stratvox

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Posts posted by stratvox

  1. I'm waiting. I have a good long custom run fired up that's only been in Lower Great Bear. I'm in BRM now, and really enjoying being reminded how good this region is; it'd been a while since I spent any time there. When the new level drops, I'm going via Keeper's -> PV -> ML -> FM etc. Should be an epic trip.

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  2. I find a better long term strategy is to not harvest everything you see unless you need it right now. Get a couple of prepared rosehips, a few chopped shrooms, maybe five prepped birchbark, all in the dry form. Light, last forever, meds. Then pick them when you actually need them from wherever you are when you need them.

    My daily driver run is on day 163, my first run from when the save purge happened is at like day 350. That was a voyageur and I decided to do a voyageur and take it up for FA to learn the map with relatively low risk, and now I'm back on my usual custom, sort of voyaloper  with some special tuning: 8u/Y-l9Ur-Px/v-Sgl/-OOMI 

    I'm basically planning on running the 163 custom guy until the new map drops, and then he's gonna light out for the Far Range Branch Line and see what trouble he can get into.

  3. Weird. I have multiple runs that I've had where I've run more than eight hundred days, and one that went over a thousand. I don't find that problematic at all. 

    However, there is a point where you sort of have to transition out of surviving GBI and into living on GBI. It's not the same, and while it's true that there are repetitive aspects of that (e.g. daily gathering of wood) that's actually in keeping with what it would be like to live in that situation. ISTR Raph saying at one point that managing the boredom that goes with this kind of subsistence living is in fact a big part of the challenge of TLD, and I totally grok; after a couple of hundred days I've killed a number of runs doing dumb shit that was needlessly risky because I was bored. So... true to life?

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  4. That has definitely not been confirmed. That said I'm definitely not seeing an overabundance of either moose or wolves; my expectations for respawns is basically being met by the game. I play custom, which means it's possible that one of the trad difficulties (ie pilgrim through to interloper) might have a problem with its settings not being the same, rather than that they're not working.

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  5. 15 minutes ago, Leeanda said:

    I don't have a problem with regular fog,it's the lights it causes..it gives me a blinding headache and stops me playing..

     

    Hm, yeah, well, that's a problem. Don't know what you can do about that. I guess hope that Hinterland puts a setting to control it in the custom game settings.

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  6. The glimmer fog is not something that is very much worth avoiding. It's effect is extremely minor; really it will only be dangerous if you're already down below 10% condition for other reasons. The visibility is the worst part about it; the actual effect on your survivor is very very minor, which is a good thing because it's very easy to find yourself in a location that will not permit you to get anywhere near shelter from it.

    The biggest danger from glimmer fog is stumbling into a bear because you couldn't see it.

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  7. 22 minutes ago, UpUpAway95 said:

    It's a strong contender.  I'm not sure of it's history of development though.  Was there ever a penitentiary on the island?  I know of the Yellow Giant gold mine (and the disaster associated with it), but it wasn't established until around 2000, IIRC.  Were there mines on the island before it came along?

    I don't know that the specific history is that important, but that said, mining has been a big big thing in BC since forever. Also, wrt the Pen, here's a pic of the BC penitentiary:

    image.thumb.png.8d2ba48916fdc1c40b80b5245a5e85a4.png

    And here's Black Rock: 

    image.png.7e9dbef01617c07cbdf608b746bf744e.png

    However, BC Pen is in New Westminster, a suburb of Vancouver, and definitely not anywhere near the general area of The Long Dark. There are no pens in northern BC AFAIA, so I think we can chalk that up to artistic license and nods to the landmarks in the province. Sort of like how Ash Canyon resembles the area near Golden BC: 

    image.thumb.png.a751b61db3fe3c58d7ea5bafaad84950.png

    Pretty sure this is going to look at least a little familiar to a lot of people here. Here's a link to a map showing you how to drive from Black Rock to Ash Canyon; as you can see it's not like it is on the island at all :)

    https://maps.app.goo.gl/qMgaozBsQyrWetYd6

     

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  8. I'm going to go with the Haida Gwaii (also known as the Queen Charlotte Islands). It fits very well with the story line and the local setting, esp as there are a lot of people and cities on Vancouver Island making it not very likely as the kind of wilderness setting in the game. Finally, take a look at the southern tip of Banks Island: https://maps.app.goo.gl/W3AnR8xpwZQJGsMC6 

    I think Banks Island is definitely the best real world contender for Great Bear Island. It's a long way north from Vancouver Island; I think it's far more likely that Jackrabbit Transport is based on Vancouver Island, and Will was taking Astrid up to Banks Island (GBI) for her "mission".

