LostRealist

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Posts posted by LostRealist

  1. 3 hours ago, Mistral said:

    - Beachcombing ON/OFF

    - Bunkers ON/OFF

    - Indoor temperature changes ON/OFF

    - Minimum Temperature range at end game X celcius

    - Glimmer fog ON/OFF

    - Tales ON/OFF

    - Poison gas ON/OFF

    - Scurvy ON/OFF

    - Toxicity animal behaviour ON/OFF

    - Aurora animal behaviour ON/OFF

    - Aurora electricity effect ON/OFF

    - Ptarmigan OFF/LOW/MEDIUM/HIGH/VERYHIGH

    - Cougar OFF/LOW/MEDIUM/HIGH/ VERYHIGH

    - Trader ON/OFF

    - Healing repices ON/OFF

    - Torch pulling from fires ON/OFF

    - Minimum skill level for harvesting Deer (etc) 1/2/3/4/5

    - Renewable coal spawns ON/OFF

    Etc etc etc badly needed!

     

    This would basically be the "peace on earth" solution. Absolutely nobody could put forth a decent argument against this but still it seems for some reason to be unattainable.

     

    • Like 1
  2. 4 minutes ago, UpUpAway95 said:

    It's not the sort of medicine that Will or Astrid could whip up from ingredients found on the island.  Once there are symptoms, death is almost 100% certain.  To put it in the game and offer a "band-aid" cure for it would be science fiction, IMO.

    That's a fair point, but then again I'd argue that being able to 100% certainly cure almost any of the current afflictions in the game is technically quite a stretch. Gonna need a lot of lichen in real life to heal up a bear mauling...

    But these are things that could reasonably be threats in this environment. Dysintery, infected wounds, food poisoning, parasites... a dog-bourne diseases like rabies, or others, for that matter, lines up better to me than getting instantly symptomatic toxic poisoning from a canine bite.

    Again, I'm not saying it's "wrong" for the game to go that way or anything, not trying to fight anyone. Just arguing my reasoning for what I would have preferred. I see that the choices HL made appear to be quite popular as far as the kind of new content they introduce, so I wouldn't have any leg to stand on anyway.

    • Upvote 3
  3. 1 hour ago, stratvox said:

    I play custom, which means it's possible that one of the trad difficulties (ie pilgrim through to interloper) might have a problem with its settings not being the same, rather than that they're not working.

    Pretty good point I think. I also play custom.

  4. 1 hour ago, ManicManiac said:

    Traditionally... there was only supposed to be one moose at a time that migrated around Great Bear

    Is this really confirmed though? I've heard about that, but I cannot recall ever being able to confirm it at any point in time and I had come to the conclusion that this was a misunderstanding. Afterall, if it was true, what good would a spawn rate setting for custom games be for them? Either way, I haven't experienced any upticks there.

    As for the wolves I also haven't noticed anything out of the ordinary. Bear spawns on the other hand are weird at the moment.

    • Upvote 2
  5. 2 hours ago, UpUpAway95 said:

    I don't think wolves poisoned by mine tailings is sci-fi.  Seems to be like it's a believable consequence of irresponsible operating of a strip mine.

    This is surely true, wildlife in such an area would be very badly affected by that. But them being exposed to environmental toxins wouldn't make them straight up venomous, as in, poison you upon contact. That is, at the very least, extremely far fetched.

    Why not wolves with rabies instead? Same mechanic, much more immersive to me because it's much more believable. Plus it wouldn't have to be confined to one region in this ever more common "Hey look, this is the place with this one very specific gimmick" approach. Because I agree that it certainly wouldn't be beneficial if HL kept adding regions that are just the same over and over - I guess I would just like this game's universe to be closer to realism than the game wants to be. I'm not saying that's objectively bad or anything, it's just me who's disappointed that the game is now leaning into a different direction than I thought it would back when I got it.

    • Upvote 2
  6. I know nobody really asked for it, but here's my view: I liked when this game was straight up about survival before a somewhat mystical background.

    Now we've got electrostatic fog, running around repairing radio transmitters, poisonous wolves. Feels like a Gauss Rifle and Pseudogiants are to be expected at some point, if you get my reference. We're straying.

    I don't like Sci-Fi games. I don't think the game needs more and more outlandish stuff like that, I don't care for it. Unlikely I'll be visiting the new region ever.

    • Upvote 2
  7. Finally a gun rack at the Mountaineer's Hut! Oh my god!

     

    Or so I thought. Melon throws me "System.IO.FileNotFoundException: Could not load file or assembly 'UnhollowerBaseLib, Version=0.4.18.0" when trying to load the mod and it doesn't work. Has anyone run into this before? I'm on ML 0.6.0.1 and I just can't seem to fix it. Apparently it's a ML thing but then it seems odd that it's only happening to me?

    Turns out that somehow I got my hands on a way outdated version of the mod. Works fine now and it's awesome, thank you so much! Carry on.

  8. 2 hours ago, Leeanda said:

    If I had it I would probably chase the bears with it instead.

