Riotintheair

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Everything posted by Riotintheair

  1. PV Farmstead is still the main hub for me in survival. Other places I like a lot are Fishing Camp in CH,Trappers in ML, Mountaineers hut in TWM, the lodge in BR, and Foreman's Retreat/Miner's Folly in AC.
  2. Awesome. I've been away for a bit from TLD, but really looking forward to playing episode 4 and getting back into survival with the new additions to explore.
  3. I've used the small 2-way cave with a warmth bonus right next to the Foreman's Retreat for outdoor activities without a fire when staying in the Miner's Folly area - it had a warmth bonus even before the patch added them to most caves. It's great for mending, reading, crafting that doesn't require a bench, and generally hanging out during the daytime/evening. It's on the left as one approaches the cabin from Miner's Folly proper. It's the place I've hung out if I need to avoid cabin fever and don't want to light a fire, but I don't think the warmth bonus is sufficient that I'd recommend sleeping there in Interloper during the night without a fire (I've not ever needed to try it, and I suspect now that most big caves have the proper temperature bonuses I never will). Granted the bear cave could serve the same purpose, but it's further away and full of bones.
  4. I certainly don't know having only looted the region once, but I did get a hammer. I feel really bad, but I didn't note where I found it and I've forgotten where I grabbed it. So maybe a new set of locations to add to the tables. What's irritating is I can remember thinking I need to remember where it was...
  5. I mostly play on PS4 so no mods (I have it on steam but my laptop wasn't really up to it when I started playing). I've killed plenty of Interlopers before 5 days and it's been ages since I did a start and I suspect with the changes I'd kill quite a few more now. Once you get to old age, Interloper gets easier - sure the weather's awful and the animals scarce, but there's a big difference between how hard a wolf tussle punishes you on day 5 and when you're fully kitted out. Never mind how much easier wolves are to kill with a bow at level 5.
  6. I definitely don't have any good tactics for timber wolves pre archery 5 (other than avoid them, and that's not possible at the cannery itself). I think I'd stay away from BI before that. Rosehips, reishi, and OMB is quite sparse compared to other regions. There is birch bark in a stand of birch West of the FM transition cave. I think I hauled ~40 cattails out of the region and left 10 behind. They're more spread out than other regions, but there's quite a few locations with a couple.
  7. So I've recently completed 106 day tour of Bleak Inlet on my very long term Interloper character (he's now spent 100 days in each major region - this is his 2nd time recalled to active duty to add a new region). BI was definitely much easier than HRV was, but here are my thoughts on the new region: Timberwolves - ultimately I found it pretty easy to dodge the packs. The pack behavior makes it easier to not encounter them because they move as a group. I don't usually carry scent and wasn't much of a bait user in the past and I usually kill wolves from stealth proactively if I need to create an exclusion zone before moving meat (after bow 5 at least). I occasionally killed packs from stealth to generate space in BI as well, and I had one fantastic close moment near the hunting blind at the birch forest. Otherwise the zone's generally open plan and decent sight lines allowed me to stay away from wolves unless I was there to shoot them from stealth. I think they would've probably been more annoying in the early game with short respawn times, but in day 1150+ respawn rates are so low exterminated wildlife stays dead for ages. Bears - I had one bear behind the cannery residences. Hunted him from a tree twice. Not the easiest bear to get a safe shot on based on where I saw him patrolling and I took quite a bit of cold damage luring him into position. Moose - There are a lot of moose around the frozen delta. I killed 3 in about 15 days and they served as the core of my food supply. Quite a few good opportunities to hunt them safely - no broken ribs! Kind of felt they were a little thick on the ground, but given the very sparse dear... Deer - very few deer to hunt and I never encountered more than 1 at a time. I killed 2 up top near the lookout, and 3 down below the climb across the entire 106 days. Mostly they served my staging locations (lookout and cabin beneath the climb) for the resources I was pushing back out of the region via the rope climbs to the dam - my core base is PV Farmhouse and the choicest loot will be heading back there eventually. Rabbits - I only trapped 4 rabbits to repair clothes, so no real opinion on them. Fishing - I mostly used the hut at the cannery residences and generally had excellent results. The Cannery - getting into the workshop the first time was pretty fun, but I do wish we could establish a short cut into it after the first time. I found the repair function on the press to be pretty good. I can see myself planning to return with my worn tools instead of the periodic forging trips I've used before. My most agressive wolf culling was definitely removing them from the yard. The wolf in the workshop was a damn surprise, we had a tussle but I was fresh and he didn't like getting hit with an axe (then we had a Benny Hill moment where I chased him around shooting at him badly before I finally got him). Good bases - like most zones I had caches in many place, but I generally felt the Cannery Residences was the best base of operations. It's close to the cannery, it's close to the bear cave, it's not near any wolf spawns and it's got a fishing hut out the front. It's also got rabbits