Serenity

Members
  • Posts

    960
  • Joined

  • Last visited

Everything posted by Serenity

  1. Yeah that's something I immediately noticed as well. I like the introduction of ingredients like flour in theory, but I also hoped for some recipes that combine existing items. Like meat and mushrooms or something like that.
  2. Has the visor notes not spawning been fixed? Don't see that in the patch notes Nice about some of those other fixes though. A few of those bugs were really annoying
  3. Speak for yourself. I don't consider it the most important thing and can easily do without it
  4. Would be nice to be able to craft the variants at level 5 archery. At that point it really doesn't matter for the difficulty to have something that's a little bit better
  5. Well, you're not alone. Far from it. Tons of people act like it's this thing you absolutely have to do to survive on Interloper. instead of something that's situationaly useful. I just don't agree and it's not my experience. I'm probably in the minority there.
  6. Chaining torches is not essential at all. I almost never do it and I'm doing fine. Sometimes for long trips to certain places and when I know that I really need a fire somewhere. Sometimes in caves when torches are my only light source. But not as a routine wherever I go. I find that boring and too mechanical. You can also find YouTubers / streamers who rarely do it. Also, another trick that would be nerfed is lighting a torch and then using it to light fires. Thus bypassing the fire starting chance altogether. That improves the use of books and accelerant. And gives some more incentive to crafting torches.
  7. Yeah, I think the fishing is balanced well enough. Really, a lot of time I'm fishing it's through blizzards and the whole night. Especially on Interloper where you have to fish a lot longer due to the lower spawn rate. So constantly having to worry about the weather really makes it less overpowered than it may seem. And "deep enough" hopefully means that you can fish in large lakes, but not small ones and not on every small river. And probably not in Forlorn Muskeg.
  8. Does that mean we can fish in regions that don't have any fishing huts at all? Such as lakes in Hushed River Valley or Blackrock?
  9. I agree about brands. It was so long ago that I didn't play with them much, but it's just a better mechanic and more immersive. People quickly got used to the torches, but I never really understood why it was changed. I also never really craft torches. You kind find some 100% torches in the world. And with long fires you can pull out some pretty good torches that last a while.
  10. What if you include other regions? A cursory look through adjacent regions was always on the table. It shouldn't necessarily all be in CH. I've heard some people reporting having issues with the recent loot overhaul though, which makes things a lot more random. So some items can be rarer than than is comfortable in some runs now.
  11. The earlier parts are fine. There is about as much stuff there as the narrowness of the path allows. And you don't really need food there. But at the Transfer Hub you have a relatively wide space to play with. And it's also the logical place where you'd actually stay, rather than in the tunnel. That's just some texture bug, and it's not always present.
  12. The Transfer Hub with the old train station is a bit empty. Yet you can end up spending quite some time there. Right now it's just going to the airfield, but in the future it will link to two more regions. The weather there is pretty bad and you frequently find yourself snowed in by blizzards. With the poor condition from long travel that can really put a strain on your food supply. There are lots acorn trees there and a bit of cat tail. But for renewable food it's only two rabbit spawns I think. IMO adding some deer wouldn't be out of place. There is enough room and it would make the region more sustainable. And also a bit more interesting if you just want to hang out there for a bit.
  13. The transmitters cover multiple regions. The details are in the menu where the skills, journal, etc. are. Also shows it on the map there. The bunker is basically right next to the transition cave to FM. So it doesn't really require to deal much with BI or the wolves. It's similar in HRV where you don't need to cross the whole map.
  14. Yeah, nothing in visors. The memento hints that are fixed to walls or lying on tables can be found.
  15. I think there was always an inconsistency where the outdoor bonus was determined by where you are rather than the fire. Like you have a fire outside, but spend time inside. Or if your fire is in the cold part of a cave, but you're next to it in the warm part. But I haven't looked into it really.
  16. I just found two quality toolboxes in Crumbling Highway. While there is the question how such heavy stuff even washes up I'm not entirely opposed to finding them even on Interloper. But they should be extremely rare. Also found a cured rabbit hide. That doesn't need to wash up. Easy to get and we already have carcasses.
  17. There is a mod for the sun inconsistency: https://github.com/GruffCassquatch/SunOrientationFixes According the source code it changes ML, PV, BR, the Ravine, and Winding River
  18. According to the wiki it's 13 hours of daylight and 11 hours of night. Up to Stalker you can sleep for 12 hours, since that's how long your water lasts. You don't have to go to sleep right away when it's getting dark. There is still some hours to do stuff that requires light even when it doesn't seem like it. And during a clear night you can craft or read by moonlight. Some activities like preparing teas or sharpening blades also don't require light. If you don't have to do anything you can pass some hours to get more tired.
  19. Seems to be about the same as always for me. What I'm a bit light on my current run is sewing kits.
  20. Dozens of hours is too extreme. I don't even really want it to be time based. Or only take a very short time. 5 minutes to remove a trash decal is fine. Moving furniture could be nice. They need to find a solution to places with no loading screens though, so you can't carry it outside. Moving a bed to a cave may make sense, but probably not the way the game should go. I want to fix those broken half-open drawers. And build some new storage boxes. Definitely. Except for it applying to camp fires. That causes all sorts of issues.
  21. When I opened the Lake Overlook box it was empty. I'm not crying over the lost loot, but if it's supposed to be empty on Interloper then it's better to just remove it entirely. I don't think the loot has decayed and despawned as it's still very early.
  22. The loot refresh made things a bit more random. That can cause different perceptions about rarity. I haven't noticed tool boxes being rarer, but in a certain game they can be. In one game it took me a long time to find a hacksaw. In my current one I got two pretty early. Some things are also hidden a lot more and not necessarily on such obvious places. Like those hacksaws. In general I agree that man made food might be a bit more common. Also clothing. Mackinaw jackets used to be very rare and by the time I got one I might already have a wolf coat. Used to be you may have had to go the HRV signal fire to get one. Now I seem to regularly get two of them as regular loot. I started a game without Cold Fusion after my last one saw me being completely warm for much of the day through the first month. I definitely noticed the temperature drop then, but I'm more used to being warm during the day for two weeks at the beginning maybe. And then warm hours shifting to the evening. I don't think this is caused by the world itself being warmer, but the greater available of decent clothing even very early in the game. The difference isn't huge, but at that point even a few degrees can make your temperature meter go down a lot slower. So I think the chances for stuff like mackinaws and combat pants could be lowered a bit. You should still be able to find them now and then, but it should be a rare thing rather than something you can expect sooner or later.
  23. It's not going to be. That mod has been rolled into Better Bases. And that won't be fully updated until Hinterland rolls out its base customization features
  24. I haven't tested it exhaustively, but it seems strange that I don't get any visor notes, but all the non-visor ones (like notes fixed to a wall) are still there. If it's intentional then removing the key, but leaving the box there is pretty bad design. I wouldn't mind some randomness, but the box should be removed too then.
  25. I feel like the draw distance has become worse over time. This could be a Unity engine issue that kind of comes automatically with the engine update. Not sure. But while CH was always an extreme case with the completely flat ice, now you notice it a lot sooner. I don't really mind very distant trees popping in, but it happens with relatively close objects as well. Approaching a camp fire you will have all the meat around it pop in while being almost at the fire. That's no longer a cosmetic issue, but actually has gameplay effects as you need to walk very close to it to check if you have any meat there.