ajb1978

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Everything posted by ajb1978

  1. Episode 3 has hostile wildlife even on Green Survivor. In the very beginning there's just regular wolves, but once you advance the main story a bit the regular wolves disappear, and then it's timberwolves. And bears make an appearance in Episode 3 as well, although they're just regular old bears, not bulletproof demon bears.
  2. Ever wonder why the character spends so much time rummaging through a dresser, only to conclude that it's empty? I've always told myself they're passing up the stuff that doesn't fit. Similar to how there seems to be precisely zero feminine clothing like ball gowns or skirts. They're getting passed over because they're not useful in this environment. Similar deal in the kitchen. They spend a minute rummaging through a drawer only to conclude that it's just baking dishes. Then in the junk drawer behind a pile of spoons they find a box with a few matches remaining: Jackpot! Or the bathroom medicine cabinet. Antacids? Nope. Xanax? Nope. Q-tips? Don't need 'em. Ah! A sterile bandage, now THIS I can use!
  3. The highest point in the game world is Molly's Barn. Since sea level has multiple personalities, no one can prove me wrong lol
  4. Actually even that isn't a risk. You can repair hacksaws, use scrap metal to repair toolkits, and of course use hacksaws to harvest scrap metal from shelves and stuff. With those three you get a feedback loop where it would take you longer than your actual mortal life in the real world to exhaust all the scrap metal in the game world.
  5. OK using ACTUAL Z coordinates, here's what I came up with. BI Sea Level: 26.8 BI/Ravine Transition: 346.1 Total elevation gain: 319.3 Ravine Side: 19.8 Ravine/CH Transition: 135.6 Total elevation gain: 115.8 CH Side: 206.4 CH Sea Level: 24.8 Total elevation loss: 181.6 Sea level discrepancy between BI and CH: 253.5
  6. Y'know what, I was actually using the Y coordinate. I just assumed the coordinates were presented in X, Y, Z format, but after comparing a couple test screenshots I see they're actually presented as X, Z, Y. I'll have to reassess, but I still am pretty sure the results are going to be comparable. The amount of verticality going from BI sea level to the railroad tracks is disproportionate from the CH railroad tracks back down to CH sea level. I'll have some better numbers in a bit here.
  7. I tried calculating heights once and the regions just don't line up in a way that makes sense. For instance, assume the ice in Bleak Inlet is sea level. According to F8, sea level in that region is -367 on the Z axis. Climb all the way up to the Ravine transition, and you're at 968 on the Z axis, for a total elevation increase of 1335. Once in the Ravine, your Z elevation is now -190, and at the Ravine/CH transition is 189, for a total gain of 319. Based on the original Bleak Inlet value, our total elevation is now 1654. On the CH side of the transition, our Z elevation is now 1206, and going back down to sea level Z only reduces to 548. Nowhere NEAR where sea level should be, based on the original Bleak Inlet measurement. Similar problems arise when calculating the difference in sea level for Crumbling Highway and Desolation Point, albeit nowhere near as profound. So with sea level being unpredictable, I'm afraid it's an impossible question. We'd have to arbitrarily declare which sea level is correct and which isn't. And I haven't even begun to calculate differences in elevation between the landlocked regions, I was just curious to see if sea level was absolute. It isn't.
  8. Frankly I'm content with whatever I get, even if that's nothing more. I still remember what it was like to go to the store, buy a game...and that's it. You have the game, bugs and all, no new content. No discussion with the developer. Certainly no answers directly from the creative director. If I wanted to know why Solid Snake was named Solid Snake and not Liquid Giraffe, I had exactly a 0% chance that Hideo Kojima would answer. As it sits, I've had several questions directly answered by Raph, and I paid for the game once and received every single subsequent update and addition at no additional charge. It's like if I bought Metal Gear back in 88, Kojima answered my questions personally, and gave me a copy of Snake's Revenge for free 3 years later.
