Timber Wolf

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Posts posted by Timber Wolf

  1. 1 minute ago, JoE Smash said:

    I am, it doesn't tell me what button to push to change selection. Or if it does it says RT/LT I think, and they don't do anything. Guess I should keep the mouse handy....

    Yes, you have to move the cursor to the weapon you want to use and then push the same button you use for the struggle itself. (LMB equivalent)

  2. 24 minutes ago, JoE Smash said:

    Now I just wish I could figure out which button to push on my PS4 controller to switch to hatchet. I tried the triggers and bumpers...nothing seems to be working and I always default to knife....

    You aren't presented with a choice of all the weapons you are carrying before the struggle begins?  It's been like this since the last update.

    5963eda4843e0_tld2017-07-1016-11-18-12.thumb.jpg.4cf5212fd6d1f7a0bae8b576d1dfa551.jpg

  3. 8 hours ago, JoE Smash said:

    I don't understand. The devs information says the knife gives you a 40% damage bonus and the hatchet a 20% damage bonus when fighting wolves. So did they code the damage bonus in the game in reverse?

    I did not test for how much damage is inflicted on the wolves - they may well bleed out quicker when the knife is used, which could mean more damage is being done to them.

     

    8 hours ago, JoE Smash said:

    Your tests indicate that this is the case. Is this going to be patched? Is this a bug? I reported it because that is not in line with the description of the weapon damage bonuses listed in game....

    I'm not sure if this is really a bug.  Instead, it seems more like a system in the game that continues to need better balancing.

    I have run these tests on several different versions of the game (.393 Tests) and the hatchet has always showed as the weapon that does the best job in limiting condition loss to the character.

    • Upvote 1
  4. On 7/4/2017 at 2:27 PM, norup said:

    I think you could benefit from plotting what is known as "standard error of the mean" in stead of the estimate of the standard deviation.

    Interesting.  I'll have to check this out.

     

    On 7/8/2017 at 9:58 AM, cekivi said:

    Still, it's too bad that there is still a "best" weapon for struggles.  The notes for the latest release indicated that there should have been more variation.

    I agree.  I would like to see more of a trade-off between the weapons, as the notes describe.

  5. 1 minute ago, Hotzn said:

    I remember before the update we could sometimes fight off the wolf without any damage by starting clicking before the actual attack. I presume that trick has been removed with the 'weapon selection'?

    Nope, you can still get away with no damage on occasion.  In the most recent graph I posted, you can see there were a few struggles that resulted in no damage (both with and without clothes).

    As far as I can tell, it's a matter of clicking at just the right time before the struggle actually begins (and just after selecting a weapon).

  6. 7 hours ago, Drifter Man said:

    But I put the numbers from the first table in this topic into excel and calculated an average of 26.7% condition loss instead of 22%... can you check how you calculated that average?

    Crap!  I should have double-checked all of my calculations.  You're right, my formula was only accounting for the first half of the results.  An error that was repeated in my Clothes vs No Clothes tests.  These sheets and charts have been revised.  Good eye, @Drifter Man!

  7. On 6/18/2017 at 4:02 AM, Scyzara said:

    one would probably need n numbers in the range of n=100+

    Alright, let's see what that looks like!

    595af47a4e945_426100StruggleTests.thumb.jpg.b0da33fd0bf745db1e49d161f17964ac.jpg

    595af47b71594_426100StruggleTestsPart1.thumb.jpg.f2dd16ece26950ec645c613866773d73.jpg

    595af47d1a228_426100StruggleTestsPart2.thumb.jpg.02fcf7b6bb978f22846d237cacfbb3cc.jpg

    595af47de3e51_426100StruggleTestsAVGSD.thumb.jpg.d0c6b63ef3a66b539ebee6c5606e128c.jpg


    While testing it occurred to me that the outcome might be affected by how long it took me to select a weapon.  So, for the last 50 tests I waited until I was almost out of time to select a weapon before beginning the struggles.  I was pleased to find it didn't seem to make any difference.

    • Upvote 7
  8. 37 minutes ago, Timber Wolf said:

    Then I had to past 1 hour of time, in order to save the game in the exact state I wanted to run the tests. 

    I just re-read my responses and feel the need to mention something off-topic.  I still find it ridiculous that I can "pass time" and the animals do not move from their current locations.  I can pass several hours of time and all of the animals will still be in almost the exact same spot as before I passed the time.  This needs to be addressed, as it is an incredibly easy way to exploit the game.  The weather does change when passing time, so I don't see why the rest of the game world shouldn't follow suit.

    I would have slept for one hour to get my character at no fatigue, except when I sleep the animals actually move to different locations - as it should be when passing time.