relatively close in 2 directions. I never had the bear right on top of me when leaving, but the bear was pretty dead for most of my stay, so YMMV. I also used the Washed out trailers and the cave WNW of there as a base. All 3 moose spawns were relatively close to these, but the interior of the washed out trailer is a depressing dump even by TLD standards - and on my 1200th day of winter I need a nicer place (objectively I think it's a good spot, it's just ugly). Terrain - like a lot of new regions there's quite a few places that need a little vertex smoothing, but Hinterlands usually smooths these out in the patches after new regions are added. The area around the cannery residences and the lighthouse island are probably the places most in need of a touch. Overall I liked the map and I always like places I need to climb to - I do wish the secret passage through the bastion of rock the radio tower is on could be reached in both directions (perhaps a climbing rope point near the final waterfall?). I thought the lighthouse and mostly wrecked cannery were a lot of fun to explore even if I didn't find much of material value. Weather - baring in mind that it's late game Interloper, the weather was generally cold, clear and windy. Lots of mag lens opportunities on this map, and Aurora were very frequent, which made using the new equipment less frustrating. Loot - 6 packs of matches and 6 sewing kits were the main highlights. Got another heavy hammer, and quite a few prybars (3 I think). Otherwise the zone was sparse on loot and I was sad to not score a whetstone - the one I invested in this trip before I knew about the press will be missed. There's a lot of scrap metal, reclaimed wood, and a fair amount of cloth in the zone (though nowhere near the cloth you can get out of some other zones like CH or MT).
  8. I don't give into whims. They kill me. When I go out, I know what door I'm going to go through next, what specifically I need to accomplish, and how long it will or can be allowed to take. Then I do that thing and only that thing. I also have a specific plan for what I'll do if I encounter hostile wildlife or weather (wether I'll turn back, detour to a second location, or soldier on, and how many resources I can use relative to the importance of the goal). I like to move around and travel, but I don't move on a whim - each leg of each journey is planned before I ever set out and I plan around knowing I don't want to endlessly sit in one region.
  9. In Interloper it has a spawn point for the Makinaw Jacket and more importantly Combat Pants* - definitely the best inner layer pants in Loper (outer layer has more competition). * Not sure these spawn a 100% of the time, but I've found them everytime I've fully explored the region (ie haven't gotten killed).
  10. I've made the TWM assent once without a bedroll, but that was powered by 15 cups of coffee which your outerloper will never get - there's probably only 5 cups of coffee in the world available to him, maybe 10 if he gets exceptionally lucky at the coffee/tea crate on the TWM map (fortunately you don't need to climb for that one). I think someone has detailed a day one TWM summit climb using snowshelters and ripping apart clothes, but I've never made it work for me. I think it was @Hotzn, and if not it was probably @Ruruwawa or @Drifter Man
  11. Yup. I was discounting TWM since it has a temperature bonus and I'd call it all indoors, but that would be open to interpretation by the player.
  12. I think I'd make it about different locations visited or time outdoors. So you wouldn't get cabin fever if you've visited enough unique locations in the last 6 days or been outside enough in the last 6 days. Then you could fight cabin fever by visiting a new location, rather than sleeping outside.
  13. What if it's the probability of driving off the wolf on the next button press... High rates would then yield pretty similar results for all fatigue levels especially if the damage from the wolf is applied at discrete times - and the variance in the damage done would largely be attributed to the rng roll on wolf damage of the first bite. If that damage applies infrequently enough it really would be masking a duration of fight effect and slightly longer fights at high fatigue would be mitigated by still not being long enough to add another wolf damage tick and so would have the same point estimate on 20 trials (which have high variance as is). Such a difference would then be more obvious at lower button press frequency. IE in your test the lifetime of the fight is short relative to wolf's damage interval, so you mask some potential affects related to that lifetime. Or it could mean nothing :), and it may infact have little affect at any realistic button mashing speed. I'm starting to think there are ways this could be more complicated than it appears.
  14. Does anyone know what that bar measures? I'm still sort of mystified by it. It responds to button mashing, and seems tied to how tired I am, but doesn't seem at all tied to what is happening in the struggle.
  15. Hibernia is guaranteed matches in 1 of 3 locations IIRC (next to the lockers, office table top, or on the row of shelves in the bunk room that run along the wall adjoining the locker room). In a DP start I always just head for Hibernia over the ice for the guaranteed matches - the LH in particular is a death trap at start and I avoid it even if on the Katie's Corner spawn point. I usually pop in the Riken on the way in because a body and scarf (head gear!) often spawn just inside the hole in the hull. @cekivi, thanks! And yes I think that's right .
  16. I got eaten by a wolf in FM within 2 minutes of spawning once, but the dumbest death by far was walking off the summit of TWF in heavy fog at night (right near the rope climb) on my second try at Hopeless Rescue.