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About TheRealPestilence

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  1. So forcing players to save scum for syrup is by design then?
  2. Voyageur but 10° colder. Such challenge. Many danger. Wow.
  3. The scent indicator system doesn't tell the whole story. If you have as little as .01kg of cooked meat on you, you are drawing predators. When you leave your base to go somewhere, get in the habit of spamming the 'drop decoy' shortcut (3 by default on PC) a few times as soon as you get outside. Until that key causes nothing to drop, you smell, even if there are no scent bars on the HUD. Scent travels much farther than you'd think, especially down wind from you. If you find yourself being surprised by wolves who appear to be looking for you, that's because you smell and they actually are looking for you. Contrary to popular belief, the drop decoy shortcut does not magically turn meat and guts into decoys. It's just a shortcut. The method you use to drop meat on the ground makes no difference in predator behavior.
  4. Don't fixate on hunger. Hunger causes 1% condition loss per hour. You can live four days with no food if you can avoid other causes of condition loss. Cold is actually what's killing you. It causes 20% condition loss per hour. You'll die in five hours if you don't warm up. If you are playing a low condition recovery game mode like interloper, you will lose more condition in two hours freezing than you can recover with ten hours of continuous sleep. If your clothing can't keep you warm, passing time in a bed in a warm building can warm you up fairly quickly without using up your fuel and matches. If you are looting buildings, take the time to fully warm up before you move on if you have far to go between them.
  5. Being unable to play my all time favorite game for months at a stretch because you either don't test it or don't care it's broken gives me a bad attitude. I am glad you've let us opt to play old versions though, so kudos for that.
  6. You'd think the most important issues would include not being able to light a torch if you have two ignition sources in your inventory or wolves picking up bait they are 100 feet away from...
  7. The specific example I gave, having a hell of a lot more serious set of problems to worry about, is why you could momentarily forget to shove another donut in your face just because another one will fit. Interloper players aren't used to being well fed. I'm here because a large group of us *just* noticed the gain and loss of 5% of our health when the buff status changes. Thus the mailbag question.
  8. By not understanding that you actually take DAMAGE from letting a buff lapse? Who on earth would assume you take DAMAGE just because it's dinner time?
  9. I've been attacked by a wolf and and ended up around 20% condition while freezing in high wind close to the dam trailers. I had food on me, but the cold was already killing me fast anyway. I was struggling to walk into the wind and bleeding condition profusely. By the time I got through the hunter's blind area and around the corner, I was wobbling. The wolf was waiting by the trailers, so I popped a flare, managed to find a place to light a fire with it, scared the wolf off, and got into the trailer with 3% condition left. If I had had the well fed buff, but somehow, in all that kerfuffle, forgot to make sure I didn't let my hunger go red, I would have instantly died - not from freezing, not from an attack, not from not having food, just for forgetting to not get hungry. That death would be a bullshit death.
  10. It very much *doesn't* make sense to suddenly get 5% more condition or to lose it. It certainly makes sense to gain or lose the *capacity* to be more healthy and carry more from eating well. That's how I said it should work in the first place, remember?
  11. My argument is that not only does it make no sense from the realism point of view (you don't start dying the second you have an empty stomach), it also doesn't make sense from the point of view of the existing game mechanics. The rate of condition loss from hunger has always been 1% per hour. Now it's 5% instantly and, again, at the very instant your stomach goes empty. One second ago, you were 'well fed'. Now you might be dead. It doesn't make sense.
  12. "I've got 99 problems but I hope forgetting to pop a cattail while I'm literally about to freeze to death ain't one."
  13. "The buff expands the condition bar" (your words), to me, means you make the bar hold more and says nothing about actually adding condition. In UI terms, a title bar contains a title, a scroll bar contains scrolling widgets, a progress bar contains a progress indicator, and so on. That's the point of view I was looking at it from and the reason your initial response seemed ambiguous. Thanks again.
  14. I don't see why one should logically assume that making a container bigger automatically implies more contents being added, but thanks for the clarification. It also doesn't seem right to immediately injure the character by 5% the second they become hungry, but it's your game.