UpUpAway95

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Posts posted by UpUpAway95

  1. 3 hours ago, hozz1235 said:

    They are a nuisance for those of us with Passive Wildlife Off.

    I agree.  I would turn their spawns off in custom except that it makes Bleak Inlet totally devoid of wolves and even Blackrock gets just too quiet.  If turning off T-Wolf spawns instead converted those spawns to regular wolf spawns, I think it would be a great alternative for people who don't play a passive game and would like some wolf action in all zones, but don't like the T-Wolf mechanic.

    • Upvote 3
  2. I would like to see normal wolves in Bleak Inlet (at least, the last time I was there, it was only the T-wolves spawning).  That way, anyone who wants to play without T-Wolves could them off in the custom menu without totally eliminating all the wolves in Bleak Inlet.  Alternatively, turning off the T-Wolves in the custom menu should, in effect, convert all T-Wolf spawns to normal wolves rather than stopping the spawns altogether.  (I'm basing this on an experience I had a few years ago when I did turn off T-Wolves and found Bleak Inlet completely devoid of any wolves on that run.)

    I do this the mechanic for them also needs some refining/rethinking; but I'm sure that will probably come in some later update.  Other than that, I really don't mind that they only spawn in the two zones so far.

    • Upvote 1
  3. 2 hours ago, Leeanda said:

    I don't blame you,  the deserve the respect...

    I think they're a protected species these days...like a lot of things sadly..

    Possibly, but I think it has more to do with the city spreading out ever closer to us.  We do also get a number of deer on our property, which years ago used to attract hunters - and, of course, most were always courteous enough to come up to the door and ask before using our land to hunt.  We used to allow it, too - until one of our neighbours told us they had an arrow from a missed shot lodge in their door post.  Then we started turning all the hunters away; so maybe it's also just that the word has gotten out - don't know.

  4. 18 hours ago, Bloodskye said:

    Anyone else getting heavy breathing  from the characters while in and after a loading screen? I hope they fix that.

    Yes.  I also had one case of waking up huffing and puffing, fully rested.  He wasn't doing it when he went to sleep either, which made it doubly wierd.  It didn't stop until he left the house (i..e. went through the loading screen when going out the door).

    • Upvote 2
  5. 12 hours ago, Semple Fi said:

     

     

    IMG_0463.gif.58e075458b66a43c905cdbdcc978506e.gif

       @UpUpAway95

    Lol.  I''m not quite that chill with them, but I do see quite a few around my farm - even right up close to the house sometimes.  I have "herded" a youngster back through a gate to rejoin its mother, who was on the other side of the fence and I didn't want her rushing through the fence to rejoin her baby.  Risky, but it did work on that occasion and saved a lot in fence repairs.  Generally, it's a case of admiring them at a respectful distance and there's no problems. 

    @Leeanda - We don't have any apple trees though, so I've never seen a drunk one.  Generally, it's a case of admiring them at a respectful distance and there's no problems. 

    I don't think they allow hunting in our area anymore - At least, I haven't had any hunters come up to the house to ask permission in years.

  6. On 10/16/2023 at 8:06 AM, conanjaguar said:

    Finding a single rose hip in a trash can:

    ”Ah… someone’s stash!”

    I've gotten this one when finding a single stick or stone in a trash can.  I chuckle every time.  Also, when he blurts the "just what I need" line for the same stick find when he's already carrying 30 or more sticks.

    • Upvote 2
  7. Just now, Leeanda said:

    Does that really make a difference?    I just wondered why I don't see that moose very often..  

    I've had the trappers bear and moose together but I wondered if that was just a fluke.

    I've come to believe it does, but whether it's something that's actually coded - I just don't know.

  8. 1 hour ago, Leeanda said:

    I hardly ever get that one..   it's usually at bricklayers... it is now but it's dead😁

    I usually get the one a Bricklayer's as well.  One in Broken Railroad has been very consistent for me - if not outside the hunting lodge, then he appears near the bridge and the end of the pond where the bear romps (sometimes I have to take the bear out first for him to spawn in).

  9. 1 hour ago, Leeanda said:

    I look like one of them.. not saying witch one though😁 

     

    Moose in Scandinavia get drunk on fermented apples.... if that happened in tld we'd be in big trouble.

    Might be a great way to kill moose - put out fermented apples, wait a day, and then come back when he's passed out and shoot him at point-blank range... or chug a bunch yourself and crawl in for a nap beside him. 😀

    @Semple Fi - Lol.

