UpUpAway95

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Everything posted by UpUpAway95

  1. My list (includes some variations on iems from the OP's list). 1) Release all 5 episodes of Wintermute (I'd give top priority to this). 2) Ability to read books and craft in 15-minute intervals. Crafting can currently be done on this short timeframe, however, there is some sort of accounting bug in the interface. I can request to craft for, say, 4 hours on a project that takes a total of 10 hours with sufficient daylight, food and supplies to go for that length of time. While it appears that I am crafting for the full time, the time remaining on the project is often not equal to the total time minus the time I just spent crafting. For example, I just crafted a moosehide satchel for 4 hours out of the 10 and had 6.25 hours remaining. This should be corrected and the two interfaces (reading and crafting) made consistent with each other. 3) Insert a warning when about to eat raw meat AND correct the issue that causes the interface to sometimes remain selected on an individual item even when closed. That is, sometime when you first open the interface, you need to click once to get into the individual food items and sometimes that first click will cause you to eat an item since the cursor fails somehow to return to the left column icon set when the interface was last closed. Ninety-nine percent of the time, assuming I need to click to get over into the foods section when I don't is the reason I wind up accidentally eating raw meat. 4) Derease animal bleed out times. This would certainly be helpful.
  2. Shutting down the Xbox overnight relieved the condition. I guess it was a cache issue.
  3. I have no other way to describe it... my crafting interface just broke. When I try to move from my inventory to craft, I don't get any sort of crafting display. All that happens is I get blurring around the edges of the screen, similar to how it looks when there is pain (but in this case, there is definitely no affliction at all in play). Has anyone else experienced this and is there any way to fix it on the Xbox One? ETA: I was in the middle of crafting my moosehide satchel when it happened. Everything was normal for my first 4-hour session. Then I stopped to have something to eat in game and simply couldn't get back into the crafting interface after that.
  4. There aren't a lot of different items... that is, there isn't a long list of "legendary" type loot, so I agree with Frozen Corpse, that a better way to enjoy this game is to truly explore each area of the map you're in as you go. Try your hand at hunting each sort of animal (and hunting wolves on Pilgrim is a bit more challenging than you would think since they run away from you rather than attack). Some of the best clothing is what you can craft yourself from the various animal hides. As far as I can tell, there is really only one item that is guaranteed to be there 100% of the time... and that is the distress pistol at the bottom of the Ravine... and you'll have to find the mountain rope in Mystery Lake to get there (and that rope spawns in different locations or may not spawn at all... meaning you'll have to steal one). Although it is an important item in stalker mode, you won't need to fire a distress pistol at all in Pilgrim mode. Rifle and pistol spawns move around, but you will generally (repeat generally) find a rifle in PIlgrim mode in each different zone of the map, other than the transition zones. The best overall weapon is the bow since you can craft both the bow and arrows (once you have a heavy hammer and can use one of the three forges in the game). On Pilgrim, the heavy hammer is often found at or near the forge, but not always. Throughout the game, you are in constant need of food, water, and wood for a fire. Matches are precious, so finding a magnifying lens is important (although there are sufficent matches in Pilgrim mode to go for a long, long time if you're not lighting them frivolously). There are several places where you can find a magnifying lens, but again, they do move around among those places.
  5. I'm updating on Xbox One as I'm typing this. Thanks, such fixes are always a pleasant surprise.
  6. I'd like it if they added an actual solitaire minigame. The rub that I see is determining in advance the amount of time that would be spent so that one wouldn't wind up perpetually burning things on the stove. With the "pass time" dial, you can desigante that you're going to pass a maximum of X hours and then interrupt it if you want to actually pass less time in the end... while the sound of cards shuffling causes you to imagine that Will/Astrid is playing solitaire. If you're actually playing a hand of Klondike though, I'm not sure how they would work in that sort of maximum time for it to take... arbitrarily set that one hand of klondike takes 15 minutes of game time?... don't know.
  7. I understand that... all I'm saying is I hope they don't eliminate the name cues in the process of reskinning the appearance. Leave the name cues in if one is playing with the HUD on. People who want to go with just the visual cues can then do so by turning the HUD off.
  8. However, with the HUD on, I hope they leave the name indicator in place (e.g. New vs. Dusty vs. Banged Up, etc.). I like being able to just scroll over a bunch of food I've dropped in a pile and have some indication which piece of food I want to pick up... without having to pick up each and every piece to look at it in the close up view to judge the visual condition of each can.
