Rajule

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Wolfbait

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  1. So I did what you suggested. started a new vanilla interloper game ran around did some stuff while checking my current game stats vs the interloper stats and interloper. mainly focused on calories burned since thats constantly changing, and none of the interloper stats seemed to go up. not only that but stats for all other difficulties are at zero and I know for sure I've played at least 2 vanilla stalker runs that went fairly long so it definitely shouldn't be zero...
  2. thanks for the response. I'll try out your suggestions when I play tonight and update with my findings. Just to clarify. when I'm in a game on the stats screen I should see 2 tabs? one for the current game and then one cumulative for the specific difficulty I'm playing on? and if things are progressing correctly I should see stats increasing in both as I play, right?
  3. no mods for sure. I've never installed mods for this game. I'm not sure about the stat progression you mentioned I'll have to test that next time I start a game. when I start a run I am just going through the choices survival>interloper>gender>feats>sandbox name>start. so aside from adding my one unlocked feat I'm not tweaking any of the settings before I launch.
  4. So I've been trying my hand at interloper for a while now. when I started the only feat I had unlocked was freerunner so thats the only one I've been using on my runs. after months of playing I'm just now noticing that I haven't unlocked or even progressed towards any of my other feats. I am not playing custom. this is definitely interloper difficulty. At first I thought that maybe using a feat prevents you from progressing with other feats, but just did some test runs and it doesn't seem to be the case. so now I'm at a loss and a little irritated at the progression I've potentially been missing out on. any help would be appreciated.
  5. I've been thinking along these lines as well since I've been playing. it bugs me in games and even in real life most people assume painkillers "cure" an ailment which they actually don't at all. they merely hide the symptoms.. The solution I imagine would be that the only thing that can cure sprains and other injuries is time and/or rest. the painkillers and teas could be taken to temporarily bypass the negative effects (limping, not being able to climb, hold a weapon etc) for however long the duration of the painkillers last (4 to 6 hours) I imagine in the UI the red effect for the injury would turn yellow or something showing you that its still there, but not affecting you. or perhaps instead the painkiller would show up as its own affect instead, in green or some positive color stating that its negating penalties for the duration. an example scenario I imagine is you're planning to make a long trek a couple maps over and unfortunately you get a sprain right at the beginning of your trip. now you have to make a call. do you delay your trip while you rest and heal? or do you continue marching on, popping pills to stave off the pain long enough to arrive at your destination. for me I'd find this mechanic a long more immersive and interesting. I'm not super fond of how currently the game tries to throw adversity at you, and you just pull an "ace" out of your pill bottle and say "no you don't" I'd also like to see some more variety in ongoing injury effects. it seems right now if your'e bruised it doesn't really mean anything. maybe bruising or scrapes would carry a more general "pain" effect that would lessen your focus, affecting your ability to aim, slightly increasing the time it takes to craft, lowering your chances of success on all activities etc. if its a head injury they could have visual and audio effects similar to when you're near death. slightly blurred vision, ringing in your ears. I could go on, but hopefully you get the gist. ps: this is my first time posting, but I'm 100 or so hours into this game now and absolutely love it. definitely the best survival game I've played to date.