    • Upvote 1
  10. 7 hours ago, Semple Fi said:

    Perhaps we could just hallucinate instead of getting cabin fever…

    Or they could just eliminate the mechanic (which has been requested many, many times over the years)... or, right now, we can just turn it off in the custom menu. 😀  Honestly, I don't see it as a big deal and I don't see it giving players much grief when I've watched them streaming interloper runs with it left on.  They seldom get it.  Players seem to learn rather quickly that they need to spend as much time as they can outdoors whenever the weather is decent enough to do so (as opposed to rushing out into a blizzard to rid themselves of cabin fever).

  11. 11 hours ago, Leeanda said:

    Well I'm glad you found it at least..  quite a few of them are very difficult to see.. I mostly rely on the hit mark to find them..  I only know three possible places for the curators and not found it on two runs..   there does seem to be a  few things that are invisible  lately, like  gun cleaning kits and matches .

    Well I hope you find it and get a good night's sleep.

    Found it - always the last place you look, right? 😀

  12. 7 hours ago, Semple Fi said:

    Agreed about the babysitting, that’s why I think something more along the lines of a root cellar would be doable.  Temperature remains constant and doesn’t have to be constantly tended.  
    My thought is more along the lines of preserving food for the long game.  
    Like the 500-1000 day players

    Still probably would not use it.  Level 5 cooking results in 100% preservation of cooked foods without any further processing.  I would hate to see them remove that perk in order to install an involved process like fermenting.  Also, it seems likely that we would have to gather the ingredients (like apples) and start the process before those ingredients decay to 0% - a monumental task that isn't just early game then.  If the ingredients don't decay, then it defeats the need to process them for long-term storage.

  13. 8 hours ago, Leeanda said:

    I know the curators rifle isn't spawning for a few people, so I wouldn't be surprised if it's bugged.. there's been a few new issues since the last fix.,mainly on custom still. But I hope you find the recipe and a rifle.

    Boy, what a finicky hit box, but yes, the recipe was there (after I finally resorted to breaking down the chair).  I still can't confirm the Curator's Rifle (the high meadow location that I missed is my next stop after I get some sleep - both in game and IRL).

    • Upvote 1
  14. 47 minutes ago, Willy Pete said:

    It's not spawning in my current Stalker game, neither is the miner's flashlight. Had this issue with some of the recipes until recently as well but that's been remedied.

    I cannot fully confirm yet (having not scoured every inch of Ash Canyon for the Curator's rifle specifically), but I believe my current run is having this issue.  The Ranger's Stew recipe has not been found in Foreman's Retreat despite 3 thorough searches of the cabin; and, so far, I have no sign of any rifle in the zone, despite it being indicated online that a regular Lee Enfield should be "guaranteed" at either entrance to the gold mine (https://www.thegamer.com/the-long-dark-all-hunting-rifle-spawn-point-locations-guaranteed/#ash-canyon and I have searched the gold mine thoroughly twice.

    Please also note that The Long Dark Official Wiki page, which comes up first on my search, regarding the "Hunting Rifle" is way out date as it lists only possible locations in Mystery Lake, Coastal Highway, Pleasant Valley, Desolation Point, and Mountain Town, with no mention of any of the newer maps and no mention of any of the specialized rifles available - https://thelongdark-archive.fandom.com/wiki/Hunting_Rifle.

  15. Seems rather a waste of one of the 2 feats available for use in interloper just to avoid it being a "custom interloper" run (i.e. turning cabin fever off in the custom menu while leaving all other Loper settings as they are in the interloper template).  I certainly wouldn't use it since I already have 2 feats that are much more valued by me in use.

    ETA:  I would prefer a recipe for, say, a tea from a very rare ingredient that improved rest enough to allow for a player affected by cabin feven to sleep indoors for a night or, alternatively, to read or pass time while the "improved rest" from said tea is active for 24 hours - after which the cabin fever risk would revert as it normally does (meaning the time spent indoors under the influence of the tea would count as "outdoor time".  This then could be used in emergencies (like riding out a blizzard or when trapped in the Cinder Hills Mine) waiting for an aurora).

    • Upvote 1
  16. I certainly wouldn't bother with making alcohol in this game.  My gameplay style isn't really conducive to the new cooking of simple stews and pies dishes with multiple ingredients (that require me to cart around the map to get them together in one place before they spoil).  As a result, I'm pretty much not bothering with that as it is.  The longer process of fermenting (after gathering the ingredients together) and then keeping a fire going to get enough heat for the process? - Well, it hasn't got a snowball's chance in the underworld that I'd enjoy doing it, but to each their own, I guess.

     

  17. 11 minutes ago, Leeanda said:

    If it's between the tilted chair and cardboard box under the table then it's near invisible to see.. have you checked using the hitmarker ?  But it should be in there somewhere...  