  9. I'm anticipating that you'll only first contact timberwolves in TWM and HRV and then, I believe, they will be able to transition (follow you) into other zones of the map. They also may make it such that timberwolves will only spawn at the higher difficulty levels, allowing reticent players to still get used to some wolves in the game by dealing only with the easier "normal" variety. Who knows, they may even introduce a custom setting, allowing players to eliminate normal wolves and keep timberwolves in their own game and/or adjust the relative spawning rate of each. We also don't know regular the current wolfhide clothing will be craftable using timberwolf pelts or whether there will be something entirely different that can only be crafted with timberwolf pelts. Also, we currently have both moose and deer in the game and they've managed to balance both the differences in their behavior and in their spawn rates to make them both feel essential to the game... at least I'd hate to imagine TLD without either one of them.
  10. It's not a problem. My post was not about realism. I'd be just as happy if they eliminated accelerant completely and gave us an equivalent spawn of more lamp oil. Accelerant only has the one use in the game, which quickly becomes a non-issue as fire starting gets leveled up.
  11. While I was being a little facetious with my "accelerant, of course" post, I honestly don't see why gas pumps couldn't be an alternative accelerant source in this game... which, as we are frequently reminded, isn't focused on being entirely about realism. I would envision just being able to get so much of the standard current accelerant out of the pumps in much the same way we currently get so much potable water out of toilets. To rebalance things, lamp oil could be made exclusive for using in the lamps and for making torches; that is, using lamp oil as an accelerant would no longer be an option in this game. In that way, accelerant would become an absolutely finitie resources; whereas, lamp oil can be obtained infinitely by fishing. That accelerant would become finite shouldn't be an issue since the odds of a fire starting increase through leveling and accelerant really isn't needed to improve on those odds when the player has fully leveled the fire starting skill.
  12. One premise being suggested by this thread though is that randomized loot would "force us" into doing more exploring. I disagree and have pointed out that it also has a chance (being random) to discourage exploring. If you do find a moose satchel in the Camp Office, you're not likely to be inclined to go looking for another. Same with the distress pistol (which is another set spawn in this game). If you find one in the Trapper's Cabin, you're not likely to be inclined to worry about getting a rope to go down into the bottom of the ravine. Since the rope is a reasonably consistent spawn at the destroyed lookout, you may not be inclined to go up there to try to find it. The pattern will most likely change from planning routes to get to the tough areas to find specific gear to just hitting all the easy places first and, if randomly lucky, not bother looking for anything else. I don't think that's necessarily better than making plans to hit the more difficult places in the game early on in order to acquire specific choice loot. The issue with the loot tables right now is merely that there aren't enough different ones made yet. With 10 different ones, the loot on them will appear to be more random. Instead of a 1/4 chance of finding something that defines what one of four loot tables you're on, you'll only have a 1 in 10 chance at the outset and you'd possibly need to find 2 or more items before you could narrow down your game to a single loot table (that's even if you've obtained a spreadsheet and are following it). As I said, I would expect that more will be added just to accommodate new items and new regions being added to the game. The devs can decide for themselves, but I personally (just me and my little own opinion) really don't see a need to change the rationale behind their loot system.
  13. Thank you Jeff. This is basically what I've been trying to say.
  14. Finding a fish in an oven makes a lot more sense than finding a heavy hammer there. I can certainly head canon an explanation - Perhaps some person walking to the coast used the house and tried to use the oven to cook a fish that was caught long after the original family of the house abandoned it. Perhaps they are only an hour or two ahead of Will/Astrid. As for the sweaters in TWM being at 40%, I usually don't get up there until later in my game (nearing day 500) so my head canon is that they've been sitting there deteriorating while I explored all the other areas of the map. What's the game you play that has 100% random loot... without at least placing some choicer loot in places that are more difficult to get to? I play at lot of FO4 and loot is certainly not totally random in that game. Even drops aren't totally random since they change as the player levels up. I played TW3 and loot certainly isn't totally random in that game (I go to this place for the Cat armor, that place for this particular sword, etc.). I'm currently playing RDR2... again, it's not all random loot but has numerous placed items that are always there. Even Minecraft isn't toally random since certain things only spawn in certain biomes. If you make, say, the moose satchel a truly random spawn, it means it could spawn in the Camp Office. If you find it there, then what is the point of even trying to go up to the signal tower... for your upteenth hatchet (if you're not in loper) and some food? Right now, it's spawning in a place that, guaranteed, it's going to take some effort to acquire it. Knowing it's there, doesn't make that journey any easier (and I have a feeling timberwolves are going to make it a lot harder soon). I really don't have a problem with it not being a random spawn. Addendum: If someone stacked the odds in any way with any sort of algorithm in a slot machine, the odds of winning are no longer "totally random." They're being manipulated. If Hinterland can (and wants to) write an algorithm that ensures 1) choice loot only spawns in hard to get to locations; 2) disperses choice loot so that the player cannot totally equip themselves in a single zone; 3) ensures that the containers and places in which we find certain types of loot make some semblence of sense; and 4) don't litter the game world with an excessive amount of "random" containers, they can do that... but I'd still then that it's not "totally random" loot.
