ajb1978

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Everything posted by ajb1978

  1. To be fair, the opposite would be true. The more muscle you have, the more calories you burn doing anything. Even sitting still doing nothing, your base metabolic rate would be higher than a non-muscular person. That said, if you avoid starvation for 3 days you do get a +5kg bonus to your carry limit, and an additional +5 if you have a moosehide satchel. That's 40kg, or 88lbs you can carry without penalty. Even going straight up a climbing rope. How many people do you know of can climb a rope straight up while hauling 40kg on their back? And you can go up to 50-55kg (110-121lbs) and still be walking around at a reasonable pace. I'd say that's about all you could ever reasonably expect of anyone, regardless of physical conditioning. To put it in perspective, that's about on par what your average soldier carries around with all day them when in combat, when you take into account armor, weapons, ammo, water, batteries, other miscellaneous gear. So yeah...our survivors are basically already at military-levels of physical fitness. I think that's pretty good already.
  2. Off topic, but funny thing is I prefer fishing tackle over sewing kits. The line is going to snap while fishing sooner or later. May as well get a few free repairs out of it before it does!
  3. It's not really "broken" per se, it's just heavily out of balance with every other skill in the game. Cooking, carcass harvesting, rifle, revolver, bow, firestarting, ice fishing...you can get them all up to level 5 fairly quickly. Heck I have an on again off again Interloper game that's on day I think 70, and I've already got level 5 firestarting, carcass harvesting, archery, cooking, and level 3 fishing. Mending is still stuck at level 2, and the rate I'm going likely will still be at level 2 up until maybe day 300 or beyond. If I play that long.
  4. Seems like it. They judged weapon effectiveness by how much condition you lost during the struggle, which seems pretty close to what I've observed. Although they went into a LOT more detail. I only did a few tests per weapon, and I went with struggle duration instead of condition loss. So their results are likely more accurate. But still it seems to corroborate that hatchet and hammer are both solid choices with the hatchet being slightly better, knife is okay, and the prybar sucks. The revolver is still the wild card though, and depends both on your level, and on whether you elect to fire a shot to end the struggle early.
  5. I've tried them all, even deliberately running into a wolf just to test something. This is my analysis Hammer: Fastest end to the struggle, but no bleedout Hatchet: Fast end to the struggle, does moderate damage, bleeds out in time. Knife: Moderate end to the struggle, with the potential to do extreme damage and instantly kill. If not, bleeds out over time. Prybar: Moderate end to the struggle, but no bleedout. Fists: Good friggen luck. Revolver: The wildcard, as it depends on your skill. This can be anywhere from marginally more useful than fists at level 1, to a faster end than even the hammer at level 5 (edit: Assuming you button mash until the "take shot" pops up, and then take the shot).
  6. I'd say PV because you can score a ton of cattails early on, plus the possibility of finding a hammer and mag lens right in the basement of the farmhouse.
  7. I'm no developer here but I think the "carry the survivor" system in Episode 3 could probably be tapped for a variety of things. Such as dragging those tree limbs, a wolf or deer carcass to a more manageable location. Just like with the survivor, your movement is penalized and you can't draw a weapon or light source until you put the object down. So in a perfect world where all wish list items are granted, I'm envisioning a system where...say I shoot 3 wolves out on the ice, and want to cut 'em up for spare parts. Two dropped on the spot, a third ran off and died farther away. I start one campfire, drag all 3 wolves near it, then run off and find a limb for more fuel while the carcasses thaw. I drag a nice big fir limb, warm up by the fire while cutting off a couple steaks. Toss those on the fire to cook, then get to work chopping up that fir limb. Put two fresh steaks on the fire, toss the fir in to feed the flames, then head out to go find another limb to drag.
  8. If you copy your most recent user001 file from C:\Users\(username)\AppData\Local\Hinterland\TheLongDark\ and paste it into C:\Users\(username)\AppData\Local\HinterlandTest2\TheLongDark\ you can keep your unlocked feats from the main branch.
  9. Especially if the same general model is adopted, where businesses can pay to have their location "upgraded". I mean think about it, if there was a Jersey Mike's that just so happened to have a six-burner stove, bed, workbench, and an ambient temp above freezing....I'd be spending my lunch breaks there every day. No question.
  10. Ehh I have a compulsion to organize....I keep a spreadsheet tracking items per region, quantity, and what condition each is at on whatever day it is I happen to take inventory. So I can be like "It's been a hundred days, that balaclava probably needs some love" and go make a maintenance trip.
  11. There was a meme floating around for a while which showed Will with an enormous mountain of junk on his back, using the in-game images of items. Even down to a bunch of cups of tea strung on a line around his neck. The caption was something like "And you wonder why I can't jump." But in all seriousness, that's pretty true. If you're carrying a ton of gear, you're not going to be jumping. If you do need to get over something, you'll crawl over it, so in that regard a "vault" button does make sense. Something simple, like if you are within a certain distance of an obstacle, that is say 1 meter or less in height, you can slowly crawl up onto it. Enough to get over a crate or something. If the obstacle is too high, or if there isn't enough room on top of the obstacle for the player to stand, nothing happens. I can think of several locations in Forlorn Muskeg where I'll want to get up on a fallen tree bridge, but the angles just aren't right. And it's like come on dude, just sit down on it, swing your legs up, then stand. Not a big deal.
