Shy

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Wolfbait

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  1. Right now most items (and their condition) in containers are generated globally on day 1 of sandbox, and start decaying immediately. On day 85 of my Interloper run, most items i find are either completely ruined (0%), or in a horrible condition (10-20%), making exploration pointless. Can you make so the items were generated when player first enters location, like it was before? There is a thread on reddit about the issue
  2. I go to Muskeg to collect Cat Tails. There are so many of them, they dont stink like meat, never spoil, very lightweight. My primary source of calories on Interloper.
  3. Question: Can you make high-end items spawn on Interloper, but with really low chance, to make exploration more exciting in the long Interloper runs? In depth explanation (if needed): AFAIK, High-End clothing items dont spawn at all on Interloper. I understand why you did it this way, its hardest difficulty, you have to craft everything by yourself, and since high-end clothing items usually offer better warmth/weight ratio there would be no reason to craft stuff if you could find better gear in the world. I get it. But once you found best stuff you can get on Interloper (Mackinaw Jacket, Combat Pants, Wool Toque, etc.) there is no reason to go out and explore anymore. You know every item you gonna find will be inferior to those you already have, because better items dont spawn at all on this difficulty. I think it could be nice if high-end items actually spawned on Interloper, but with ridiculously low chance. Think like 0.0001% or so. The chance so slim you probably wont even notice the difference, because most of the time those items still wont spawn. So it wont cause an imbalance or make Interloper too easy or anything. But once in a while, you could probably get incredibly lucky, and find this incredibly rare set of Climbing Socks. That would help to keep exploration fresh and exciting in long Interloper runs, since you know there is always a chance you could find something valuable, even if its very unlikely.