galadhlinn

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Posts posted by galadhlinn

  1. So last night I placed about 7 items in the kitchen file cabinet in the camp office before heading out to the cabins across Mystery lake. When I got back I logged off for the night. This morning, the file cabinet is empty and all the items are back in my personal inventory. Is this a bug?

  2. Thanks for the reply, Serenity.

    Tinder and wood are not the problem for me, just the starter source (matches, striker, flare, glass). I found it so weird to have two saves in a row fail to find any of those at either trappers or the office, I felt compelled to post to make sure it wasn't just really dumb luck. It's looking like it was, tho  : P

  3. Thanks for the reply!

    Ya unfortunately, I've spawned both times on the west central side of the map, so trappers and the office made the most sense to get to before night. I just never thought neither of those places in two saves would not have matches, mag glass or flint/steel, nothing. I will try another map. I'm not frustrated, as this is what TLD is all about. I just didn't want to sink any more time into trying if something had changed that I should be aware of.

  4. So I'm not new to the game and have played many hours on interloper, but I haven't played in over a year. I have now gotten two rolls (saves) where I have searched, trappers cabin, deadfall cabin and camp office and died without ever finding a fire starting source. My settings are custom with item spawn set to medium. Is this just really bad luck, or have things changed (spawn pools, etc.)? I've probably played 10-12 saves total in the past and never not found a fire starting source between trappers and the office, so this seems strange.

  5. 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.  ; )

  6. 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

  7. 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.  ; )

  8. On 6/19/2019 at 2:23 AM, peteloud said:

    It would be good if some birch saplings re-spawned after 1,000 days to keep us survivors going.

    The same applies to cured leather and matches which could run out in more challenging games.

    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.

    • Upvote 1
  9. 22 hours ago, shade_grey said:

    Oddly enough, this does seem work. Problem is, bleed out from the rump takes a while.

    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.

  10. On 6/14/2019 at 7:57 PM, kristaok said:

    Up the Butt with the Rifle

    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

    • Upvote 1
  11. On 6/12/2019 at 6:56 PM, Jolan said:

    One of the things that drives me batty about the healing system is each of the wounds is treated independently. 

     

    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.

  12. 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.

  13. 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.

  14. 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.

  15. 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

  16. 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).

    • Upvote 1
  17. 1 hour ago, Doc Feral said:

    This is plain wrong.

    Sprain risk is a temporary situation. It comes and goes in a matter of seconds, sometimes you pick up a steak and you're at risk, then you eat it and the risk is gone. And it doesn't need drugs or sleep to heal, it depends on your weight carrying limit and carried weight. If you're dragging on tired and burdened, you're at risk, meaning you're more likely to suffer a sprain if the surface you're on is dangerous. No matter how tired and heavy you are, you'll not get sprains walking on a flat surface, but if you're at risk you'll be more susceptible to sprains once you move to a rocky slope. Sleeping decreases tiredness thus increasing carrying capacity, it doesn't "heal" the risk, it changes the parameters which are causing it.

     

    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.

  18. I have spent time with the changes to sprains.  While I appreciate the efforts to improve the sprain mechanics, it still needs more work.  My experience is that it is in some ways better (more complex and sophisticated approach to sprains) and others, worse (game experience and how it feels).  By count, I am not experiencing more sprains in terms of numbers).  But the warnings are constant.   I have received the sprain "affliction" for merely walking over very a small/slight mound next to the fishing cabins in ML (I'm talking the flats/shore that the cabins are on.)  Some here in the comments like the warnings you get.  I find it causes me to not play the game in important ways (actually, I've stopped playing altogether).  I shoot a wolf, and it runs up on a steep slope, I now leave it lay, where I used to go up and harvest it.  I simply avoid huge portions of the map because the warning system is so pervasive and constant.  I can't imagine the devs intend for this, as many of the game features (think cabin fever) are specifically to force you to go out and explore and engage with the map.  Sprains now have become like a disease.  Even though you are technically only getting a warning, you have to ingest something (medicine or drink) to "cure" it or sleep it off (just the warning!).  Even if you come down to the flats and walk for hours on the flats after getting the warning, that one time you ventured up a slight slope or were briefly encumbered .5 pounds over weight limit, you either have to take drugs or sleep it off to clear it.  So basically a warning of a temporary situation that you did two hours ago stays with you like a disease.  It seems so contrived, unnatural and out of step with what sprains are in reality that I no longer enjoy being in the game at all.  It feels like the sprains now dominate (intrude) on the game instead of adding to it.  This has completely changed the experience for me and how the game feels.  Yes, this is subjective, and others will have a different subjective experience, but this is my feedback.