  9. When you're ready to play "for real" I make the same recommendation. Although I recommend Pilgrim Survivor mode to totally new players, just so they can get used to managing their subconditions, navigate the UI, craft and repair, etc. Then when they are no longer fighting with the controls, start a Nomad game. It has that Voyageur baseline, but some solid objectives to achieve that encourage you to press onward as opposed to getting comfy and settling in.
  10. Sometimes. In Mystery Lake the sun rises in the west and sets in the east.
  11. I deliberately tested this on a throwaway and it still works. Food poisoning tanks your condition while you're active, but antibiotics halts condition loss while sleeping. It also overrides your fatigue meter, so you could sleep 10 hours while already fully rested, for the purpose of recovering from food poisoning. Or you could voluntarily break it up into smaller chunks, just be aware that as long as you're awake, your condition will continue to tank antibiotics or no.
  12. If you are afflicted with food poisoning, you must sleep 10 hours to recover from it. If you consume antibiotics or reishi tea immediately, then sleep 10 hours, you will recover from food poisoning without losing a single point of condition. This is why I prefer to eat just before I sleep, and then eat the worst of the worst food. If I get food poisoning, no biggie. Just treat it with anitbiotics/reishi and sleep. You won't restore any previously lost condition, but you won't suffer further.
  13. Actually I'd think that would be the ideal case to do so. Eat the low quality food right before you go to sleep. If you get food poisoning, reishi up and go to bed. Since you aren't recovering condition while you sleep anyway, you're not missing anything.
  14. Containers also allow you to organize things quickly and view their condition at a glance. So if you're trying to use up your worst condition food first before it spoils to 0, you don't have to pick it all up off the ground to find which can of peaches is 25% and which is 35%. Or spend time dropping them one at a time, and positioning them in a "best in back, worst in front" sort of way. Not to mention dropping everything in a pile on the ground only works if you don't touch that pile. Actually trying to ORGANIZE that pile, you quickly chew through a lot of floor space due to the fact that objects cannot clip through other objects when manually placing them. On the other hand if I have a container or rock cache handy, I just dump all my food in there. Open the rock cache, sort by condition, and Bob's your uncle.
  15. I can't really vote since my response is more detailed than the options, but I would appreciate firewood storage boxes in frequently used bases...with the caveat that it can ONLY be used to store firewood. Mainly because picking up 100 sticks off the ground is a tremendous chore, and doesn't add enjoyment or challenge to the game. Repeated mouse clicks presents an accessibility issue that has already been acknowledged via the inclusion of the choice to use click/hold interactions for wolf struggles, vs. rapid manual clicks. A firewood storage bin would be one way to offer the player that same courtesy with regards to piles of sticks, since you can use Take All. Or the wish list item I've posted in the past: craftable firewood items, specifically a bundle of sticks which allows a player to add a large number of sticks all at once, instead of having to click dozens of times to pick them up off the floor one by one, then dozens more to add them to the fire.
  16. There actually is a possibility one of the Polaroids may spawn in a container on an inaccessible plateau. I know that the discussion of mod use is heavily discouraged right now, but in this specific instance it is entirely relevant. If one of the Ash Canyon Polaroids spawns on this conventionally inaccessible area, use of a mod to deploy the Developer console and invoke Fly mode is the only means of getting it. I know this issue has been reported as a bug so my hope is that in a future update this will no longer be a problem. But current state, it is entirely possible you cannot obtain both Ash Canyon Polaroids in a single game playing by the rules.
  17. I originally was going to suggest allowing the player to select a Pilgrim/Voyageur/Stalker/Interloper experience along with the Challenge mode, but what the heck...go for broke. I'd like to be able to create custom Challenge modes. Hopeless Rescue with Interloper settings, for instance. That's it. Just short and sweet, fairly simple concept.
