ManicManiac

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About ManicManiac

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  1. Sure, but only if they have been shocked before... that's how the "Pavlovian effect" works (also known as conditioned response). How many wolves do we suppose have been electrocuted and survived to make that association?
  2. @Azdrawee Most of the tips are things you would learn organically though gameplay anyways. If there is anything specific you are looking for you can always just ask some of the friendly/helpful players here. ...or at the risk of unknown sources, you can also consult the fandom "wiki" for The Long Dark.
  3. That's why I went on to mention in my previous post: It was in the same section you originally quoted
  4. "I own an island off the coast of Costa Rica, I've leased it from the government and I've spent the last five years setting up a kind of biological preserve. Really spectacular, spared no expense." - John Hammond
  5. @ajb1978, right on... you always have to do what's right by you. I have a pretty deep library too. I tend to rotate my games every now and then as well. I generally play this game as my mainstay, but rotate the others just to keep things mixed up or if I'm just not in the right mindset for TLD. There was only one time I got bored in The Long Dark, and that was way back when the various difficulty modes were being introduced. Back then I was having a really hard time (because I was playing too conservatively, as a result I could never get ahead of the hunger), and so I thought I would try this new "Pilgrim" thing. I had incorrectly assumed it would just be a more relaxed version of voyager... (I assumed that wolves might run more often or something like that). I eventually got tired of hiking between Mystery Lake, The Ravine (which was just the truss bridge in those days), and Costal Highway; and once I found out that there was no hostile wild life at all... I did eventually end my 50 day run by walking off the truss bridge. I never gave Pilgrim another look after that. I do really like your ideas about being able to customize our living space, I feel that would be a good addition... at least for the sandbox where the story we experience is crafted by us, the players.
  6. Just a thought... Many will disagree, but I'm not going to engage in an argument. This is just another point of view to consider. The situation with "Okay...now what?" is the player's responsibility... This game was seemly built on the idea that it wasn't going to hold our hand, and if we are talking about the Survival Sandbox... well it's a sandbox. The Hinterland team provides the world and it's up to us to decide what we are going to do with it; and how long we are going to live there. That is player responsibility. While I agree that adding more options for the player is more often than not, a good thing (I think some form living space customization would be a wonderful addition). However, there is also a point where it becomes up to us (the player) to figure out how we are going to prep for the many possible situations we will likely find ourselves. We land in the world provided, and it's up to us to figure out what we are going to do with it. If one does find that they tend to "go roaming around for no other purpose than to keep from being bored"... then perhaps they need to consider if this is the right game for them (the survival sandbox is largely driven by self-actualization). If all one does want to do is pass the time without using the "fast forward" mechanic... one can always just step away from their system (be it PC or Console) and go do something else for a few minutes.
  7. @lem4ge We also already have snow shelters and caves. If we are careful about where we place a campfire wind isn't so much of a problem. Extra pelts will eventually come in handy when we need to repair our crafted clothing/bedrolls/satchels. However, if we already feel we have too many, we may be hunting more than we need (but that is a playstyle choice - in which there is no right or wrong answer... it's just a choice). We could also just opt to take the meat off a carcass if we feel we don't need any more pelts/gut. While being able to build more types of shelters might seem like it would be a nice touch, I don't see much gameplay value since we have options that address those aspects. I'm good with our snow shelters, caves, and various other means of shelter (be they manmade or improvised).
