bark.