• Content Count

  • Joined

  • Last visited

Community Reputation

170 Pathfinder


About UpUpAway95

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Personally, I prefer to have the high-calorie food item. Before birch bark tea came into the game, I might have been more on board for the tea benefit. More matches aren't really needed at lower difficulty levels and they aren't supposed to exist in Interloper. Finally, I usually wind up with far too many tinder items lying in piles all over the game world - like tinder plugs from chopping wood, cat tail heads, and last but certainly not least, all the various forms of newsprint. In this case, I think more would actually just translate to being less useful overall. It's nice to chow down on 1750 calories that only weighs 0.5 kg.
  2. All I'm saying if they would have to change their programming of the crows... that's all. I think painting the arrow shaft is a simpler fix and it would make the arrow more visible. They could even make the paint slightly reflective. I never suggested it would make the game too easy. I do think adding in a metal detector would be a more complex solution and be less desireable based on the weight of such an item alone. Chances are, you're not going to have one on you whenever you're out hunting and you probably wouldn't even necessarily have one nearby whenever an aurora hits when you're near an area where you've recently be hunting. If they want, they can add. I'm not stopping them. I just know it'll be like the flashlight... another item I don't tend to use up carry weight to bother with... at best, for me, it would be another item that could be harvested for scrap metal to keep my hatcksaw or heavy hammer in great repair or to make more arrowheads.
  3. Since everyone here is disagreeing basically with me... I'll add this point - the proposal is that the penalty would diminish as your harvesting skill increases (which is usually the first skill to reach level 5 in most of my games). IF you don't wash your clothes before levelling up harvesting further, how would the penalty be reasonably affect. If it just goes away, then what's the need to laundering the clothing. If it doesn't go away, then chances are you're not really seeing the benefit of leveling up until AFTER the next time you're able to do laundry. What about lingering blood on clothing from each attack? Shouldn't there be something of an odor to that as well and shouldn't it get worse the more attacks you suffer through between washings?
  4. Since I generally walk away from harvesting a carcass with several kilos of either raw or cooked meat and/or several pieces of uncured cut and possibly a hide, I'm definitely already more stinky after harvesting than I was before. Is there really a need to double up on this?
  5. Some reprogramming would be required. For example, you shoot a bear, say, three times and he runs off bleeding out. Somewhere along the blood trail, he drops two of your arrows and eventually collapses dead. What do the crows set as their prioty... showing you where your two arrows wound up in the snow or showing you where the bear itself fell dead? Example two, you're trying to shoot an animal just prior to the game hitting you with a weather change... so, do the crows flying off warning you about the oncoming blizzard or stick around to show you where your arrows landed? I think painted arrows with a bright color is the easier solution. As others have said, it's not normally too hard to locate arrows anyways once you become proficient with the bow. There are a few instances where it can get a little dicey... one I've mentioned already is the case where a wounded animal drops an arrow along its blood trail. Another is when the player only glances the animal and the wound is not sufficient to cause the animal to fall dead. Another is when the player goes indoors before the animal dies and the animal resets and doesn't actually die (this is a bug). Finally, a more recent trouble has been arrows pathing right through the snow or ice and essentially disappearing or sometimes they were even visible beneath the ice but unretrievable by the player. This one is also a bug and Hinterlands has indicated that they have since patched it. I haven't played around with a bow since that patch though, so I cannot say for sure whether that issue has indeed been fixed.
  6. I don't think it's necessary since I've not had a problem obtaining enough meat once you get the bow and arrow or rifle. What they did is reduce the time you spend harvesting each animal and enable harvesting fully frozen carcasses with your bear hands. The amount of meat on any given animal is RNG within the limits of the animal species set by the game, so I'm not sure how they could guarantee that a higher level of carcass harvesting will get more meat every time without messing with a "lucky roll" possibility when you're at a low level.
  7. I think I would prefer they just make painting the feathers or arrow shaft with a bright paint part of the crafting process. They could then just place a can of such paint by each forge and, perhaps, one can in a major location in each zone (so that we could also paint new arrows we build from broken arrows. That way, arrows would just generally be more visible and we could find them more easily ourselves. Much simpler than reprogramming crows... and it would still work during a blizzard when the crows are not flying about.
