Ruruwawa

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About Ruruwawa

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  1. Cool challenge, I'm in for the ride wherever it leads! I appreciate you feel strongly about this but, respectfully, I don't follow the logic. It seems to me that Deadman is the artificial thing. Not a part of the game, just a challenge cooked up by a handful of streamers. It seems to have run it's course in that crowd too; I just checked both YouTube and Twitch and found only 3 guys making Deadman videos in recent months. So, what's the expectation of Hinterland here -- undertake development work to support a community-designed challenge played by just a few people? Don't get me wrong, I really enjoy following the community challenges -- yours in particular, @Drifter Man. But I'd prefer Hinterland stick to it's knitting and deliver on its own goals and commitments first. If manipulating game settings is included in mod support in the future, great. That would give the community the means to directly support the challenges it creates. Until that happens (and unlike the well fed buff) there's a simple workaround: don't use the new tea in the Deadman challenge. Why is this so impossible?
  2. Well, at least a deadman can choose not to use birch bark tea (unlike the well fed buff).
  3. Whoa! Congrats to the whole team on the new update! I'm THRILLED with the development cadence you've achieved since Redux. Of course, I'm looking forward to playing Steadfast Ranger, but if I'm honest I care even more about your 5 episode commitment being finished so that Hinterland can branch out to new things. I'll take one of each, thanks! I think I'd play the second more, however, because the partial-procedural element helps replayability.
  4. I'm happy to see you give it another go, @Drifter Man. Best wishes for good loot and logistics! Me too, every time I come from the MT direction! For @BareSkin it's the stim collection game. For me, it's the sentient wind that keeps me from playing Deadman (and TLD in general, quite often). This heavy-handed mechanic isn't interesting or immersive for me -- instead it's more like a tax, and about as fun.
  5. Oh no! Bad bear, stinking up the retirement village.
  6. I'm really enjoying the pro deadman run so far. Go go Drifter Man. Do deadmen risk the occasional piece of bear meat? Sounds like you are flush with shrooms, and in addition to calories it's more carcassing and cooking skill ups. For normal 'loper (I'm no deadman) I quarter the bear if conditions are favorable. I may or may not use all the meat but it's fast way to get the hide and guts, and have optional meat on hand.
  7. Awesome run @Drifter Man. I really enjoyed reading about it.
  8. Very interesting list; I love living in caves -- it's like living in a house where you can actually look out the windows. I have another possibility for you. You know the little 'workbench' trailer in MT near the transition to HRV? There's a regular cave just across the road from there (to the south, per in-game map orientation). I can't speak to deadman/sleepwalker level resources but on normal interloper I love this spot for it's proximity to sticks, coal, cattails, moose, and bear. Plenty of wolves too, meat is never an issue. Deer is a little sparse in this spot, but plentiful if you travel to the farm or HRV. No idea about the quality of rabbit trapping (I just stone em) but there are a couple nearby runs.
  9. Too bad about the no-show moose. I've been hoping to hear how deadman feels with a moose cloak + wolf coat. On the other hand... Never expected to read that in a deadman thread!
  10. Ah, the freedom of Milton Basin. It must feel great after so long cooped up in that tiny cabin. Time to get a moose!
  11. Golden Joystick named their 2018 pc game of the year was announced today, and it's a single-player sandbox survival game with an actual ending. Not wandering away due to boredom, but a resolution of your situation: sandbox over. I've played that game and I found the ending quite satisfying. I'd love to spend my sandboxes working toward a resolution of my TLD survival situation.
  12. @Drifter Man congrats on 60 days! Amazing achievement (and patience)! Wow! This is exactly the problem: not enough reward to balance the risk of long outdoor exposure once you've geared up. I don't have feelings about CF risk because I rarely see it, even on Interloper... I'm the outdoorsy type. But my games end in boredom too. Wouldn't it be awesome if there were new things to discover (like an extremely elusive NPC! A hammer to repair your shelter. A working two-way radio. Etc.) only after day 100, 1000, etc.
  13. This is certainly true, but the same could be said of most other TLD afflictions. Cabin Fever risk rises when the previous 6 days had, on average, fewer than 5 1/2 hours spent outdoors. More precisely, since cabin fever risk is recalculated every hour, when fewer than 31 hours (~22%) of the previous 144 hours were spent outdoors. The 22% number comes from @Timber Wolf's testing. Short term rises and drops in risk are just trading an outdoor hour six days ago for an indoor one today (rises), or the reverse (drops).
  14. In the deadman code cabin fever is actually enabled. I just thought that meant the custom settings are wrong. But it looks like it CF ON in custom settings means voyageur style. Good discovery!