     

    My suggestion is to give us a slider in the settings with at least four positions ranging from no sprains to interloper extreme.  The more the better ( I think 6 would be about right).  Sprains are important, and no ,I don't wish to simply turn them off.

    I also suggest the ability to turn off the warnings altogether.  I doubt I will return to the game until/unless this is feature is in the game.

    -G

  19. On 5/7/2019 at 10:39 AM, Looper said:

    It's a game. There has to be some punishment for goating encumbered.

    This is never a good rationale in my opinion.  To me it always comes across as, "We need to make it hard, and this is all we could think of."  Most (all) survivor games do this btw.  I'd be ok if things like dummy sprains were placeholders and then as the game is developed, they are refined with levels of sophistication and integration with other mechanics.  Immersion is always stated as a core value of survival games by devs but then through implementation, immersion is sacrificed repeatedly to make the game challenging.  I hope that some day devs will have the tools to create survivor games that are both challenging and realistic in a way that preserves immersion.  To the topic at hand, sprains should occur more frequently the first few weeks out, especially if you are in sneakers or dress shoes, but once you are in better shape, more adapted to the elements and have better gear (hiking boots), they should be very rare.  Like the op, with 40 years hiking and living in the wilderness, logging in the woods, building my home in the woods, I have never sprained an ankle even once.  I did, however, severely sprain my ankle when I was in Yosemite park on a hiking trip back in the 70s, but we were waiting for our wilderness permits to be issued to gain access to a specific area in the park.  I was skateboarding down a long mountain road at high speed and took a tumble.  I did the hike anyway, and my ankle turned black and swelled so much I could not lace the boot up all the way.  Had this been a real survival situation, I would have been in a serious situation.  I would like to see sprains be rare but truly debilitating.  You get one, and you had better have a place and supplies to hole up for 3-4 days.  Your travel/walking speed should be cut in half for a week, and continuing to walk with a sprain adds to the time of recovery and could increase the severity, so you have to make a calculated call and weigh risks of holding up versus pressing on.  There should be severity levels with level 1 being a limp and slower walking lasting three days, while level 3 means you have to drop all gear save a small amount of food and water, and you need to craft a crutch to help you get to a shelter.  Done wrong we have:  Great!  4th sprain in 45 minutes, this is ruining the game for me.  Done right, a sprain becomes part of your survival story:  Remember that time I sprained my ankle while hiking back down from the summit of TWM with all that gear?  I almost died!  

    • Upvote 2
  20. The larger maps I have two bear spawns.  Broken Railroad I have one bear spawn down on the pond (although there could be a second on the back half of the map, as I only did two sweeps through it early on).  If they are appearing too frequently for you, don't completely harvest them.  The corpse will stay there for about 5 game days and then a new bear will spawn in a few days later.  In 300 days on my current stalker/Int with all animals set to max,  I've killed 36 bears.  So I'm averaging a little over one bear encounter every 10 game days.  My play style is a rough loop hitting every large map for about 4-5 days before moving on.  Only of late have I started letting them be, as I have more than enough food at all the places I stay now and over 30 hides (we really need more things to craft!).  The only place I find them dangerous is the one that can wander right by the Quonset hut.  The rest I know where they will be, so they are easy enough to avoid.

    -G

  21. I've read that bears will follow/stalk you, but I have failed to trigger it yet even trying.  My goal was to lead it to a tree I could shoot from, but every try (multiple bears in different maps) thus far has failed.

    -G