Looper

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Posts posted by Looper

  1. Make a custom game based on stalker. Remove the wildlife struggle damage (none and low) at the buttom.  Long daytime / no weather. Call it a trainer.

    Now practice these excercises:

    • Walk the dog. Enter the wolf prawl range look at it and then walk bakcwards. The wolf will follow you but not attack. Notice how you can bring it aroud.
    • Walk the dogs (II). Do the same but try to walk the wolf near other wolves. Notice that only one can prawl you / attack you. 
    • Firedance: Make a fire near wolves. Have some rocks on you. Move closer to start one prawling then return to the fire and watch it stop outside the firecircle. Aim with af stone.
    • Struggles. Get different weapons and go into fights. To get a fealing of it. 
    • Shooting them: Get your favorite weapon and practice kills. They cannot damage you, so you can try.

    This should help you be more familiar with our furry friends🙂

    • Upvote 2
  2. 54 minutes ago, philthechamp said:

    What's wrong with the mid game as is?

    Nothing per se. It a matter of perspective. To me - and many others - the game is about survival. Exploring maps is a way to better your situation thus giving reason and point in the danger. When you are too settled it seems illogical to travel away since the best you can find is a whetstone (non-renewable) or some saplings when you need after the first tour of the island. When you already have been to all the maps you sort of know, theres really little point.

    Fi in my current run I've been to FM, ML, IC, PV. I have lots of saplings and skins curing. I have most of the important items in the game. I've killed one bear and know where the other is in ML. 10 days in. So why should a go all the way to HRV? I will, when I need more saplings. In 70 days or so. Thats the problem with the midgame. 

    The best thing would be to add mechanics to the game requirering further exploration. F.i. some form of sanity-meter or such, which requires new ressources or travels. 

    Randomisation couldn't be full but much more randomisation could be good. Why not give up the guaranteed spawns of matches and make hammer/hacksaws pr. map random. You could have classes - f.i. only buildings can yeld certain items.  

     

  3. 1 minute ago, UpUpAway95 said:

      IMO, they've become too complacent... too dependent on their memorization of the older maps.  Randomizing everything would reintroduce the "it's a new game" into each run.  If they did that... I don't think it would be too long before the Loper crowd would be screaming to be given a match or a flare at the start.  Will they randomize everything, though?... I doubt it.

    You have some good points - however complacent is maybe a little - rude 😀 Bleak inlet doesn't offer interlopers much since no guns are present. It seems irrationel to go a place where there is high risk and no reward. Ash Canyon is another case. I haven't checked it out yet but I understand there is some good loot. 

    The game has a issue with loper midgame since its IMO to easy to reach the "I have the bow, the clothes"-stage. Fully randomised could certainly be away to mix things up. I promise you; I will not beg for a flare. To be creative and enjoy finding a soda, a toilet or even feel the thirst pressure - I would love it 🙂

  4. Inspired by the topic about starting with a flare - I would like to propose a new challenge / game mode: Fully randomised start. As pointed out experienced players know the guaranteed spawns and wolf areas by heart. I would return the excitement and fear if all loot where randomised and wolfs had new areas.

    It would make a heart attack on a seasoned Interloper player to go happy through the ravine and suddenly be barked up and chewed by a pack of wolves. 😁

    • Upvote 2
  5. 1 minute ago, UpUpAway95 said:

    You know though that as long as there are guaranteed spawns on the map, that is exactly where Interloper players will plan their runs to go... not just for the matches and bedroll, but for the crampons, backpack, and moosehide satchel... and regardless of looking at an actual loot table or not, they'll memorize patterns such that they'll just know that when they started at X spot and found their bedroll at Y then the nearest heavy hammer is likely to be at Z... and they won't actually look for it anywhere else.  Unless they are new players to the game, they don't really have to struggle to survive without tools for very long.  Most Twitchers and Youtubers I've seen playing Loper make their forge run within a couple of in-game days of starting their run based on knowing where to find the heavy hammer... or alternatively, they run right for the Ravine after getting a bedroll and grab the Distress Pistol.

    correct. One runs a given route for the stuff and summit early while weather is forgivable. 