  9. 14 hours ago, Drifter Man said:

    Just saying that more numbers might reveal the exact trends.

    This is a very good point.  20 didn't really feel like enough, but it has become my standard amount for testing.  Another round or two could reveal a wider variation of results.
     

    5 hours ago, Scyzara said:

    I mean even if it meant an average condition benefit of 16% average condition loss versus 22% average condition loss, you would have so many weight and temperature disadvantages in your combat clothes that it would probably never be worth wearing them anyway.^^

    Excellent observation!  And I completely agree.  I wasn't expecting the protection from clothing to make a significant difference, but I had hoped it would at least be an appreciable difference.  As it is (or at least as it seems to be), a character may still be best served by removing clothing prior to an expected wolf struggle - which should not be a viable strategy, in my opinion.
     

    2 hours ago, Ruruwawa said:

    What level of rest did your character have?

    I always attempt to remove as many variables as I can in the tests I run.  I slept until fully rested, then walked toward a wolf on the lake and lured him toward the fishing hut (on TWM).  Then I had to past 1 hour of time, in order to save the game in the exact state I wanted to run the tests.  So, I was fully rested (minus 1 hour of passed time) when I performed all of these tests.
     

    2 hours ago, Ruruwawa said:

    3.  What level of hunger did your character have?

      I was nearly full of both water and food.  I made a point of filling up, for the reasons mentioned above.
     

    My temperature gauge was about half way, because I had to pass 1 hour of time without clothing to setup the testing scenario.  Other than that, my character was pretty much at - all systems go. :)

    • Upvote 1
  10. So, how much difference does it make wearing clothes?  I used the same testing scenario, but this time wearing clothes all at 100% (except the mittens started at 99%).  I had a total of 26% Protection (protection % is shown for each item).  I used the same 89% hatchet.

    594558e86c874_426ClothingTestSheet.thumb.jpg.0081947204076cf07ea5968adb0f2394.jpg


    Now let's compare between wearing clothes and not wearing clothes.

    595ba99803283_426ConditionClothesandNoSheet2.thumb.jpg.da03afd006dc2cbcde324787ad2c9f57.jpg

    594555cf3038a_426ClothesandNoClothesChart.jpg.0c4938102ea32105bcae5b53ece721bf.jpg595ba99408da3_426ConditionClothesandNoAVGSD2.jpg.42d95284e98a578d95ced5349d3ab83d.jpg


    It looks to me as though having protection doesn't make much difference, in terms of condition loss or injuries sustained.  What do you think?

    • Upvote 6
  11. It's my pleasure, @Tenasi Vol :)

     

    2 minutes ago, Drifter Man said:

    I think they are pretty impressive!

    Did the wolf always lose? And do you have an idea how many were killed on the spot?

    Thanks!  I think the stats would always show I won, but only because I didn't die.  They never died on the spot and all ran off.  

    • Upvote 1
  12. (Note: Here are links to the other tests -  .393 and 1.14)

    The test scenario: A 100% stalker character wearing no clothes walking toward a wolf.  Measuring condition loss, injuries and weapon condition loss for 20 struggles with each.  All weapons were at 89% condition.  Used a macro to automate 8.3 mouse clicks per second.

    595ba93612cb6_426ConditionLossbyWeaponSheet2.thumb.jpg.37869e104733dfa0dc569ef449097192.jpg

     

    59445945963bd_426ConditionLossbyWeaponChart.jpg.520694a308d8ae1be9d85d2fb2767ced.jpg

    595ba93145fec_426ConditionLossbyWeaponSDandAVG2.jpg.fa83a40df38e1b56d2c95ecc4991a252.jpg

     

    5944594e5dfc9_426InjuriesChart.thumb.jpg.b37033175a2121719990ecf74ba3f46c.jpg

    59445950baf45_426WeaponConditionsChart.thumb.jpg.8bb5e8390cebe9989dee16d3b8648bcd.jpg

     

    The hatchet is now and has always been the best weapon.  What do you think about these results?

    • Upvote 29
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    • Upvote 4
  15. 40 minutes ago, Dug said:

    As for fans leaving; are they truly fans? Certainly not loyal ones, or patient ones. As with any customer-base, you look after the loyals. If you spend all your time chasing fickle customers, your loyal base will feel unloved and the core offering will erode; the project will fail. Look after that core and you have a solid base of loyal customers that will always be with you and they will grow over time, because those loyal customers will proselytise about your offering. The opposite is true of the impatient, demanding, infatuated fan in danger of abandoning the brand - they are more likely to become brand-detractors; they have no loyalty and can turn negative if they don't get what they want. They expect the brand to become what they want of it, whereas the true fan loves what the brand is and accepts it as such.

    Very well stated!

    • Upvote 1