ThePancakeLady

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Everything posted by ThePancakeLady

  1. I have no issues with 0% raw meat and fish not despawning. We can cook it back up to 50%, which, without Lvl 5 Cooking still puts it in to the "risky to eat" category of food. But store-bought foods and cooked meat and fish should be inedible or despawn. I would be good with that. IMHO, food in this game is not that rare, even in Interloper, if you make snares or fishing tackle, make a bow and arrows to hunt, and make it a priority. The strategy of killing a bear or moose, and e leaving the meat in a stash to cook back up after Lvl 5 Cooking would still be viable, but the strategy of killing everything, harvesting it in small pieces, and cooking everything to spam you Cooking Skill up quickly would be less viable. Heck, even if they made Cooking Skill level up by weight, instead of by piece cooked would improve the Cooking Skill level-up system, IMHO. Cooking Skill is currently one of the "easiest" and fastest skills to level up in any experience mode. Perhaps a bit too easy. Granted, i do not play Loper often, so my perspective on it may not reflect how it works in Loper very well. But, my husband and daughter, who both are Loper vets are always chuckling about how easy t is to spam-level that skill up, and be able to eat anything in the world afterwards. I've never died from hunger in any any experience mode. I can't say i recall seeing many players griping over dying from starvation either. But many who use(d) the starvation method of rationing and extending food/calorie supplies, myself included.
  2. That's the only way I can think of it. And actually turning a flare into a flare shell ..... that's a pretty hefty tradeoff. Flares are you only option to get a protective fire going in a storm. Also your only chance of illumination in a storm if you don't have a storm lantern (which I usually don't since it's too heavy for the two times I use it every three weeks) Really ... I'd actually think twice before sacrificing one of those for a flare shell. So I don't see that upsetting the balance in Interloper. Good suggestion. Indeed. And flares (marine in particular) are still a defense against wolves, both Timberwolves and our regular block-pelted adversaries. Also darn handy if you are going through a cave or mine, and have little lantern fuel, or only low quality torches. And, AFAIK, still a good defense/weapon against Old Grumpy Bear(s). Having them be harvestable to craft flare shells, say 1 flare = ingredients for 6 flare shells (with empty flare shells needing to be harvested after use, or possibly as rare finds in the world- you shot the bear with a flare, and it took off, now go find it to get meat, guts, bear skin... and your empty flare shell.). It would not be OP, and there would be a few tough choices to be made by the player as far as how they use both flares and the flare gun. Require a hunting knife or hatchet to be used for harvesting the flare. The process and method may not be completely IRL "realstic", to simplify it for a game mechanic, but... lots of stuff in this game are already simplified in that way.
  3. The only thing I would like to see changed with Food Poisoning, is to make eating 0% ruined food a 100% guarantee to give you FP. At all Cooking Skill Levels. Being able to do so in this game just makes no sense to me, at all. You could still get the calories (to maintain Well Fed), but you should be sick as a dog in return.
  4. I've had no rope spawn at the Destroyed Lookout, in Pilgrim, Voyageur and Stalker. It isn't a guaranteed spawn. Though, in my games, if that rope is not there, the one going down into Raven Falls Ravine usually is. We'll see if that holds true this time or not.
  5. Not sure exactly what you mean by that, or are trying to imply. If it were not for the Kickstarter backers, this game may never have happened.
  6. It has everything to do with it. The release notes/Dev Diary for Errant Pilgrim even says they "...will defend their territory to the death.". https://steamcommunity.com/games/305620/announcements/detail/1720868778918967576 "NEW REGION: Bleak Inlet A wind-swept coastline reveals an abandoned industrial facility -- an aging Cannery that holds some useful secrets. But finding your way to it is a two-stage affair, involving accessing the region from both the Raven Falls ravine, and Forlorn Muskeg. But watch out! Vicious Timberwolf packs have moved into this region, and will defend their territory to the death." It has everything to do with territory, them being territorial, and defending their territory.