    I'm pretty sure I've run my cursor over every inch just to check for a hitbox, but it's worth a try again when I'm next up there (still need to find a rifle to take a run at the bear, so I should be making another trip).  I'm running out of possible locations to find the rifle as well - just have to check the High Meadow one.  I am wondering whether this particular run is bugged as far as items not spawning goes (but I don't want to give up on it prematurely).

  18. Currently, the recipes only allow for raw meats to be used, but I don't usually walk around with uncooked meat on me if I can avoid it.  It would be nice to be able to use up a cooked portion of meat to whip up the stew when one finds the recipe card and other ingredients (like broth and flour) in a place (as opposed to going outside again to, say, shoot a deer, just to make a stew).  Perhaps the finished quality could be lower to reflect that already cooked meats (or fish) were used up to make the stew if it is felt something needs to be done to compensate for this convenience for sake of game balance.

    • Upvote 3
  19. Hi.  Are recipes cards guaranteed to spawn (i.e. is it a bug when they don't)?  The reason I'm asking is I've done two short runs in Ash Canyon only in the last few days.  My first run, I discovered the recipe card for Ranger Stew in Foreman's Retreat, but in the second run, I absolutely could not find it despite 3 thorough searches of Foreman's Retreat on 3 different trips there.

  20. Came back after a long break just to try out some of the newer stuff and have already decided that most, if not all, the additions are just to "fiddly" for my tastes.  I'm finding i'm continuing to fish the old way and cook the old way as well - ignoring the rest as gathering all the bits and pieces of resources and remembering to have them all the "right" ones with me when it comes time to craft or cook is just too much memorization for this old brain to enjoy.

    • Upvote 1
  21. 8 minutes ago, ManicManiac said:

    And I think, those hypothetical issues you bring up are really just that individual's own personal issue... not a game issue.
    I'll reiterate what I mentioned before:

    ...I don't think Hinterland should have to compensate for someone else's time management choices. :D 

    :coffee::fire::coffee:
    Since the conversation seems to be going round in circles a bit... I'm moving on.

     

    It is a game issue - a QOL fix that would not (again, respectfully IMO) necessarily affect anyone's current desire to play without manual save if it were an option that could be toggled on or off.  An exit save, IMO, would only improve things as well... Here's another hypothetical, brought up originally up thread... player sees bear charging and exits the game to circumvent being attacked.  It can be done now... an exit save would close that loop hole.  Anyway, I've said all I'm going to as well.

    OP - I sympathize with your circumstances and agree that the lack of a means to save progress right to the point of exiting the game regardless of where you are on the map makes this game less enjoyable to play (again, respectfully, just my opinion).

  22. 4 hours ago, xanna said:

    I don't need anything, and I am not and could not force other players to do anything. I'm just describing what it feels like to me, that's literally all I did. I don't even hold an opinion on this, and when you described a setting for the save feature, I agreed with you.

    Why are you fighting me? I've not even given a position 😄

    I'm not fighting you... but there are two sides to consider here and the clientele of the game has changed since HL made their decision.  People now play this game on mobile devices... which means they could conceivably be playing, for example, on the bus while going to work... meaning that they may not be able to get to a point where the game will autosave their progress before having to exit the game so they don't miss their stop.

    Having a "manual saves off" toggle that you set before you start your character and cannot change midstream (because it is in the accessibility menu) should still serve to make that run play no differently than it currently does for you (IMO), but it would make the game potentially far more convenient to play for others.

    Another option is to put in an exit save - which would do two things:  1) Allow progress to be saved to the exact point of exiting game; and 2) Prevent people from "undoing" mistakes they make in game that don't currently trigger an autosave (for example, failing a mend with one's last piece of cloth after just waking up... where the save scum is extremely tempting because it does not cost much in forward progress).  Right now, because there is no exit save, I see this mechanic as being broken... it doesn't even really do what it is supposed to because there are so many ways to get around it... some of which are contrary to the idea of surviving.

    Minecraft Bedrock Edition uses this method - the game overwrites your save file whenever you leave it and starts you exactly where you left off.  The downside, of course, is that if a bug occurs (say, the player gets stuck in terrain), that bug cannot be worked around unless there is a backup of some time.  To get around that, I would suggest the exit save not overwrite the last sleep save so that if there is a bug when exiting the game, the player can still opt to lose the progress made from the last sleep save in order to prevent losing the entire character.  I would still like to see the game not save when entering a building simply because some areas of the map have a lot of buildings and this generates a very frequent overwrite of the save file.  Permadeath would be still be permadeath by virtue of both the sleep save and the exitsave being deleted shoudl the character die.