UTC-10

Members
  • Posts

    1,060
  • Joined

  • Last visited

Everything posted by UTC-10

  1. The Old Bear in Wintermute sounds like more of a story mode question. Given that it is presumably a scripted part of the game I do not think that standard survival mode tactics would suffice against Old Bear. Well, I haven't played Story mode, so I could be wrong and would defer to those who have.
  2. Frostbite is a permanent affliction that costs you 10 points off your maximum condition can happen multiple times and to the same place costing 10 points each time. IT CANNOT BE HEALED. Frostbite risk occurs when a body part is exposed (either by not having a covering or having a frozen covering). You will get a warning when you get the risk, when it is dissipated, or when you get frostbite. Do not make the mistake of equating Feels Like Temperature with your frostbite risk. Feels like Temperature is nominal whole body while frostbite is a point (extremity) issue. Check the Status screen and look at frostbite risk for information about what your risk is. If it is increasing your danger goes up. If it is decreasing your danger goes down. FYI, most risk % (exception is risk of intestinal parasites*) represent where on a scale of 0 to 100 you are. 0 is no risk of the affliction. 100 means you got the affliction. For frostbite, ambient air temperature is what matters. Getting a covering, thawing (and drying) a frozen covering, getting a hot enough fire, finding a place where the ambient air temperature is above freezing (they do exist), or using a bed or bedroll where the warmth bonus for it exceeds the ambient temperature (usually in a building) can start to reduce frostbite risk. Note that even when a proper covering is applied, the risk does not immediately vanish but has to dissipate over time. Be careful and good luck. * Risk of intestinal parasites which occur in certain difficulty modes from consumption of cooked predator meat gets tested, as a percentage roll (by RNG), once a day, and if you win the brass ring, you got it and have to treat it, else it passes harmlessly. Cooking level 5 will eliminate the risk for any cooked predator meat regardless of what level it was cooked at.
  3. It may have changed since early access but I recall one of my early sandboxes where I would lay two or three snares on Jackrabbit island and after getting a good number of rabbits over time, the number started to drop off. Eventually I didn't get any snared rabbits and even on the island, I didn't see any rabbits. I went to Desolation Point to do stuff, came back in about a month (I think) and the visible rabbit population still was almost non-existent. At the time there seemed to be discussion about hunting/snaring out an area and its effects but that was back in early access and it might have been tried and maybe abandoned. I guess it was decided that if players want 80 rabbit hides (I think I got that many) then let them play as they want to play. Realism should only go so far. I have not tried extensive snaring since then but have gotten the badge. That experience still affects my perception of my effect on the rabbits.
  4. UTC-10

    Scopes!

    The only reason (I see) for a scope would be the capacity to make more precise hits from farther out. How easy or how hard it would be to find, mount, zero, maintain, and use a scope would be up to Hinterland and the result might be a real wash from a player perspective. If scopes were implemented, I would definitely try it out, but I am not expecting it to be much of an improvement over iron sights (in general).
  5. UTC-10

    Seasons

    Changing the environment would be an enormous undertaking. And if the environment does not really change, then it would be a lot of effort for little payoff. It also would not fit into story mode. Maybe after story mode is concluded. This is notwithstanding that episodes 4 and 5, aside from the upcoming survival update which might introduce things (such as navigation changes) that could show up in 4 and 5. The new episodes would likely involve one or more bridges, landslides, or cave-ins being fixed/cleared to allow access to a new region assuming there wasn't a 'fast travel' (i.e. a boat) to/from a new region.
  6. UTC-10

