UpUpAway95

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Everything posted by UpUpAway95

  1. However, where I used the term ironic was in response to a poster who was, in effect, suggesting that. So, let's not get hung up on the term. It IS counter to the game's philosophy of survival to hurt oneself in order to save the game (or as was also suggested, to throw down a bedroll anywhere and sleep for an hour). The system compels/encourages players to make decisions that are not necessarily in the best interests of their character's survival just to be able to save the game. That makes it a "bad mechanic."
  2. Don't you think it a little ironic that one of the recommended workarounds suggested was to deliberately hurt yourself to trigger an autosave... in a SURVIVAL game. Sure seems ironic to me.
  3. So... you need to force other people to play permadeath so that it feels like a permadeath game to you. At least then, make the game exitsave so that people cannot circumvent negative progress that doesn't currently trigger an autosave by forfeiting a sleep save and just exiting the game. This would solve the OP's dilemma of what to do when the phone rings since exiting the game would automatically save his progress nomatter where he is on the map. Of course, they would have to implement some sort of detection or "backup" so that the whole file save would not be forfeit should the player legitimately get "stuck" in the terrain. Also, I'd recommend the game not autosave every time the player enters a load screen because I don't like the number of overwrites the system does in place like Milton when you're in and out of buildings every few seconds.
  4. I find it a little ironic that you talk about the game being "about player choice" when it prevents a very basic accessibility choice to be made by the player... whether to manually save the game or not. Instead, just because some players would lack the willpower to even toggle a manual save option off in order to preserve their own personal feelings about the game being "permadeath," it encourages players to find and invoke any number of rather "sleazy" workarounds in order to force a save should they be interrupted at an "inopportune" time... or it encourages the development of a mod (which is available only to some players on some systems) rather than providing a legit option/choice to all players as to how they go about saving their own game.
  5. I understand that, but wouldn't an optional "toggle manual saves off" button in the accessibility menu serve the same function for those that do feel it would lessen their permadeath experience while avoiding unduly frustrating players who, for example, have to deal with more IRL interruptions to their play sessions?
  6. I agree... well said. Also, since people are so adept at finding workarounds to it anyways, what is really the point of not just adding in a legit save function?
  7. TBH, I wouldn't know. I seldom look at the temperature stat screen... am usually too focused on getting my fire going hot enough to overcome the down arrows on the health meters. 😀 I will say that I've been packing the magnifying glass I found in the hangar around steadily for 50 days and haven't had an opportunity to use it yet... dang glimmer fog.
  8. OK, better when it's proposed from the POV of something enhancing all difficulties. My only concern then is that it would come at a further reduction in rifle availability. Adding in alternative weapons, doesn't do anything for those of us who prefer to use only rifles. Instead, if we get rid of all the standard difficulties and just go with a custom menu presentation (with suggested templates), the menu could be set up to allow the player to choose which sorts of weapons they would like to use for individual runs with connected sliders such that just selecting one type of weapons would increase the chances of finding that weapon to maximum; whereas selecting 2 would make each of those 2 available at 50% maximum, selecting 3 would make each of those 3 available at 33% maximum, etc. Then, players could set themselves up with a distress pistol only run where flare shells would be common enough to sustain the entire run (but be more generous at easier loot settings and rarer at hardest loot settings). Things like saplings could, for example, be set so they don't spawn unless the standard bow setting is selected. A "variant" toggle (Y/N) could also determine whether the new variants of any weapon type could be found in that particular run. That way, people who do prefer to use only rifles could set up runs where they could expect to find random rifles with enough ammo to sustain their run (instead of the pet reductions of "rifle spawns" that have occurred multiple times over the last few years; i.e. it seems like every time a new weapons is added, it is the rifle spawns that take the hit as was even outright stated in this most recent update).
  9. However, it sounds like you're now proposing "exclusive" content for interloper only... which is as "unfair" as the addition of content that was not included in Interloper. Content designed to expressly and only be useful in Interloper doesn't make it a "good" mechanic. From another poster above: Precisely because it would be ignored by most players, I DO think it is a bad mechanic... i.e. not worth HL's time in developing it when they could be developing the idea (or another idea) in a manner that would make the game more interesting to the majority of players and be used ultimately by the majority of players... instead of trying to pidgeon-hole the idea into a difficulty that was designed around surviving on the barest minimum and on doing without stuff; and in the process, making it so cumbersome that "most players are just gonna ignore the feature."
