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Posts posted by DaveMcD
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It seems a number of people get motion sickness issues from the effect. Rational Bassist on youtube made a few videos about it and airs some legit grievances here about it, not least Hinterland have been ok about motion sickness issues and accessibility options but were pretty bkinkered on this one and it seems haven't explicitly noted this feature as an official change anywhere.
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On 12/29/2020 at 11:50 AM, Ahatch said:
I watched this video tonight
Hey That's me
I did make a post today linking the vid. I didn't realise you'd already linked it. Thanks Ahatch.
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Hey Everyone.
I was mucking around with an Ash Canyon only run, spawning in the zone and never leaving. I currently have an inteloper still going at 14 days but have been trying to replicate that in a recorded run. You can check it out here of you're interested.
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I have one standard interloper spawned in Ash Canyon who's still going strong 14 days later and a second one that I've been recording fpr youtube who is sitting fairly well at about day 05. They both got the crampons and backpack on day 1 - 2 but no bedroll, or hacksaw etc to be found. One got a stim and the other got a hammer so that's something I guess. As far as Ive found there's no guaranteed match spawn on the lower levels so uowards you have to go.
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1 minute ago, Ps4Methuselah said:
Yup...or at the very least fix that broken bridge & make it lead to Ash Canyon.
I was convinced the BR ravine was going to be the entry to the new zone. I thought it would connect BR and HRV. I kinda liked TWM being the end of the road.
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6 hours ago, Ps4Methuselah said:
I am surprised that a mining outfit lacks a forge? A ship in the middle of a bay has one, but folks digging mines seem to go without.
Maybe that's why they dug too deep? They were trying to get to the Riken. 😉
yeah me too. I'd nick the one out of Broken Railroad and chuck it in Ash Canyon if I could.
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Just now, peteloud said:
I have found two caves that have warm zones. I didn't try curing a hide so I don't know about that.
definitely outdoor ones though? as in no loading screen? I'd be curious where they are.
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I'm loving the zone, the rope bridges are amazing, but the thing that surprises me is that none of the outdoor caves offer any warmth bonus or let you cure hides in them.... seems strange to have just one zone that goes it's own way in terms of the game mechanics. It's particularly brutal on interloper and harder custom runs, the outdoor caves are no better than a wind sheltered rock.
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2 minutes ago, stefoid666 said:
Ive been to all of those places, but Ill look again - do I need to physically destroy crates or boxes to find it?
still got 2 flares left! - A wolf spotted me and I got so scared I was going to die without using my bow (AGAIN!) that I lit a flare and ran with it most of the way from trappers cabin to an ice hut to go fishing so as not to waste precious fire. I did catch 7 fish and boiled 2.5 litres, so worth it. Felt like an olympic torch ceremony with 2 wolves in tow because I picked up another hitchiker on the lake
you shouldn't need to destroy anything but look very carefully and deliberately in corners etc. Well done on using the flare to better your position. In the camp office the mag lens can be behind a bookshelf downstairs or I usually find it next to the desk upstairs behind two small crates. In the lookout I think its under a shelf but I could be wrong.... I think it can also spawn at trappers behind the couch.... all of this is from memory though and I dont go look at loot tables at all.
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your closest matches are probably in the cave in the lower rope climb area between Trappers cabin and Milton. So from Trappers go through the long cave, exit out into the Milton side climb down one little rope, stay away from one potential wolf, walk into the cave and check the backpack. But other than that there should definitely be a mag lens either in the Camp Office or the lookout. You need to look very carefully, behind and under things. like bookshelves, crates etc. Dont forget you can start fires with flares. There's also a possible firestriker not far from camp office in the Lake Overlook Cave.
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especially as so many of us read the rope as a clue that there would be a shortcut into here via a tie off and there was so many tantalising areas that looked perfect for one. It was almost perfect level design.... except it wasnt
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Just now, jeffpeng said:
Hu, sometimes it's good to be right. This time it ain't. Would have been great to have a true shortcut to the workshop.
Seems like an epic missed opportunity, level design and gameplay wise, especially considering the rope.... who in their right mind is going to take the rope from there all the way to the ravine?
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6 hours ago, Sceh said:
Well, yeah, and that would also be valid imho. But there's people on these forums claiming to have gotten the info from @Raphael van Lierop himself that the shortcut is actually somewhere on the cannery grounds and specifically that it is meant to circumvent the parcour bit to get into the workshop. And that is just straight up BS afaik, dozens of people (including me) have searched the place top to bottom and with every conceivable combination of environmental or character factors and nada. That's why I'm saying there was some mess-up in the communication at the very least, worst case we have all been epically trolled and sent on a merry chase. Come to think of it, I'm still not over the "two-part environmental puzzle" that was announced and then nowhere to be found, so it might just as well be that we've all just been blind to something incredibly obvious.
To be fair, I kind of think the getting the code from the top part before being able to open the workshop matched my expectations enough as a "two-part environmental puzzle" Tho my guess beforhand was that you;d have to trigger a log fall from one map that makes log bridge in the other area allowing you to join the two zones.
