Kauffy

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  1. This might stray into request territory, but is there some reason why the player breath effect seems to have largely gone unchanged since the original version of the game? I think it adds an excellent element of immersion for the experience of the cold, but it can also break immersion when your breath appears right in front of you during a howling gale, or (as I think it still does), be visible in near-darkness, essentially blinding you. I definitely wouldn't want to get rid of it, but it seems like it could be a useful element for the player to immediately determine wind direction when, e.g., circumnavigating a wolf.
  2. "What do you call your approach to organization and location?" "Ummm... 'Ritual Serial Killer'."
  3. While it does "feel a bit broken" to be able to continuously farm rabbits in a given location, we're no-longer playing the game we started playing three years ago and now, a 70-day run isn't as much of a feat. So, there are other "drop-outs" that occur further along the timeline. Those kinds of things used to be gotchas for me like almost feeling bored about how the game was going-- like, I was surviving too long, but then, I'd suddenly realize I'd worn out my last whetstone, and not quite realize that I can't cut up firewood, therefore, I can't make water, and... I'mma dry out to death. In my current Sandbox, I'm around day 75, and it does seem fairly self-sustaining that I can maintain snares without a loss, as each snare's lifespan could easily harvest more than 10 times what it needs in gut, and the reclaimed wood can be, well, reclaimed 100%-- probably more. In fact, the greater danger is that I can't be arsed to harvest the gut or the hide when I just want the meat, and then eventually, the remaining rabbit carcass is "ruined". So, rather than 9,483 guts, I have 2,337. Y'know.. pret'ty precarious.
  4. I had never used them very much, either, but I have been getting back to sandbox the past week or two, for the first time since Wintermute was released-- and I'm a believer. I used to find them almost without value, because before, they would break too easily (literally, I feel like they'd catch one rabbit, and have a 50/50 to break), and given that rabbits don't have much meat on them, it seemed like only useful to get material for gloves. Anyway, I did like you've done, at Trapper's cabin, and I've put out 8-10 snares, I will typically wind up with 4 rabbits several times a day. It's unfortunate that there really isn't a use for the rabbit pelts once you've got some gloves and can maintain them, because I've got a legit bun-o-cide on my hands. I also have not noticed any "overfishing" problem-- I put the snares back immediately. This may be something to do with Voyageur, also, but it seems like it doesn't matter when I actually go to the trap, the rabbits are almost never more than 2% frozen when I fetch them from the snare. I've taken to just leaving them outside by the front door of Trapper's-- either there's no animal pathing to the front door there, or Voyageur just doesn't let animals come to your door, because I haven't seen a wolf or a bear visible from anywhere on the Trapper's plateau. As an experiment, I dropped a line of decoys (like 15) across the field in front of Trapper's, and they're all still there, and not a single wolf or bear has turned up.