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21 Survivor

About galadhlinn

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  1. I have over 300 days on a stalker/Int run and have only lost well fed once and got it back as soon as possible. What you can carry is directly related to your survival. It becomes even more important when you are tired. Some like the challenge of going as light as possible. I like the challenge of maintaining "well fed" and carrying as much as possible. ; )
  2. Quonset Hut in DP. All within steps of the hut are wolves, deer, a bear and the rare moose. Every time I visit the hut, I have a bear who patrols right in back of the hut to clear out. I never have far to haul the meat and the floor of the hut has a lot of space to cure hides. Fishing and beach combing are nearby too. -G
  3. I have four primary bases: PV Homestead, TWM Mountaineer's cabin, ML Camp Office, CH Quonset hut I have the two forging bases: DP Riken and BR Maintenance yard At primary bases I have a stack of sticks at a fire outside and a stack by the stove on the inside. At the inside stove I keep 6-8 coal for emergencies. I never chop/cut firewood. I have broken down chairs/crates only a couple of times in the Carter Hydro Dam out of necessity. At the forging bases I have the same setup, but I keep one forging session worth of coal (16-20 coal) there at all times. I always bring a forging session worth of coal with me, so when I leave, there is one session left there. (coal tip) Even if I am not headed to a forging run, if I go through a cave (the pass through caves), I gather every coal and drop them as I exit the cave. At every cave exit/entrance (both ends) I now have at least 30 coal ready to go. Each day, I gather the sticks I need for that day (typically 12-15). I have two stick gathering methods. 1. If I'm going out on hunting or resource gathering, I keep 10-12 sticks on me in case I get caught in a storm or attacked by a wolf and need healing tea. When I am done and returning to base/camp, I pick up every stick until I'm maxed out weight wise. If I am loaded with meat, I skip the wood altogether and rely on my stash at base 2. If I'm specifically out just for firewood, I drop everything at base except two steaks, two drinks of water and knife (and two cans), and I max out on wood sticks and return to base. My wood stick stashes at bases typically have about 30 sticks inside and 30 outside. I just don't see the need for more of this. I have no loading/lag issues with this much wood at base. This is more than sufficient to get me through a three day blizzard. The coal is a backup to that. Near each my primary bases I have a cave where I stash 30 sticks and 4-5 coal. When a blizzard reaches day three, I run with only clothing, two steaks, two drinks and a knife to the cave, start a two hour fire and go to sleep (rinse and repeat fire/sleep as needed). This method has always kept cabin fever at bay for me. Only once have I been stuck in a cave due to blizzard beyond two days and stressed my setup/system. So far I have not experienced more than a five day blizzard, so three days blizzard at base, run to cave, then two more days blizzard in cave. Most often I run to the cave, spend the day there and have a nice walk back to base in the afternoon with the blizzard now passed and a nice sunset. ; )
  4. I agree. Or if with every update devs triggered a random 10% respawn of saplings and leather. Not only would it help the long-term survivalists, but also provide motivation to return to places we haven't gone in a very long time.
  5. Most recently I used my rifle to shoot a bear in the rear. It ran off running all over the place for a few minutes screeching all the while. I waited for this to stop, keeping an eye on it, and watching for it to settle down to walking. I then carefully tracked it from behind until I was close enough to shoot it again using my bow, from the rear. It dropped dead on the spot. It was safe and took very little time compared to how I used to hunt bears. I have also killed bear this way using only my bow, but I shot them from a perch, so I could not rule out that they ran off because I was in a perch, which they sometimes do. I have now done it enough times that I'm confident that, when shot from the rear, bears run away. It does work really well.
  6. I actually use this a lot, and it really works, not for a one-shot kill, but to ensure that it runs away from me and not to me. I now make it my practice to get behind the bear and shoot its rear. So far 100% of the time the bear runs away fatally wounded. I have now stopped even trying for one-shot kills. -G
  7. Yes, I don't see the logic or need for this. Hopefully, with time they can introduce more sophistication with the injury/healing system. I have gotten a sprained ankle climbing up to a wolf carcass, stopped and bandaged and taken pain pills. Then I took ten more steps and got a sprained wrist and had to take more pain pills. What happened to the first pain pills I took? Shouldn't they still be in my system working? Bandages used for sprains should be reusable. After all you are just wrapping your ankle not stemming blood flow.
