ManicManiac

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Everything posted by ManicManiac

  1. We can play Escape the Darkwalker (challenge) any time we'd like. We can also take advantage of the Endless Night custom setting to (at least some degree) recreate an approximation Four Days of Night any time we'd like. We could always start The Hunted - Part 1 (challenge), but instead of beating it we can instead just see how long we can just survive (by simply avoiding the Trapper's Homestead) while the Demon Bear terrorizes us relentlessly. There's all sorts of personal challenges we can make for ourselves.
  2. Don't get me wrong... just because I don't feel like I'm going to like it, doesn't mean I'd wish for it to change. I know there are folks out there who really like it the way it is... and Hinterland choose to implement it the way they did. I will eventually try it out... and if I find that I was right, and that I don't like it, I'll probably just choose not to take advantage of that system again from that point on. So, while I may not like something... I'd never want to try to push to take away those things from other players. I can just choose not to use them. @conanjaguar I appreciate the creativity in how you've reimagined the system, and certainly can enjoy talking about the possibilities of it.
  3. @JackTrysGames Yes... and I really wish that wasn't the case. It's one of the reasons I don't use the revolver much (if at all), so for me that skill is almost never high enough to have that muddying my gameplay experience.
  4. @Leeanda To me, just being able to prepare other foods would have been incentive enough for me... the concept of the buffs/debuffs just doesn't feel good to me. However, that feeling may change once I can spend some time with them and get a real sense of how it changes things. I may just adopt similar mindset as you... just making them for the sake of the calories and the roleplay value, because I know I'm not likely to be a fan of the food-buff/debuff situation.
  5. @Leeanda Perhaps when I'm done with the Cannery Rush, Ash Canyon, and Blackrock (as well as KP N&S)... maybe I'll go on quick walkabout to each of my encampments to gather up cooking supplies. For the most part, I don't think I'll be using the new crafting and cooking recipes all that often. I do really love the struggle. I think for me, the buffs that come from the new cooking system, the Improvised Insulation, and Improvised Down Bedroll... initially feels to me like they are a bit "too much." But, I admit I need to commit to trying it all out and see how it really feels and affects my playstyle. I guess perhaps I've been putting off because I'm concerned these things will ease the struggle too much for my liking.
  6. @Leeanda OH! You know, I forgot that was even a thing. Someday, I really do need to devote the time to trying my hand at the new craftables... as well as toy with the new cooking and ice fishing mechanics.
  7. The Bear Skin Bedroll? It didn't spawn for me this run. But you're right, even if had been there... I probably would have left it alone.🤭
  8. ... you know what... I didn't even notice the absence of Ptarmigans, and I've been living in Bleak Inlet for (I think maybe an in-game week now).🤔 I suppose I haven't noticed them much since (to date) I've had no reason or motivation to hunt any of them. (This will change when I'm done with my trip down Memory Lane...)
  9. ...but this already exists. It's called the "Blizzard Walker" feat, and it reduces the effects of walking into the wind by 25%. So, one just needs to earn their Blizzard Walker merit badge, and they get precisely what you're asking for. As for the rest... Personally, I think the wind mechanics work fine as is... and I don't see any real need to change them. If we keep our pack light and pay attention to the weather, the wind slowing us down isn't really much of a problem. Most of the time we can just alter our direction a little bit and avoid the slowdown all together, and for those times when we can't it's just really not that bad to deal with. That is, as long as we don't try running around encumbered all the time (which is also pretty easy to do with a little bit of inventory management). Frankly, I think that if we choose to run around encumbered, then I'd say being slowed to a crawl in the face of a gusting wind... that seems fair to me. I like that this game isn't afraid to punish the player for poor choices/mistakes. I feel like this idea (as described) would really only serve to make life easier for the player... and I'm very rarely in favor of anything that just makes life easier for the player. It's the same reason I'm not really looking forward to the Travois. (so it's likely that I'll just never use it... just like the pain killers, spray paint, or any of the feats at all )
  10. @Leeanda The last time I checked, there are a few possible locations for a rifle to be found (but of course that is at the mercy of RNG).
  11. Indeed @FaT McMarlin's was indeed taken at a better time of day... the first one I could find was taken a bit later in the evening (I think) as well as just starting to snow. But I agree, I do love the rarer colors we get to see sometimes. Gives me a good reason to stay out late... or try to get up early.
  12. Green skies are admittedly rare, but they do happen. I think I have a few snapshots of green skies in my archives.
  13. No unfortunately not... it's been noticed and talked about since the earlier days as more regions started to open up. Here are just a few of the conversations I have been a part of: The short version... Yes, it would be great if the day arc (solar path) was consistent across each region relative to the "overworld" map. But after all this time, I don't really mind that the day arc is only locally significant... we can still use it for navigation while in a region (just as long as you don't try to compare it to any other region... otherwise the orientation gets muddled. I'd be all for this change... I just don't see it happening (not after so much time as passed since it was discovered, talked about, and Wish-listed since then).
  14. @curtmantle ...which is then a calculation of the "cumulative probability"... which misunderstands the idea the base percentage for fire starting is the probability for each individual attempt. I don't think anyone said your calculations of the cumulative probably that you experienced is wrong. To better illustrate... let me put it like this: I'm attempting to start the fire... and I have an 80% base chance to succeed (which means a 20% chance of failure). Attempt one : 20% of failure Attempt two: 20% of failure Attempt three: 20% of failure Attempt four: 20% of failure Etcetera... etcetera... etcetera... Regardless of how small the probability is that we would fail "X" number of times in a row... it's still possible to roll a 20 or less many times (it even possible to roll 20 or less every time - granted that's very very very unlikely, but mathematically is a possibility). It doesn't matter what the actual cumulative percentage then becomes after 2, 3, or even 7000 attempts, because the probability of each roll maintains its base 20% failure rate. To put it yet another way... each time we make an attempt we have a 20 percent chance of failure. Doesn't matter how many times we failed already... it doesn't change the fact that the next time we try... it's still going be a brand new 20% of failure. I don't mean to over-explain... but I'm just trying to help clarify that it doesn't matter how many attempts are made or what the chances are of failing several times in a row... that is not what the "base chance" variable is referring to.
  15. Just remember it's not cumulative... each attempt has that 20% failure chance you alluded to. So yes, it is possible to fail many times in a row, just because each time we try lighting that fire... it's a new RNG roll, and sometimes the RNG can be cruel.
  16. @axl Also... I think that having your posts all be essentially the same thing reposted over and over, isn't likely going to have the effect you seem to be hoping for.
  17. Hmm... I still feel like the whole photosensitivity warning "complaint" was (I imagine) really just an issue for those who would choose to save-scum... That's the only situation where I could imagine that the original warning's wait-time would actually be a reasonable bother (specifically I mean for those who would be restarting the game "frequently"... then those 14 seconds would add up).
  18. Drat... I was kind of hoping the aurora might hold off for another day or two. It'll be just my luck that I will be stuck for a week when I do the Cannery Rush waiting on an aurora to open the door and being lulled to sleep night after night by snarling Timberwolves.