    F.I. my current run was Forlorn muskeg evening with high wind. Went to poachers got the guaranteed flare made water/hated up. Then ML where there is a Firestriker chance two places and bedroll chance three places. Theres a flare spawn in the fishing hut and the dam. Plus hammer and saw chance at trappers, dam and overlook. Got hammer and bedroll sadly no saw or striker. Then its to PV and TWM within 6 days. From there bag to FM to craft. 

    Really some speed is name of the game since detours will affect your supplies.  

    The saw is a key early item for preparing saplings and eating carcasses on the way. 

  6. 38 minutes ago, gotmilkanot said:

    If they changed the guaranteed match spawns in Interloper to random, then starting a run with a firestarter in your backpack might make some sense. But in the current state of Interloper, I don't think you should start with a flare in your backpack, will make the first few days way too easy. Heck, I'm thankful enough that we even start with a recycled can in our inventory.

    Could not agree more. Matches and flares guaranteed spawns are plenty. 

  7. 14 hours ago, Bean said:

    That was my first move, actually.  I went back and forth between that dam cave and the Office.  It was tedious and not fun.   The snow shelter idea occurred to me later and I felt like smacking my past self for being so dense.  
    It was way better with the shelter!  I added a good two hours to my crafting day.  

    Great. Personally I see no need for marathon crafting sessions that could warrant a snowshelter, but good you had no challenge placing it 🙂

  8. 10 hours ago, jeffpeng said:

    The biggest problem with them, as described in the thread, is: they are too darn clunky. They are so hard to place it's hilarious. You do not only have to account for 45 minutes of building the thing, but also for half an hour plus of finding a spot where you can actually build it AND still allow for a sheltered fire.

    If you are in that situation where you just have to build one - surely one can plan for a good spot. I've never, ever had any problems placing them.

    The game need mechanics to strengthen mid / lategame challenges, not a random easing of shelters - IMO.

     

  9. 15 hours ago, Bean said:

    Snow shelters can be very useful, actually!  If you don’t have a bedroll, they can be a place to crash in a zone without shelters or beds.  
    I also made one behind the Camp Office in mystery lake just for sleeping in between marathon crafting sessions.  Ever seen 80 arrows?  Turns out they are a great way to skill up archery.  Also made bear coat, wolf coat, rabbit hat and gloves and deerskin pants and boots.  Took a while and cabin fever would have been assured if I’d slept in the camp office instead of the snow shelter out back. 

    Only a short, short distance away there is a perfect cave behind the lake huts. If you want a view, the lake overview is same distance. Or go to de dam, sleep in the ravine cave. even shorter. 

  10. On 12/31/2020 at 4:27 AM, exeexe said:

    Im in a very critical situation so i set up a fire to keep me warm while i make a snowshelter. So after i set up the fire near a wind cover like some rocks i find that i cant place the snowshelter next to the fire cause the snow banks up the rocks. And somehow that prevent the snowshelter from being build. .. .. -- like what the fuck. Im building a snowshelter but then i cant build it because there is snow .. what?

    Can you please make a solution to this sort of problem, its very annoying and game changing. Snowshelters are very useful tool toi have when you dont have a bedroll. As i see it you can go with 2 different solutions.

    Solution A: when i put the fire im shown where the snowshelter can be, and after the fire is created there is still some transparent snowshelter that shows where i can build it.

    Solution B: Make the snowshelter much more flexible so i can build it almost everywhere there is space.

    I think you are a little winded up. Snowshelters are practically useless since buildings and caves are all around. usally its easy to place them by moving a little.

    • Upvote 2
  11. On 11/2/2020 at 6:00 PM, Quetza said:

    Fires, hot beverages and warm clothing are already used to their full extent by interloper players, I don't feel there is much to adapt here.
    Yes, the challenges and feats are good to know the game better and change the playstyle according to the goal (I've got/done them all). But we are talking about the main game experience here.