  15. In a post farther up the thread, I have alreayd indicated that I have played more than 1000 hours in this game... that's, BTW, WAY more than 100 hours (which is also what I stated). Fact is, you don't represent everyone who has played more than 100 hours in this game. Different people like different things. I happen to like loot that makes sense where it can be found and being rewarded for getting someplace not so easy to get to by finding better quality loot in that location rather than throwing it all up into the hands of the RNG gods. I would hate to randomly find all the good stuff in my starting zone... which would not encourage me to explore further. I'd hate to climb Timberwolf and only find a tin of sardines and a bunch of empty crates; whereas, I don't mind finding that tin of sardines on the counter in a Milton House (even though I predict finding it there 90% of time) because that house wasn't as tough to get to in the first place. Knowing that sardine tin is there, does not prevent me from searching all the cabinets in the house. I don't run to the Ravine and only pick up the distress pistol either. While I'm down there, I'll still check the other loot locations near there and on the way to there. If you find yourself just beelining to get to the good stuff, then you CAN decide to change how you play the game. The loot system isn't preventing you from doing that. You don't seem to appreciate the nature of a totally random loot system... which BTW very, very few games ever have. I did say early on in this thread that they could afford to have more variations of the locations where the essential or most desired stuff is located. That makes things less predictable without going to totally random loot. I suspect that will happen anyways as more lootable items are added and more zones are added to the game.
  16. Addendum: Bet everyone who has played more than 100 hours in this game is gonna love it (if they do implement 100% random loot) after they spend a bunch more in game time working their way to the top of TWM... only to find a crate full of driving gloves or worse, a bunch of empty containers and maybe a tin of sardines.
  17. I disagree. I'm a player with way more than 100 hours and I do not just run from A to B to C getting what I need. I don't choose to play that way and, IMO, you don't have to choose to play that way either. I've stated my reasons for not upvoting this idea and 'I'm not arguing with you, but at this point I'm going to point out that your reasons are based only on your play style ~ with absolutely no considertions for any other person who plays this game." Spare me your trite lectures, please. Hinterlands can do whatever they feel is best and decide for themselves whether such a change is worth the time and effort it would take them to change their entire loot system in the game in order to implement it.
  18. Not really in favor of it. Managing the time one has to spend out in the weather, as well as your fatigue, hunger and thirst is a major part of the strategy of this game. Having to harvest animals wherever they fall is one of the main challenges the player has in this entire game. Being able to just move entire animal corpses into your base to harvest would, IMO, break the game entirely.
  19. I've sometimes wondered if part of it isn't based on a ratio of hits to misses. Given your input along with ajb1978's data, I suspect it's calculated the same way as the rifle.
  20. I didn't think about the door being open in the photo. I guess the owner thought the shelf would make a good drying out rack. I'm guilty of not looking much inside the fridges and ovens that have doors that are ajar. I think I did spot a soda in one way back when, but after looking numerous times and not spotting anything, I just pretty gave up on doing it.
  21. Lol... well, I guess I hope it was a bit of bug. I've only ever found meat or fish in the fridges in the game. I applaud how this game has, for the most part, been able to keep loot spawns somewhat logical. I honestly don't see it as a negative that I can logically reason that the most likely place for me to find matches is at a forge or a processing plant (although I did have an interloper run recently where I went to the processing plant looking for my "guaranteed" matches and wound up completely tearing that place upside down looking for them. They simply were not there. Ultimately, I froze to death, starving, inside the processing plant. IMO, not finding something that you're counting on being there can easily be a run ender as easily as not being able to even remotely guess where loot might spawn.
  22. I'm sorry, but i don't believe you because I notice things like corpses that were in a place on one playthrough not being there on the next. Multiple deliberate tests of the revolver has definitively shown that it cannot always be found in particular locations. Frequently found, I can buy. Most likely found, I can buy; but guaranteed so that "you know" where to look for it. No, I don't buy that unless you're talking about the 4 loot table spreadsheets a player devised for interloper that account for key items. And I've already said twice, Hinterland could/should add more variations of those so that they are less easily tracked. Ninety-nine percent of the time is not 100% of the time. Adding loot tables rather than going 100% random spawn makes more sense to me in that a total 100% randomized spawn of everything in the game would mean that anything could spawn anywhere and in any type of container. As I said, I don't want to find shoes in a fridge nor do I want a bunch of random containers lying out in the snow appearing all over the map like so much litter. Those are my personal reasons for not upvoting this suggestion. If you like it, then upvote. I'm not stopping anyone from doing that. There is no need to argue with me over my personal preference on this.
  23. Addendum - I also like that certain classes of items don't ever spawn in certain classes of containers. I don't really want to start find shoes in a freezer or a heavy hammer in a fridge.