    I'm picturing remote-detonated C4 for that purpose... watch it walk into its den, press the button, watch it fly back out again in pieces...

    I guess this isn't really a far-fetched suggestion, going in and out of Broken Railroad towards ML comes to mind for me immediately. It is however quite plain to see that this would break the basic foundation that the game works by - using rocks to set the intended paths and boundaries of the regions.

    It's just not that kind of game.

  9. I agree and I don't see much room for disagreement really. It's easily the most plausible thing.

    While we're at it, let's let us choose default anything - e.g. which item is produced when a hotkey is used. Coming back from a looting trip with a revolver, warden's revolver, rifle, bow and distress pistol is quite problematic when you bump into a bear on short notice for someone who is used to using hotkeys and doesn't like using the wheel menu. And I don't even have stones on me.

    Being able to set the order those items are cycled in would be great, same with light sources and fire ignition sources.

    • Upvote 1
  10. I dislike it quite a bit indeed. It does not feel like most of the other regions, like it's just kind of a place that you happen to try to survive in, but a very linear, curated compendium of specific challenges. It's like an arcade. There's some specific reason for everything and it feels really blunt and obvious.

    The bear in the prison yard area sums this up perfectly in my opinion. Why is it there? It doesn't even have a den, it just kind of... exists. It wouldn't have reasonable access to prey. Just wanders around there for the sole purpose of providing a "boss fight" before you get to the warden's office. It feels set up and unnatural. Many of the maze-like parts feel like they've been turned into a maze just for the sake of there being a maze.

    To me the whole place just oozes that feel of developers trying to design a series of challenges, rather than an environment.

    So these are not really gameplay aspects for me, more of a meta situation, I just don't like its design very much.

    • Upvote 2
  11. Interesting. About a week or so ago, I did my first fishing ever since the introduction of the new mechanics. With a bare hook I caught so incredibly many fish within the first two hours, I was sure that was a bug. Spawn rate set to "High" I believe and Level 2 skill at most.

     

    So I guess I found where all of you guys' fish went.

  12. 39 minutes ago, Leeanda said:

    Two side runs and I heard tons of them but only saw one bird...   I think custom runs are having a few issues since the update..

    I only have one run going right now, custom one, that I started before I bought the DLC. I was initially concerned that the birds might not show up at all when I didn't meet any at PV, however TWM turned out to be full of them and it's always full flocks. It's like the only animal that is not behaving weirdly for me.

  13. 22 minutes ago, stratvox said:

    I'm pretty sure that this is more an instance of lore, rather than actual game mechanic. You might see a moose rub its antlers on a stump/tree, and there will be moose rubbings around the area(s) where moose can spawn, but the actual rubbings are not generated by a moose rubbing its antlers on a stump/tree.

    As far as I'm aware, they've always shown active spawns only, and that's why you sometimes find the rubbings here, or there; for example, the rubbings near the Landing Gear don't always appear in all runs; only when there's a potential for a moose to spawn there. 

    As for the moose spawns themselves, I'm pretty sure they're just random, but the odds get juggled based on situation. For example, entering a brand new region and then passing through an active moose spawn ups the weight of an actual spawn occurring compared to a player who's been visiting the spawn daily for a few months... that guy gets to wait.

     

    I agree. After a fairly long break from the game I fell for that misleading passage in the wiki, but my current run definitely confirms the "rubs mark which potential spawn is active" theory. Though I can't say it wouldn't be awesome if the wiki was correct.

    Not quite sure of whether or not a player's behaviour can actually influence the odds of a moose actually spawning. If so, I believe the effect would be small enough to not matter much in the sea of randomness - at least that seems to be my experience. It would be very hard to confirm either way.

  14. 17 hours ago, ajb1978 said:

    Against anything smaller than bear or moose it's just not worth it, and even if you're hunting bear and moose you ought to be prepared to do it right anyway. That's my take

    I guess I play more opportunistically than that. Whenever I leave my shelter, I try to travel as light as feasible, but usually taking at least bow and arrows with me... in case I run into a moose. I don't want to take chances with the way those guys can despawn for days even when they're alive, another mechanic that I do not appreciate, but that's another topic. So when I see them, I drop them, and then in many cases I am in no condition to spend much more time than it takes to quarter. It's a point to consider in the future when selecting my loadouts for my days out and about though.

    As for the game treating quarters exactly like it does carcasses, I think that appears to be true. I am displeased by either of them simply vanishing and in such short time, too. It breaks immersion for me and I mean, come on - I do have 355 hours of playtime since 2018 and this was a confusing "Oh what did this game do again right here" situation for me. I must imagine that if I had stumbled into this as a new player it's not much better, because it just completely lacks the learning part of the experience.

    I mean, had I put those quarters into the storage cabinet in the community hall just by odd chance, a whole thread here could have been averted.

    Just a bit of lament here, I know.

  15. 15 minutes ago, ajb1978 said:

    Similarly if you quarter a moose, haul everything away, but fail to harvest the meat from the quarters in time, you can lose the meat entirely while keeping the hide and gut.