  8. I've mentioned this in another thread, but I think fits here too. I appreciate how hunting is handled in this game, it can be a poignant reminder of our fundamental relationship with our food (since humans are biologically equipped to be omnivores). We have nearly an entire generation, who if you were to ask where their bacon comes from... they will tell you, "the store." Which to my mind is unfortunate. Nature is indifferent, not just to us... but to any living thing. Often times, in order to perpetuate life... other life ends. This is not just the case for carnivores either... after all plants are living things as well, and herbivores can decimate plant life when they are left unchecked. Of course, the reality of a situation like the one posed by the game is a grim one... and in as much as life in any form should be respected, we also (most of us anyway) have a very strong sense of self preservation... the instinct to stay alive as long as we can. One of the first things to go when a person is starving are their food aversions. The body will want to stay alive a lot more than their sorrow over killing Thumper. I would say there is no joy when it comes to having to hunt to stay alive... when the driving force is the biological imperative of the need for sustenance. Granted, after not eating for a couple of days... when a person does finally manage to get any kind of food, they do tend to be happy about it. Not because of what they had to do to get it, but because they know they finally get to eat. Anyway, my point is... hunting out of necessity for food is just apart of life on this planet for carnivores and omnivores alike... I've even seen more than a couple of YouTube videos demonstrating that even herbivores are not opposed to eating other critters when the opportunity presents itself. [Addendum: I am only offering a point of view, and I am by no means attacking anyone else's point of view. It's hard for any of us to reliably predict what we would or wouldn't do in a similar life or death situation, unless we've been in a similar life or death situation...]
  9. Mountaineer's Hut on Timberwolf Mountain: There is a good chance that you will have all the game you could ever want reasonably close by. In my run right now, it's a prime location. We have wolves/deer/rabbits right on or near Crystal Lake, a moose close by, and a bear close by that can be easily baited back to the lake. In addition there is the fishing hut on Crystal Lake (good for fishing, shelter, or a makeshift hunter's blind)
  10. @ThePancakeLady's 2¢ are right on the money. As I mentioned in another conversation along similar lines:
  11. @ajb1978, I'd have to go back and check as well... as I remembered it, the repaired spear was indeed equip-able with the radial or #2 hotkey, but that I was still only able to locate it in my journal. I don't recall it ever being in my item inventory... Now, the extra spear heads I made... those definitely were in my item inventory. (I do completely acknowledge that I could be mis-remembering - but I've got this "I could have sworn..." feeling about it) Again though, I would have to go back and check to be sure. I need to go back and do another play through anyway since they revamped the old bear's cave with Steadfast Ranger... considering I didn't have much trouble in the first place, I've been curious to see what Raph meant in the video by describing it as less frustrating. I loved the Redux Bear Encounter... I hope they didn't shorten or cheese it too much. I very much enjoyed having to sneak around with the Old Bear... for me it make for some great and tense game play
  12. @Tohono O'odham Man, Apart from matches there is the fire striker... effectively the flint & steel you are referring to, though I'm fairly certain it's actually modeled after a magnesium striker (but still synonymous in purpose). Also, once your last match is gone, you still have the magnifying glass as a long term ignition source. As to your whetstone question, if I remember correctly Raph weighed in on this before (mailbag maybe - I don't remember exactly). To paraphrase, they feel that the whetstones are plentiful enough that the majority of players will have died long before they would exhaust the world of whetstones. For those who do live long enough, and are cavalier with their tools and wear them down quickly... once all whetstones are ruined, you still have access to the resources necessary to make improvised tools (which will extend your survival potential until you exhaust all sources of metal - which I think general consensus is that would take a very long time). As to the relative size of the moose pelt to the moose satchel... it's a video game (the flare shells for the distress pistol aren't really proportionate either - as in, the shells are something in the order of twice the diameter of the chamber). However, I suppose from an RP stand point... we might consider that the satchel is double lined (which would reasonably use twice as much material). ...I don't know.
  13. @Obsidian Productions You will likely find it in your "Journal Items" This has been used to "store" items essential to the story so that you don't also suffer the a weight penalty for having to lug around "plot devices." Notable example: The Bear Spear (once obtained/repaired it's found in your journal item inventory as opposed to in your pack - and is effectively weightless as a result) (Anyone please correct me, if I am mistaken)
  14. Neat! I've finally found another reference for blue flares... Though it was in Mystery on Monster Island (1981)... and they didn't seem very effective on creatures.