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Well I had a big old scout around including carrying the rope about during an aurora and came up with a whole bunch of nothing. Like a lot of others I think for *anything* to count as a shortcut it would really need to be somewhere into the final 2 buildings and my bet would be the one that is split in half. I even stood on the damn winch part during and aurora but nothing came up.
I did most of this current testing on a pilgrim startup and fluffy is in the workshop, but although sounding agro doesnt do anythign....however after enough time of being in there with her she disappears till you leave and come back.... I dont think you can read too much into that being a clue about a way out... I think it's just some backend code resetting her and waiting to be triggered again.
If there is a shortcut to the workshop (and I hope there is at least one day) then it hasnt been a particulary fun puzzle to solve so far.
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Lucky, he was almost staring at 120hours of rib repair time there.
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Just saw this one on one of the discord channels this morning
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So I've been doing a bunch of 'science' on the timberwolves with some random interloper starts as well as another longer term survivor in the area and I've captured a bunch of bugged out behaviour with the wolves. Stuff like teleporting from ground level to higher areas in the cannery and some very deadly bugs with the demoralisation behaviour i.e. the bar resetting right after you've scared them off. All captured on video, timecode links below. I've also listed a few other that might not be bugs but I'm fairly certain I had a wolf instantly close the gap on its pathfinding to me. i.e. not there behind me at all turn around and back again and it's there.
Click for each video
telporting wolf from ground level up onto entry walkway to canneryteleporting wolf from ground level to dock level outside cannery locked entrance
timberwolf biting through solid wall.
wolf biting from a couple of meters away
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11 hours ago, UpUpAway95 said:
Both terrific ideas. 👍
Even though I suggested it I was only half serious and tbh I can't really think the dev team would be interested in adding crafting explosives.... however I think having some sort of functionality for the gunpowder for interloper would be good, so perhaps I'll revise my idea to be that we could be able to craft flares (both red and blue ones) out of gunpowder. That way you have a somewhat renewable source of blue flares to protect you at least from the timberwolves. I did see one spoiler somewhere that the tool bench might have some extra alure for repairing so there might be some incentive for Lopers to venture into Bleak Inlet beyond the desire to explore or go thrill seeking.
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9 hours ago, Morrick said:
I watched the video expecting a huge fight with the timberwolves, honestly, but I agree that the experience was intense and nerve-wracking nonetheless. The constant growling gave me anxiety and at the same time made me want to have a grenade launcher to concoct a quick wolf stew.
I'm thinking with the ability to make gunpowder surely an exploding arrowhead would be the logical conclusion or maybe at least be able to make a firecracker and throw it at the wolves to scatter them for a minute.
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3 hours ago, Serenity said:
There is a trailer in the courtyard you could have gone into. Warm and safe in there
But good job on finding the "secret" path right away. And making it out there alive in that state
Cheers, I thought there must be somewhere to get into but was panicking a little bit. I almost ran past the rope till the tool tip came up. I was thinking there would be some stairs or something I could climb up but as I was running about I was like "of course! this place is meant to be a trap"
The game was trying very very hard to kill me, I did make a lot of mistakes and now that I have a little understanding of the map I would've done a bunch of things differently that might have made it easier on ym resources. I dont think I'm going to be so wasteful with my arrows for starters
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5 hours ago, Morrick said:
I watched the video expecting a huge fight with the timberwolves, honestly, but I agree that the experience was intense and nerve-wracking nonetheless. The constant growling gave me anxiety and at the same time made me want to have a grenade launcher to concoct a quick wolf stew.
Battle of wills maybe?
In the previous episode I went toe to tow with them on the ice which also went about as good as you might expect. I've got a lot of arrows to find if I live long enough to go get them.
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Well last night I had the most intense gameply I've ever had in The Long Dark. I went in to Bleak Inlet with my +65 day Interloper (actually a naked challenge loper - no prefab clothes allowed). I'd avoided knowing anything about the zone beforehand as much as could so the only info I knew was what was in the teasers and a minor spoiler I picked up from the episode titles of some people's youtube channels.
Suffice to say I did get my butt handed to me but it was pretty epic by my usual careful & methodical standards. The real fun starts just before the 30 min mark for anyone who wants to skip to the pain.
* caution spoilers galore in the video *
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48 minutes ago, RegentRelic said:
I prefer hot over cold It is cold it gets colder in the winter then hotter in the summer where I live. The only time I would say I have been to hot for to long was in Iraq. Where did you go any way? @DaveMcD
I was in Utah at Park City just outside Salt Lake City. Where I am at the moment its forecast to be 40C today so 104F, I'm remebering the snow with a great deal of fondness right now
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@tulkawen can you post about what machine specs you have? Sometimes especially with laptops or desktop machines with integrated graphics card the game can be accidentally running off the crappy video card not your good one.
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I've just unlocked the "Defiant Napper" feat...
in Fan Creations! Art, Fiction, Music, Etc.
Posted
nice work