    Ok put it this way. If you survived 100 days + with deadman where theres no health regen at all. That requires not loosing health to cold at all. Whilest hunting. 

    So the 5 minutes where you hunt dear in interloper will be no problem.

    Further - the game is absolutely packed with meat. Lategame one have no problem with waiting for the right weather for hunting. 

    If anything the game really needs lategame purpose and challenges - not more utilities.

  12. 17 hours ago, Quetza said:

    Making a change in the game has little to do with its plausibility, it has to relate primarely to gameplay and game mechanics :
    Some examples of irrealistic behavior in the game related to warmth : beverages are hot for an hour and cold after, hot beverages never evaporates when close to a fire, the player don't get warmth from doing intense effort (like running).

    Making the bow wobbly when cold is a nice constraint for stalker and below level of difficulty, because the player is warm most of the time.

    In interloper, the main killer is the cold, and the player is freezing most of the time. Adding more difficulty in sucessfully hit targets, with the only available weapon, will have an effect on : arrows, bow, fuel, matches, and beverages consumption. And of course the grindiness of the game (and archery level).

    So in my opinion, this change would only be impactful for interloper players, rather cosmetic for the others.

    It is very possible to play interloper without freezing all the time. Just adapt playstyle using hot teas, good clothes etc. I've played the old dead man challenge where freezing will eat you precious health for good, then one finds out how far you can go without freezing. 

    • Upvote 1
  13. 17 hours ago, Moll said:

    3-5 questions per month? Lol, rather try online stream and answer questions suggested by chat (10 - 20 minutes). Then make Youtube playlist as archive with your recent videos with answers.

    Don't get me wrong but to answer questions like "will [insert obscure canadian item] be in the game?", "when will next episode come?", "why can't I carry 180 lbs of stuff?". Over, over and over. 🙂 😁

     Video of the best 3-5 questions with considered answers are  way better in my perspective. 

    • Upvote 2
  14. On 4/20/2020 at 6:36 AM, vta4ever said:

    To me, hushed river valley does not really impact me as a player because I have no intention of traveling there, as there is no real good loot. I for one believe that when the Devs implement a new region that hushed river valley should be one of the ways to get to it, therefore enticing the player to make the trip.

    What do y'all think?

    Think your right.🙂 It would be cool and make sense to have another region behind HRV.  While some loot are there (not much you can't get other ways) it always seemed counterintuitive to the games "survive at all cost" -aspect to go to this region.  In late game saplings are of some importance, however, delaying the fishing/rabbit/herding-time.

  15. On 11/6/2019 at 4:32 AM, KinoUnko said:

    stalker run that was going quite swell. Just looted lower Carter Dam full of goodies, waiting to kill a few hours in the early morning at the trailers just outside the Dam. Went for a quick nap outdoors and thought "I'm probably gonna freeze to death" just as I clicked Sleep button. lo and behold I wake up 5hrs later with hypothermia and few pixels of life bar. start a fire. dies.

    Why would you sleep outside when there 6 beds inside the trailer? Some challenge?🙂

  16. 18 hours ago, Valuable Hunting Knife said:

    re: snowshelter, didn't have enough spare cloth on either run to do this.  a knife and cutting up bedding in the log camp could be a different story though.

    You can always harvest your bedroll 🙂 

    I think it was fun to try the challenge!

    18 hours ago, Vince 49 said:

    So I'm working on a different challenge idea that does not depend on the Ravine.  I'll describe that in a new post.

    Sounds exciting!

  17. So I got to eleven days in my trusty shelter with a pile of Rabbit carcass nearby. It's getting very tedious so I'll put it to rest and maybe come back. I have 8 matches left + I spended 1 flare. My axe found on day 1 is kinda broken. 5 cattails. I think snowshelter placement could be optimized because it's to cold some mornings.

     

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