    Farming

    Not a bad idea though the time period of story mode would make it less than desirable. I know you are referring to survival mode, but the focus for most major changes would be compatibility with story mode. Given the introduction of quartering (of large animals) and what it entails, I would expect that the burden of maintaining such a farm, which would have to be a location that was found, would be pretty arduous. The collateral issue would be what would be grown in such a farm. So a nice idea from a survival point of view but there is a lot more to it than just having a farm unless one only grows cattails and rose hips.
  7. Never had a problem with the balaclava. Given what you did, I would have expected to see the balaclava as one of the options to don in the clothing paper doll head. I think it can only go on as the inner layer for the head but that's about all I can say. Even if there was a toque equipped it should have been possible to get the game to show it so you can then tell it to wear it. I don't know what could have gone wrong except a glitch.
  8. There are basically no sure one-shot kills. A bleeding wound is the standard technique and all one has to do is be safe from the bear's displeasure. For the best chance, aim for the head. Many suggest aim for its right eye. The head and neck seem to have the highest chance for a critical hit which kills the animal on the spot. Anything else is either a bleeding wound (trail of droplets) or nothing (no trail of droplets). That is not to say that hitting it in the chest or abdomen cannot result in an instant kill but just not as likely. Bears, at least, tend to run a certain distance then start to walk, usually back to their normal patrol path. They can move quite some distance if it takes a long time to bleed out. The caveat to that is sometimes they can be a ... bear... to find.
  9. The treatment of ruined raw, cooked, and canned food, all currently still valid food sources, is the most significant gripe I have about how lost and found functions. Notwithstanding that there is a difference of opinion about the continued existence of ruined food, so long as the game allows ruined cooked and canned food to be consumed or allows ruined raw meat to be cooked, having lost and found put such items into the lost and found box which then destroys them per the ruined item (there are exceptions) in a container rule, it can be a minor, major, or catastrophic problem to a player. It is something over which the player has not much control. Put food into a container to keep it where it is supposed to be and it disappears when it reaches 0% condition. Leave it out and it can get swept into a lost and found box and is destroyed. A modification to the usual rule to require a positive action of the player putting a ruined item into a container to dispose of it would be of much help in this regard. I otherwise have no big problems with lost and found, as such, though finding that the Broken Railroad regional lost and found box was at the tunnel from Forlorn Muskeg instead of outside the Maintenance shed was an unwelcome surprise. Lost and Found has its good points that, I think, outweigh the bad but one hopes that it might be tweaked a bit more to reduce the bad even more.
  10. I think the example menu is maybe too compact and certain actions should be appreciably separated from the commonly used actions. It is unlikely that someone hitting Back would actually hit Harvest (using the example you provided) but I know of many a time when I thought I was selecting carrying out a given action and hit Back instead. I also think that maybe certain screens might be made more compact as a user selectable thing. I sometimes find myself running the mouse all over the screen because of where the different screens for various actions leave the cursor.
  11. I take it that you were regularly playing TLD and that you were not on a hiatus and just returned? The last time lost and found was run, I think, was for the 1.74 update since that fixed a problem with items on table tops and similar surfaces dropping to the floor or disappearing. That was more limited in scope, as far as I recall, as I was in Bleak Inlet when it occurred and it didn't totally mess up my stuff. Now the Crossroads Elergy update did major things (and maybe the December Survival update too) because that was the first time lost and found was run on a pretty much global basis. I lost in 2 of 3 sandboxes huge amounts of ruined raw and cooked and canned foods, as well as other significant collateral impacts. I don't know what else to say other than sorry you lost stuff.
  12. Try picking, as in clicking on the item so it is selected, something that allows selection of quantities like tinder plugs. You don't have to make any. Then switch back to the item you want to craft. You may find that the time selection slider has reappeared. I just went into the game and tried it and it works as I just described. I had reported this to Hinterland and they told me that as a work-around. When I first tried it, I had to futz around trying to remember exactly what I was supposed to do. I was glad when it finally worked. I would also mention that the "fix" seems to persist as long as the game is up. If you close out the game then restart it (not reloading a save game) the "fix" disappears and has to be done again. Good luck. Don't know about the condition loss or failure to recover. I didn't see it on the few times I crafted recently. I am sure I'd notice it since I have well-fed buff.
  13. Pretty much what I did. The main cave spawns coal and sticks. Make a fire. Remove clothes, go through the FRIGID!!! water, then explore that small chamber, scarfing up any goodies, then head back. It might be more interesting if there was a more extensive cave there even if that waterfall was the only way in and out. Alternately, how about an alternate way up onto Timberwolf Mountain thereby bypassing the rope climb by the abandoned prepper cache? With the inclusion of limited hand-climbing spots like in the Forlorn Muskeg to Bleak Inlet connecting cave, maybe a lot can be done. Given the "cave in" blockage that limits that part to one smallish chamber, that could still happen in some future update.
  14. The cave is located near the Misty Falls Picnic area. The part of the cave in question used to be a deadend chamber. Not sure when it changed, but probably with episode 3. You can cross the falling water but expect to immediately lose your warmth (and any worn clothing getting soaked). A lantern would be extinguished, a lit torch would be ruined, and I don't know about flares (probably would be snuffed out/ruined). There is a limited-sized area on the far side that can have some goodies and probably a burned-out campfire. It basically is one chamber that goes nowhere (for now). It looks like an "exit" suffered a cave-in. Returning from that chamber to the main cave will soak you again and lose you all your warmth.