  7. Tying the Feat progression to Challenge modes only is not sensical, IMHO. This "solution" would require players who do not want to play Challenge Modes to, well, play Challenge Modes. Which may seriously decrease their enjoyment of the game. I've played all of the Challenges except Archivist and the new one. And to be honest, i don;t care to play those 2. Not my "joy" in this game. I love Survival Mode. I love Story Mode. Challenge Modes I only played to get the Steam and XBox One achievements/trophies. I would likely not have played them at all, if it were not for that. Yes, I learned a great deal from each one. I gritted my teeth and played Hopeless Rescue 13 times before I finally beat the timer. Not my thing, did not fit my playstyle, did not make me want to keep playing it (them) again. Sense of Satisfaction? Yes and no. I was frustrated by not being able to play the way I enjoy playing, just to get that achievement (and yes, I like getting achievements in games I play, very much...), satisfaction at having finally gotten it over with and never having to do it again. Getting upset with having to play standard vanilla modes to earn Feat badges is exactly how I feel about the idea of being told I have to play Challenge Modes to earn them. I don't play vanilla modes because I feel pressured into doing so, or feel any "stigma" attached to using the Custom Settings Toolbox. I've used it. I prefer the vanilla mode settings. Plain and simple. And again, I will reiterate... I like that I can set my experience mode with one click, at the set-up for each new save. I would not like having to go through the Custom Settings Toolbox each time just to select a vanilla experience mode template, or duplicate one (meaning I better screenshot or write those settings down so I don't forget what they are for any of the current 4 vanilla experience modes), using more clicks to get there, that was available with one click before. It's a little thing, but, it's my little thing, and I like it how it is right now. The less clicks, the better for me.
  8. Started a new run, to get my survivor kitted out a bit better before heading back into Bleak Inlet. Started in ML, and 2 long-lasting Auroras within the first week. The game just looks better and better with each update. Even when you see the glowing freight train of hate and hunger coming to get you (which might explain why I saw no wolves?)
  9. I had the same thought, and was disappointed we cannot interact with them, even to harvest them for reclaimed wood. Not a *huge* hockey fan ( Go Penguins! ), but I have seen some of the damage done by players swinging those things at each other. Should at least break morale faster than throwing stones, lol.
  10. Methuselah being in the Orca station isn't a bug. It's where you first meet him in Ep 1. He's supposed to be there, to give some of the narrative/back-story for Story Mode. You then meet him again after the climb down to leave Milton (when the rope breaks on you). He shows back up again in Episode 2. I see him as some sort of cryptic messenger, or "guardian angel" or a guide. He gives clues about what is happening, but is intentionally vague, so the player has to decide how they are going to act/react, and determine their own moral or immoral character (personality). Will's attitude and comments about and to Methuselah show a loss of spirituality, or change in it, in modern society. That's my take on it. YMMV.
  11. They were supposed to have fixed the bug that has Timbers not hunting anything with the latest update, v1.67. Don't know what platform you play on, so don't know if you are an XBox player (they said the patch is delayed until Monday for XBox One), GoG I have no idea if they got it yet. It hit Steam much earlier today, not sure about PS4.
  12. Reminds me of the Moose. Territorial to a fault. Moose will stand below you, as you are perched on a fallen tree above the, raining gunshots or arrows down on them, until they die. Not the first animal we've had in the game that will defend its territory, to the death. Just saying...
  13. We were all newbies once too. Yet, here we still are. And those of us that are "old hands" now, all learned the game the hard way, harder perhaps than it is now for new players, with the many QoL additions, added tools, clothing, cooking items, and other things that have been added such as the Custom Settings Toolbox, and Accessibility options. It never was a game that was supposed to be easy.It never was supposed to be a game that everyone would like, or learn in an hour. It is, and always has been a bit of a "niche" game. As, IMHO, it should be. And Hinterland has managed to have great success with it so far. After as many years as it has been out, I doubt they are expecting to see a huge increase in sales numbers. They may be looking forward to wrapping this game up. getting the last 2 Wintermute Episodes shipped, and moving onto a new, fresh IP. While still supporting this one, for those of us that love it, new or vet players. I don't think Hinterland was ever just chasing the money, or sales. I sincerely hope they never do, and that they keep designing the game the way the want it to be, to fit their vision for the experience they want to create for us. I seriously hope they never decide to make the game hand-holy and easy to learn, just to attract "newbies". I hope they will move on to create something new, that attracts those of us who love this game, and I hope that new IP will pull us in like this game did.