  12. Back when Pokemon Go really blew up, I had a dream where Hinterland released "The Long Dark Go" which was basically a similar concept. You would walk around, but as you got cold, hungry, or thirsty you'd have to stop by local businesses to "loot" for food and supplies, or just hang out a while to recover warmth and fatigue. Wolves would appear on the map, and if you had a rifle or bow you'd have to use the phone camera to aim at the wolf in AR, and tap the screen to take a shot. I mean it was just a dream, but it was so insanely detailed I really think it would make a great game if made for real.
  13. I don't know if this is specific to the test branch or if I just never noticed before, but drawing a bow or aiming a stone causes the background aurora sounds to stop. It doesn't happen with a revolver, rifle, or distress pistol.
  14. I've long been a proponent of a recipe system, to create meals that provide benefits above and beyond simple calories. Hypothetically, say Menu A grants a 50% reduction in rifle/bow sway, Menu B lets you sprint 25% faster, Menu C halves condition loss from falling through the ice, etc. Temporary buffs of course, but something that would provide an incentive to do more than slap a steak on a stone. Maybe you'd want to prepare Menu B and C before embarking on a beachcombing endeavor. And to make them a little more deliberate, the buffs only apply when the food is eaten hot. Sure go ahead and prepare them in advance, but you've gotta light a fire if you want the special effect. And similar to coffee, the duration of the buff corresponds directly to how much of that item you've consumed. Esc-cancel halfway, you get half the duration.
  15. Yep I remember watching a YouTube video where a real-life survivalist played TLD, and he was coming up with a lot of great common-sense things that he would do in the real world, that weren't options in the game. Such as crawling inside a hay bale to stay warm during a blizzard. Makes perfect sense of course, but then again so does ripping out chunks of hay to use as tinder. Or just dousing the bale with lamp oil and setting the whole thing on fire to really warm things up. Or using a hatchet or prybar or something to chisel out a dakota fire hole. It's just not possible to account for everything a person might do.
  16. ....this deer is completely unafraid of me... Slightly east of Spence. Interestingly, this is the same location I've heard a phantom deer in the past. Am...am I dead? Edit: It's this one deer specifically. Other deer still run, but this guy...completely unafraid. I respect that--he can live.
  17. Can confirm, i had the same problem last night. I had a pile of sticks on the ground inside the Spence barn, and clicking on the pile did nothing. If I clicked off center, like on the edge of the pile with the white cursor pointed at the ground, I could pick up sticks.
  18. Shooting a bear and failing to drop it, dodging at the last second, and circle-strafing it until it dies. Also, successfully navigating the southern portion of Forlorn Muskeg at night during a raging blizzard. Edit: Almost forgot, taking out a timberwolf pack that is already hostile towards you with the survival bow.
  19. Got a phantom icicle that's visible through rocks. Winding River, headed towards Pleasant Valley. Windows 10, GTX1080TI, I7-4980k, 16gb Edit: It wasn't there when I visited again...seems to be a one-off.
  20. I don't know if this is a glitch or not but I started a game on the test branch, and to maximize the 24-hour grace period I opted not to sleep and work through the night on day 1. It hasn't been a full 24 hours yet, and I'm already seeing wolves. I'm on maybe hour 18, but it's hard to judge without a clock.
  21. The default location for your save files, including user profile that records your feat progression is located at C:\Users\(your user name)\AppData\Local\Hinterland\TheLongDark\ so if you want to be absolutely, 100% sure you don't lose anything from the main branch, make a copy of everything in that folder before opting in to the beta.
  22. The party line on VR is "ain't gonna happen with TLD. Might be in the cards for a future project."
  23. Basically any successful Gunsmithing related task contributes 1 point. Crafting bullets, 1 point. Crafting gunpowder, 1 point. Crafting a cartridge, 1 point. Successfully harvesting a cartridge, 1 point. Except the Practical Gunsmithing book of course, which is 5 points on completion. And yes it takes some planning but getting 17 batteries' worth of lead (16 batteries plus 4 plates from the 17th) to Bleak Inlet is not an overall difficult task, just time consuming. However it's also the only way to get to level 5 without failing a crafting attempt and wasting resources.
  24. Yeah I just did the math and assuming you spend 50% of your time indoors and always take off your clothes when you enter and only put them on before you leave... over 1000 days, that would save 75% of decay on a Balaclava. Which is how much condition you can repair with 1 cloth at level 1. That's a lot of work to save 1 cloth if you ask me. Given that there are well over 1000 cloth available in-game by breaking down the environment, plus more from stuff that washes up on the beach, it would take well over 10,000 days for this indoor nudist strategy to yield substantial results. Even at 100,000 days you'd only have saved a few hundred cloth, but your survivor would be long dead at that point because that's 274 years.
  25. Clothing does decay slower when not worn, so if you're looking to absolutely maximize your efficiency, taking off clothes indoors will spare a bit of wear. But we're talking maybe 1% over the span of game week, depending on the item. In general, lighter items decay faster than heavier ones.