  8. Part of me would like to see injuries that require multiple items to treat be "intelligent" such that they would pull all the required treatments out of your inventory (if you have them) automatically and fully treat themselves. The other half of me thinks this really wouldn't be a good idea. For example, at times it would be nice now if a sprain would just pull both some cloth and painkiller from my inventory and be fully treated again in just a single step; but at other times, I'm wanting to conserve either the cloth or the painkiller and am planning to just "suffer" through the fogging screen or the limp because I don't have a great supply of the needed items at that moment. I agree that, at times, sprains are extremely frustrating in their frequency. There is nothing more infuriating that treating one sprain only to immediately get another and another. I think they could afford to introduce a "cool down" on the RNG factor that decides this such that if you've just gotten one sprain, you're not actually going to roll the dice on getting another for a few minutes. Sure, this would be exploitable to an extent, but I think it would prevent a lot of rage towards the game overall.
  9. I just don't see how the gameplay would benefit from this. Each purification tablet treats 1L of water. Therefore, this suggestion would require you to melt a full litre of snow using body heat before it would be practical to treat it in order to be able to drink it safely. I would rather they make it such that all sources of "found" water (including bottled water) in the game are simply changed/reskinned to be non-potable and require purification tablets to convert it into potable water. At the lower difficulties, I'm finding a fair amount of bottled water in my current playthrough (more than in past runs - although this is likely RNG rather than due to any changes); but it shows that the spawn rates of "found" water could be adjusted upward if the tweak were made to ensure what one finds is nonpotable.
  10. A primary food source for wolves IRL are rodents; and I know my dog wil listen for them under the snow in the winter time and then dig into the snow whenever he thinks he's heard one. Usually he comes up empty, but has occasionally come up with a mouse in his teeth. They mentioned that they changed animal movements significantly in Steadfast Ranger, so this is probably just part of that parcel. It would be neat though if they were thinking about adding a smaller rodent into the game... perhaps ones that would destroy food stores left in piles on the ground or snow by the player.
  11. I've used 1 emergency stim in an emergency. The only other time I've used them is for health management in variants of deadman. I've used several snow shelters though. Most times, I could have perhaps pushed through to a ready-made shelter or found a cranny in a rock, but I like the role-play aspect of having the ability to build such a shelter and I think it's a shame that people don't use them out of fear of using up their available cloth, which they perceive as needing for other things.
  12. Unless you happen to fall in the ice during a fog on the open muskeg and happen to have a hide and no cloth on you... The tension of survival, IMO, is ultimately about the energy you need to expend to acquire what you need and whether or not you have access to what you need when you need it... not about hoarding enough stuff ahead of time to coast until the save file ends forcibly because of running right out of some finite resource.
  13. ... and it's not really relevant because it is meant to be an emergency shelter. Some people go through their entire lives without experiencing an emergency despite not being familiar in any way with surviving one. Knowing the maps doesn't necessarily mean you won't get caught out in a blizzard. Case in point - I fell into the ice in Forlorn Muskeg during an intense fog and no bedroll (since it was ruined in an earlier attack). Upon coming out of the ice, I could not see enough to know where I really wound up on the map after I made it to solid ground. Building an emergency shelter and a fire cost me a lot in sticks alone, but it save my run because I likely would have frozen to death in wet clothing had I stumbled around for any length of time looking for a familiar landmark to path to a cave or other shelter... and I would have still needed a bedroll in order to have slept unless I made my way specifically to Spence's farm. The reality is that hides cost the player more in calories to obtain than cloth. Using up a hide for an emergency shelter is not going to be an easy decision at any stage of the game. If you have 5 cloth on you when you need the shelter, you'll likely still use the cloth. If you don't but you happen to have a hide or two on you, you'd likely be grateful to use it in the event of an emergency. It's an option and one that makes the option of building a snow shelter sustainable no matter how long you've been at the run. It doesn't make the run any easier overall.
  14. I'm of the opinion that they should do something with the cooking skill level-up to negate the "mincemeating" just to level behavior. Cooking skill could be changed to be based on total weight of items cooked rather than the number of times you cook anything... and that total weight could be set at a much higher amount... making getting to Level 5 cooking as difficult as it is to get to Level 5 in other skills that generally take a lot longer (like fishing or mending).