  14. I have a run going right now where I have snared a fe. I'll have to go back in and see if it has updated at all.
  15. Nah, I am too, so is my husband (who plays Loper almost exclusively, vanilla settings, no custom to add a rifle). My son and daughter use both, depending on which region they are in. I play a nomadic style, traveling a lot, and the bow is just lighter, with craftable ammo (arrows). Though I do use the revolver if/when I find one, to scare wolves away. Not for hunting, though. I don't trust it's limited firepower so much. And I don't play Loper. Never liked it, just not enjoyable for me. I like your ideas about future crafting of quality tools like hatchets and knives, rather than improvised ones. Good for Stalkers (like me) and Lopers, even Voyageur, if they have a really long run going.
  16. I'd prefer that they do not remove the standard vanilla settings. I quite like them, and don;t use custom settings very often. In fact, I haven't used them more than 10 times, since it was added. My son also prefers standard vanilla experience modes. My husband and daughter prefer custom settings, and use them more often than vanilla settings. My Godson likes both, about equally from what his Mum & Dad tell me, and what I have seen when he is stating with us for a weekend, and playing the game on our XBox One X. I would have no problems with Hinterland allowing Feat progression in Custom Settings, but I also understand why they don't allow it. Feat- (standard English definition): "An achievement that requires great courage, skill, or strength." Being able to set every setting to "Pilgrim Lite" and spam every skill and action needed to earn the Feat, kinda makes the definition and name "Feat" pointless. They aren't supposed to be super-easy to get. Just my 2¢. YMMV. And I would likely quit playing the game if I could not play standard vanilla Stalker or Voyageur, with the click of 1 button, and instead had to go through the custom settings toolbox each time to set every setting to match the standard templates for either.
  17. This has been an ongoing bug since Crossroads Elegy, possibly before (I honestly forget when it was introduced). I reported it with debug screenshots, not being able to use the rifle rack in Milton House (Grey Mother's House) in Milton back when it first appeared.
  18. Not sure if this is a guaranteed spawn or not. Pretty easy to miss during low light conditions, or hurried searching:
  19. @Morrick - I love, love, love the first one so much! Not just the beautiful framing you did with the broken lighthouse, but those colors. Spectacular shot. All of them are great, you have a good eye, and really frame your shots well.
  20. That was added in the Crossroads Elegy update.
  21. When the day starts like this, and you feel confident with your rifle and 3 rounds of ammo, lol... And you manage to get past the guard doggies, with a flare, and all of your ammo... And the night brings this- And you can hear them, on the other side of that rock. And decide to cry like a baby and run back into the trailer before the morale meter shows up... ...because you know it will. You didn't kill them all when you got here earlier, after all.
  22. Lol! Neither do I, just kidding around. Maybe. 😛
  23. I have to agree with the OP. For Pilgrim, Voyageur and even Stalker, the flare gun is not usually a big deal. But for Interlopers? Even with the revolver now enabled for Interlopers, it is one of the first weapons most Lopers I know go running to get, asap. Rifle ammo manufacturing does Lopers no good. I suspect revolvers will be much more rare for them, as opposed to how common they are in Pilgrim & Voyageur. Heck they aren't that uncommon in Stalker, even. The gunsmithing and ammo manufacture are supposed to be an option for long-term players, people on long runs. Though Raph did say in the video that they are looking into other uses for the milling machine, and I am guessing the bench, as well. So, perhaps this is already something they are thinking about. How to make flare shells craftable. (Not a simple thing to do IRL... magnesium and the other chemicals in flare shells and road flares are not something you treat lightly.) . They may need to research to see what can be used, and how/why it would be on Great bear Island. The ingredients for making rifle and revolver rounds fit in. Car batteries for the lead. Lots of dead cars abandoned all over the place. Stump remover- logging on the Island, trees that "needed" to be removed to clear land fr farming, and the building of structures, large and small. Plant fertilizer... "Island Gardens for Island People" posters and the community gardens and "farmers market" in PV, as well as farms in various regions. Doesn't seem like organic gardening was a big thing on GBI. Charcoal... readily available from burned out fires. But I have a hard time figuring out what magnesium and strontium nitrate would be doing on the island. Unless there is a hidden fireworks factory somewhere? Unless we could harvest from unused flares, red or marine.