  18. Well you have to be careful there because that isn't always the case. Broken Railroad for instance, if you drop a stick, it points East. And in Mystery Lake, although on the regional map it appears to point North, because the Mystery Lake map is actually rotated 90 degrees compared to the world map, it's actually pointing East as well. Those are just the two examples that come to mind, I haven't tested this with every region yet because I've learned dropping items isn't reliable. So it's better to get used to relying on landmarks than exploits of the game physics.
  19. Day to day I keep it under the limit, although if I'm making a point to move gear from one place to another I'll go up to 10kg over my limit. Just to the point where I can no longer sprint, but I'm still moving fast enough that I can walk away from wolves.
  20. ajb1978

    Friction

    About the only place this would be a problem is along coastal regions while beachcombing. I don't know if you've ever fallen through ice in real life or not, but the biggest challenge in self-rescue is that you have practically zero traction on wet ice. You're kicking your feet up behind you in the water while trying to seal-crawl out of the hole on your forearms, and you're just slipping all over the place barely making any progress.
  21. That gave me an idea. I think full-body rendering is a long term goal still. (I know it was previously, but not sure if it's been abandoned or not.) One of the problems that presents is how do you shoot a gun if you're wearing mittens? The short answer is: You don't. And with two glove slots, that problem can be solved. Wear driving gloves on the inner layer only, mittens on either the inner or outer layer. If your outermost layer is mittens, you cannot use any weapons except for throwing stones or the bear spear in story mode. If your outermost layer is driving gloves or nothing, you can use all weapons normally. It would give those driving gloves an actual purpose, as opposed to being a scant step up from improvised hand wraps.
  22. It's been brought up in the past, and the "in a nutshell" response is that it would basically be writing a whole new game from the ground up. It is possible to use third party software to play the game on a virtual 3D screen in VR, which is sort of a middle ground, but the problems inherent with using a pancake UI on a 3D screen become apparent pretty quickly. Like if you pick up a stick and you briefly see it large on the screen and then click LMB to confirm, or RMB to cancel and drop it back on the ground...well that isn't the stick being magnified. That's the stick being brought right up in the camera's face. So on this hypothetical 3D screen, you go completely cross-eyed trying to look at it. The same is true of a lot of menus and things, you're used to looking at things in the distance, then suddenly the menu is a hand's breadth away from your face. Also depending on the software you use, if you don't have the ability to declare a dominant eye, then aiming down the rifle sights becomes impossible unless you're so close you literally cannot miss. Instead of sighting with your dominant eye like you normally would, it's like the character braces the rifle against his sternum and neither eye is looking directly down the sights. Anyway all that being said they've said they are certainly open to the idea of VR, but given that a quality VR experience needs to be designed that way from the ground up, it won't be happening here and now.
  23. Or perhaps they should celebrate their own accomplishments as they see fit. There's no goals but those we set for ourselves.
  24. They should definitely be colder than they are, but there are some natural phenomena at play that would prevent them from ever being as cold as the outside. Primarily, the existence of basements, and the fact that a pocket of air is a form of insulation in and of itself. A basement dug out well below the frost line exists primarily to protect the house from the seasonal freeze/thaw cycle, but it has a secondary benefit of geothermal temperature regulation. The basement will always be slightly cooler in the summer, slightly warmer in the winter. If you consider that the air temperature outside might be -30 but the earth temperature below the frost line is maybe 2, for all intents and purposes it's acting like a heater.
  25. Actually this would be a good addition to the Custom mode options, I think. A slider to adjust how cold interiors are, with one end being the current state of just slightly below freezing, and the other requiring a fire unless you're well bundled up. It should never be exactly as cold as it is outside, but if it's -30 out I agree that it makes no sense for it to only be -3 indoors. For that matter, sunny days should have an effect on indoor temps too, and cars in particular would benefit from the greenhouse effect. Deep caves however should remain above freezing, because that's just how it is. They remain above freezing year-round deep underground. During the last 4 days of night event, day 4 was a non-stop blizzard, and interior temps were around -20 I think...way colder than normal anyway, so interior temps apparently already can be adjusted. We just have no control over it.