  15. Same basic problem as with a sled if not more so because the animal is "alive" and the player now becomes responsible not only for himself but for another MOB that is going to be largely dependent on his actions. The developers would still have to address a host of collateral and related issues to the animal's existence, survival, utility value, interaction with the environment, and how that affects the player as well as what responsibilities the player will have to accept and carry out as well as consequences we may not quite imagine just yet.
  16. From my limited knowledge and wikipedia, the revolver resembles the S&W M27 with a 5 inch barrel. It has adjustable sights and shrouded ejector rod like the M27. I say a 5 inch barrel because a 4 inch barrel would move the front sight more over the ejector rod shroud. Anyway it is only an approximation but that is what I thought. An appropriate rifle for Canada if not using the SMLE would be the Ross rifle MK III a straight-pull bolt with a 5 round magazine capacity. With modern manufactured ammunition, not WWI 303 ammo, it would likely function a lot more reliably in TLD than it did in the trenches of WWI.
  17. There are a lot of collateral issues that crop up and that have to be dealt with either within existing game mechanics, changed game mechanics, or newly introduced game mechanics. A concept may sounds easy but implementation and the consequences of implementation require a lot of thought and consideration. It is almost never as easy as it might seem especially when talking about something new.
  18. The problem of map orientation seems to stem, in part, from the fact that the various regional maps were put into the game before they got stitched together to form the world map. Hinterland has tried to get sun rising in the East and setting in the West to be consistent but that does not work right for all maps. Probably why Hinterland won't implement a compass. North, South, East, and West can change depending on what map you're on.
  19. Hehe, I thought I'd add a pet peeve. When Will gets encumbered, he will make a comment that tells me when I have passed a certain limit. But that is not the peeve. What really gets to me is that he will or seems to clear his throat just before saying better drop some gear. That just drives me up the wall whenever it happens. It can totally change my mood at that moment.
  20. Probably because our head (the field of vision we see on the computer screen) can only really turn in a 180 degree arc so we can look to the left, look straight ahead, look to the right, maybe see a bit farther due to peripheral vision out of the corner of our eyes, and no farther. This limitation is likely based on the idea that when sitting in a car or truck, we have our back against the seat. To be able to look to the rear, we'd have to shift our torso and shoulders so that arc can shift enough to cover that direction. The developers must have decided that, for game-play purposes, we can't do that.
  21. At that point in story mode, people know that things were bad (as often it was, given the times) but they don't really know (neither do we) just how bad. The premise of episode 3 was that Astrid, as a medical doctor, was called upon to help the survivors of a plane crash, among other things. So there were a series of quests patterned on that assumption. As far as the Priest and Astrid know, help was on the way but had not yet arrived. It would have been out of character for Astrid to engage in a mercy killing (i.e. the murder) of a basically helpless survivor. Certainly the Priest would not cooperate nor participate in such an acts and would likely intend to report her for doing so. At this point we do not know what was so important for Astrid to look up Will to fly her "no questions asked" with her locked case to the northern part of Great Bear. Given what we do know, it would seem very uncharacteristic of her to consider helping survivors and administering aid to the injured to be a waste of time. It would also seem to be out of character for her to hunt down convicts (and do what with them) or hunt and kill a bear or moose which would be some of the alternatives to the survivors quests. She's pretty talented, but there would be limits to what she can do. I do understand a "why am I doing this" concern but it was part of the game.
  22. It seems to be random. When I was in Bleak Inlet in my Pilgrim sandbox (so Timberwolves were not a problem), the aurora seemed to happen very regularly and some times several nights in a row. So it looked like every few days. Then I left Bleak Inlet, eventually ended up in Coastal Highway and, with much preparation, went into the Cinder Hills aurora annex where I would then spend 19 or 20 days waiting for the next aurora so I could get out. Generally, the aurora tended to occur at least weekly. Good luck.
  23. I would expect that as a randomly generated item, while it is possible that there would be equal quantities of stump remover and dusting sulfur in the game world taken as a whole, that would be more by chance rather than design. You still have some of the world to explore so you'll probably find a few more dusting sulfurs, maybe even stump remover or cans of gunpowder. In my Pilgrim game, I haven't gone through the rest of the world yet (since EP came out), but I have like 5 or 6 bags of dusting sulfur in the ammunition work bench drawer. I sure would like to find more stump remover though a few cans of gunpowder would be nice too.
  24. Functionally, I would want to be able to order the journal so I can see it in reverse order (newest to oldest) to make it easier to make an entry. Other than that, I could go with the current or the older design.
  25. As a side note to scurvy. We all know that humans don't manufacture vitamin C because the last step in the cycle lacks the enzyme needed to catalyze the reaction. What I found out was that the reaction can still take place, because the substrates were present, without the enzyme, albeit at a minuscule rate however surprisingly enough vitamin C can be produced that can prevent scurvy in most cases. One problem for humans is that some significant proportion of them have a fault in the cycle farther up the chain that prevents the synthesis of the needed substrates in which case production of vitamin C cannot occur at all. A rate that is 1/1,000 of what would be produced if the functional enzyme was present is minuscule but nevertheless greater than 0 and, of course, it does not mean you have healthy levels of vitamin C but you would tend to not be subject to scurvy. Probably. Depends.