  8. I had two icons after the injuries, one pain and one bandage. Once I applied those two, they received check marks. There were no others showing. Now it is possible that what I needed to do was to click on the other broken rib and then I would have seen that I needed to apply other bandages and pain killers. If this is the case, this is poor ui implementation. All injuries and all healing requirements should show when you open up the health panel. It should not be that some show while others are hidden by a click that you only discover by experience (the hard way) or by posting in a forum. This is feedback at this point. There are many ways to address this on the development end. Size the injury and remedy icons so they all fit on the screen and are listed under each injury respectively; Have each injury icon pulse until it is addressed; have a player FYI panel pop up whenever multiple injuries requiring multiple remedies occurs informing the player that they have multiple injuries that each require a remedy.
  9. I have no issue with moose cracking ribs, and I like the danger they present. My post was about the healing process, not the injury process.
  10. So I was attacked by a moose, twice in the span of two minutes. I sustained three broken ribs. This meant I was stuck on TWM. I used cloth to bandage and took the painkillers and they got check marks in the health panel. It said I needed 120 hours of sleep to finish healing. I did that and one of the broken rib icons went away, but there is still one broken rib icon. The bandage and pain icons reappeared without the check marks (meaning I have to take them again) and it says I now need 168 hours to heal. WTH!? So one rib did no healing at all while the other ribs healed, and now I have even more time needed? I'd really like to see inside the dev's head who said this was a good idea and would make the game fun to play. "I know, let's make it so ribs don't heal consecutively. Let's stagger them so each rib is on a separate timer and one rib can't start to heal until the other is done healing. Wow! that will be fantastic! The players will love this. Please god this is a bug.
  11. I had a problem with the log bridge on TWM (East side of map). Going from north to south direction, I clip through the snow where the south end of the log meets the snow, and cannot complete the transition from the log to land on the south side. I tried for quite awhile before I had to turn back.
  12. Standing right in front of the door entrance to the barn at Pleasant Valley produces the red mountain sprain warning (lower right of screen). This occurs when rested, under weight limit, fed and watered. As soon as you step away from the door, it goes away. Would be great if anyone else could replicate it. -G
  13. I think sprains are playing too much of a role in making life challenging in TLD now. They are being relied upon too heavily when in real life they are relatively uncommon, certainly not something that can happen twice in a few steps. Tying sprains to weight encumbrance and fatigue virtually locks in the likelihood you are going to get a sprain under certain conditions. If your stamina bar is a click less than 50% and you are .5 pounds over weight limit, and you venture up a hill, you are going to get a sprain in TLD now, maybe two or three. If I kill a bear or moose high up on a steep slope, I'm going to be below 50% stamina after butchering it, and over the weight limit with two sacks of meat. Oddly, I used to rarely get a sprained loaded down with moose, tired at dusk. Conversely, I always seemed to get a sprain (or two) cutting diagonally across the map to get from ML to the trappers cabin light and rested in the early morning. From what I can tell, sprains are only reduced post-update by heeding the warning system and changing what you are doing. I suspect sprains are statistically more likely now that they are also tied to fatigue and weight encumbrance. There are so many other ways to make life challenging in TLD. Occasionally getting a cut while butchering, getting blisters on your feet after walking all day with wet boots, getting a cold/fever, getting something in your eye, taking a tumble down a hill. If there were more ways to incur injury or illness, and they all happened once in awhile, then the challenge/difficulty would still be there at the same level without the ridiculous experience of getting two sprained legs and a sprained wrist in the span of 30 paces (I have had this happen in TLD).
  14. It may not be your experience, but that does not make it wrong. It is what I have experienced after several hours of game play monitoring and observing sprains specifically. There very well may be situations where the "sprain risk" goes away. But I can assure you that many times it did not until I slept it off. (I'm too frugal with my resources to use drink or drugs). Of course you can adapt your play style, but that was not my point. My point was to provide feed back on how the changes have changed how the game feels for me to play. I think I was careful to acknowledge that others are having a different experience than mine.