    TL;DR: Get the meat off the carcass ASAP.

    Yeah, kinda what I thought I had done, so this game keeps surprising me. Bit of a bummer here to be quite honest, especially since I find it much, much neater to have some quarters sitting outside your door rather than a mountain of loose meat for game mechanic purposes. At least the actual feedback in the form of finding the quarters ruined beyond recovery would be nice, rather than just coming back to your place one day and they disappeared. That way, you could at least immediately recognize what happened rather than having to assume/guess/ask the forums what the heck is going on.

  16. 5 minutes ago, Leeanda said:

    You mightve missed the bug where everything decayed to 0% in several in game hours..  that was not good but it got fixed pretty quickly.

    Indeed I think I missed that. Sounds quite unfunny...

    But the ravaged carcass was a fresh kill at some point, eh? Not even gonna go into the magic touch you put on them to start their decay by interacting with them in any way, that's just silly to me. I'd love for carcasses that you "made" to become more or less persistent ravaged ones instead of simply vanishing into thin air after so little time - seems very plausible. Although I do see the issue that on a 500 day run you'd probably be stepping over bodies left and right at some point. Maybe with an option to "clear" them, like was added for campfires at some point?

     

  17. 1 hour ago, ManicManiac said:

    "prop"/ravaged carcasses, will remain "intact" and persistent in the world as long the player doesn't interact with them... once the player interacts with them, they will decay like a fresh carcass (but considering they are already in bad condition to start with... will likely disappear quickly if you only partially harvest and try to come back later).

    I'm aware of that mechanic, and it makes the behaviour of other carcasses even more baffling in my opinion. If I had my way, even a 0% carcass wouldn't just disappear, it's just an immersion thing.

    Well either way, I guess then I did indeed misremember the behaviour of decaying quarters, or maybe I just never had them sitting out for so "long".

    The entire thing is just a mechanic that is implemented rather "artlessly", for lack of a better term, in my opinion. At least it has a lot of chance for improvement.

  18. Is it just me, or do things despawn much more quickly than they used to?

    Partially harvested deer vanish within a few days, which is both annoying and really immersion-breaking sometimes.

    I hauled an entire moose in quartered form to the PV Community Hall and left all but two quarters outside - before the hide had finished curing, they were freaking gone. Did the wolves take them or what's good? I punishingly missed out on the largest part of that moose meat because of that and I'm quite peeved. Almost completely certain that this is the first time that's happened to me - but I could be misremembering. It's been a while.

    So, is it just me? I don't like it. I don't like anything just vanishing into thin air because it feels very game-y and unsatisfying, even though I understand there's programming implications that have to be taken into account and it's probably not feasible to not despawn carcasses at all. The timers for this seem to have gotten more aggressive though, and even if they haven't... I don't like them at all right now.

  19. 45 minutes ago, hozz1235 said:

    For as long as I can remember, first thing I do when entering a building or cave, strike up the lantern.  Not only does it help the eyes (mine are old also!) but it also helps find those sneaky hidden items.

    True. First visit to a potentially lootworthy location, never without a light source, even if it's bright enough to see.

    • Upvote 2
  20. 1 minute ago, UpUpAway95 said:

    If it's not that they've made the interior darker than years ago and it's just my old eyes, I'm more concerned because it means I'm losing vision rather quickly and I can look forward to a white cane in my near future.  Hopefully, it is just that they decided to make the interiors darker than before.

    While I can't say this for myself - having played this game very on and off for many years now, I usually take breaks from it long enough to miss a good handful of updates, so I can't compare - I have heard multiple mentions of this. I think it's almost consensus that the indoor lighting conditions have seen their fair share of tinkering over the years, so you probably needn't worry over your eyesight because of the game.

  21. On 9/17/2023 at 3:59 AM, JackTrysGames said:

    The Revolver is literally not a Hunting weapon.

    Which is why there is no such thing as a Hunter's Rev- ...

    Either way, I agree. If you already have variants of the weapons (which I find a little too gimmick-y for this game anyway tbh), there's really only a point to it if the payoff/tradeoff for choosing a specific one is actually noticable and significant.

  22. 5 hours ago, UpUpAway95 said:

    continually moving from the whiteness of the scenes outside into the total blackness of most of the interiors.

    While it's definitely not nice that it's giving you outright headaches when playing the game, my instant thought on that is "Try that in real life then"... so long as we're talking about dipping in and out of Townhomes or something on a loot run, it's pretty spot on. Without artificial lighting, coming indoors after spending hours surrounded by white is very hard on human eyes.

    I honestly never thought much about the darkness of interior locations in TLD. Yeah, many times you can't see jack, but light sources are available and I always considered "conservation of resources vs. ability to see things" as part of the balancing of this game. But that's just my two cents. I'm obviously far from pleased to hear that it causes physical symptoms for you, that's nasty.

    I just don't see an easy way to fix it. The stark contrast between the snowy outdoors and the mostly wooden, brown or dark grey interiors would always remain...

    • Upvote 2