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  9. 1 minute ago, acada said:

    This just creates more questions. Scurvy: Where I will get vitamin C when all rosehip is consumed? And when it happens, wil I need more bandages? Is there any sauerkraut on the Island?

    Poisonous lake: What will happen when I take my shoes off and go barefeet.

    Poisonous wolf: Is it edible?

    I can say that if you were to go barefoot in some of the real mine tailing ponds that are extant you're gonna probably lose your feet, and you're not gonna make it very far. Generally mine tailings are insanely toxic and insanely corrosive. For example, here is a common chemical used in mining: https://en.wikipedia.org/wiki/Aqua_regia

    It's used because it's one of the few things that can dissolve the "noble" metals, such as gold and platinum. Here's the nut graf: "Aqua regia (/ˈreɪɡiə, ˈriːdʒiə/; from Latin, literally "regal water" or "royal water") is a mixture of nitric acid and hydrochloric acid, optimally in a molar ratio of 1:3. Aqua regia is a fuming liquid."

    Depending on what was being mined and how the ore was extracted from, mine tailings can remain incredibly dangerous for decades, and an unmaintained tailings pond can truly create serious dangers for any creatures in the area as the lack of maintenance can lead to events like the Mount Polley disaster in BC: 

     

    As for effects over time here is a reasonable article about what kinds of long term effects one can expect from unmaintained tailings ponds: https://en.wikipedia.org/wiki/Acid_mine_drainage

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  10. Back to my necro ways I guess, it's been eight whole months... /titanic.

    Here's a couple new (to me) that I saw this morning. I still hope that I get to live long enough to see TLD 2: The TLDening, with seasoning. Here's some look:

     image.png.aac1f46db455d6ebcbcdccf3705b779e.png

    "Cliff by the Lake" 1912

    and 

    image.png.a89dc4cc10597400b76b4858d5e59772.png

    "Autumn Foliage" 1916

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  11. I guess for me I've had enough immediate moose upon entering a fresh region that I find it likely the odds are tilted in favour of that. Of course, feeling that and proving that are two different things, but at the same time I can understand why the devs might prefer to have a moose show up to someone on the road; more likely to throw a wrench into whatever it is the player's planning, which makes for unforeseen risks and more interesting gameplay, imho.

    I would not be surprised to discover that there are a lot of thumbs on a lot of scales throughout the game with an eye to driving certain kinds of emergent situations requiring improvisational play.

  12. On 10/18/2023 at 4:45 PM, LostRealist said:

    Is this still actually the case? I know the scratch marks used to only indicate possible locations, not active locations, but the fandom wiki says this:

    "While wandering within close proximity of a suitable tree, a moose may randomly generate an antler rub on its stump."

    Indicating that the rubbings are now dynamically generated by proximity of a moose, meaning they do indeed show active spawns now. Around Day 30 in a Custom run where Moose spawns are set to Medium I am seemingly able to confirm this - spent some time at Quonset with no moose around (thankfully all of the bears though, so I wasn't all alone with the dogs) and there were no rubbings on any of the trees.

    I'm pretty sure that this is more an instance of lore, rather than actual game mechanic. You might see a moose rub its antlers on a stump/tree, and there will be moose rubbings around the area(s) where moose can spawn, but the actual rubbings are not generated by a moose rubbing its antlers on a stump/tree.

    As far as I'm aware, they've always shown active spawns only, and that's why you sometimes find the rubbings here, or there; for example, the rubbings near the Landing Gear don't always appear in all runs; only when there's a potential for a moose to spawn there. 

    As for the moose spawns themselves, I'm pretty sure they're just random, but the odds get juggled based on situation. For example, entering a brand new region and then passing through an active moose spawn ups the weight of an actual spawn occurring compared to a player who's been visiting the spawn daily for a few months... that guy gets to wait.

  13. On 9/20/2023 at 8:58 AM, Homesteader4Life said:

    don't see how your political opinion of X/Twitter has any bearing on the DLC.  You being unwilling to look up the info on a public forum and saying it is bad communication is very much in the same vein as the people who call missing deadlines a scam.  If the info is there and you know where it is then is it really bad communication?  Not debating whether or not you choose to use X, but you choosing to not look for updates on X seems like a you problem rather than a developer problem.

    The problem is that now it's no longer possible to look at things people have posted to X without first creating an account, and that is not a reasonable demand to make for access to company communications.

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  14. Pretty sure that the thing about canned food burning when placed next to the stove is a bug. Let it heat up to where it says "x minutes until burned" then right click move it a wee bit, it'll change to say "ready in x minutes" then when it gets there it'll say "hot" and it won't burn, even if you run the fire for days. 

    ETA: also, if you wait long enough it'll stop saying "hot" and say "cold", and you won't be able to get it to change to "ready in", but if you then drink it it will give the warmth bonus.