  10. Still... my point is that if all the content is to be available in loper, then it makes it so similar to stalker that's it's not worth having both standard difficulties. The tangible gameplay differences between stalker and loper now rest in the fact that not all items are available in loper; whereas they are in stalker. The biggest "complaint" that Lopers make about stalker (i.e. when they change the baseline resources from low to medium in custom) is that loot, in general, becomes too available. It's far less of a hassle for HL to just eliminate Loper and toughen up stalker by reducing loot volumes... i.e. make everything rarer. There is nothing written in stone that says any game has to have more than 3 standard difficulty levels. Heck, I wouldn't even care if the "surviving" difficulty is called loper. My point is that it is essentially being made to be almost exactly like stalker anyways... so why not eliminate one or the other entirely as save HL some work going forward (so, you know, they could concentrate of making the overall game more interesting at ALL difficulty levels).
  11. Another possibility is that it has fallen/sunk into the terrain. I've had this happen with other dropped items and had to go back to "scour" for the hitbox label to resurrect them.
  12. To get from Level 4 mending to Level 5 mending seems to take forever and each instance of mending does not seem to move the progress bar at all... but it is probably still working. One way you could see this with greater certainty is to go to a place where there are ample houses with curtains (i.e. lots of cloth) and mend any available clothing items you have there in rapid succession until you can see that the bar has moved. Of course, this will also use up sewing kits (or you can make fishing tackle using cured guts and scrap metal). You can also mend your bedroll without a sewing kit or tackle (just be sure to drop any sewing kits or tackle you have in your inventory beforehand). Mending the bedroll without the sewing kit or tackle does take a lot longer. In addition, your bedroll does drop condition after each usage, so you can also just start a cycle of mend, sleep, mend again, etc. until you can see that the bar has moved for you. If you do a bunch of mending in rapid succession and the bar indeed has stopped progression, then I would recommend submitting a bug report.
  13. I agree with Manic, adding guns to interloper would defeat the purpose of it existing and I don't think a whole slug of new mechanics should be introduced just to facilitate adding guns to a standard difficulty settings that was designed specifically to be harsher BECAUSE content like rifles and high-end clothing were eliminated from the low baseline resources setting. Why not instead just eliminate Interloper entirely and work on increasing the difficulty of Stalker by reducing the amount of loot to be found at that difficulty level? If the new schtick regarding interloper is that all content should be available, then why is the request being limited to the guns? Hatchets and knives are every bit as much "content" as guns; particularly with new hatchet variants being anticipated. Adding those to Loper would, naturally, make forging a completely optional activity and change a major play characteristic of the playstyle. Stalker already has all content available... so, again, why not just eliminate Loper, and toughen up stalker by lowering the amount of loot available instead of burdening HL with devising a whole bunch of "manufacturing" mechanics to make the game superficially harder for Loper players.
  14. Had similar issue with one safe on Xbox. A complete shut down of the system (i.e. effectively unplugging it for a period of time) and then restarting everything cleared the condition. Hope you get your game up and running again soon.
  15. Four in Broken Railroad - guaranteed? In tests, with available loot settings pushed up to their maximum, I often only find 2. It seems strange that Loper would be that much more generous with them than pilgrim. Where are they located on Loper... I'll give it a quick test.
  16. Hmmm... thought I saw a Loper streamer find one recently. Honestly, not something I've ever worried about carrying until this update. Oh well... still doesn't preclude the thought that it would be nice to be able to equip the radio in the off hand and maybe a rock in the main hand. I guess the radio would just have to magically disappear from the hand if the player drew a bow though. Also: How many stims available in Loper? Seems unlikely to be able to use up 2 or 3 every time you use the radio.
  17. Flashlight. (Also, HL - it would be really nice if the radio were equipped in the left hand, enabling something else to be carried in the right hand at the same time.)
  18. I would tend to think that's the way it should be (both box and keys missing) if the notes and boxes are not meant to be guaranteed spawns. If the mementos and loot boxes are meant to be guaranteed spawns, then it sort of defeats a lot of the randomization of loot that was done, since the contents of the boxes is seemingly always about the same (e.g. a mackinaw always spawning in the box in the bear cave in Broken Railroad; fish always in the box by Angler's den) If the randomness is supposed to be that the keys and notes don't always spawn; then it becomes a rather confusing mechanic... to encounter a box you can never open in game (but it is a mechanic I could learn to accept).
  19. The summit and PV plane crash together. Starting in TWM and finding pieces of wreckage scattered all over the region and then getting to the summit only to find a couple of corpses in the snow next to only the tail section of the plane (imagining it must have been a cargo jet)... and then going over the PV to discover the front part of the plane and all the suitcases and corpses and realizing it was a passenger plane... or perhaps a mid-air collision of two planes.
  20. The blood spot from your shooting the wolf is in the snow at the start of the video. That would have put the wolf into panic mode and the rabbit went into panic mode as the wolf got close to it even though the wolf won't actually kill the rabbit while in panic mode. There is, I believe, a cliff just out of view, so both rabbit and wolf would have turned away from the cliff. It just happened that the rabbit was behind the wolf when they did that. Great video!
  21. Doubtful that it can be tied into Wintermute since it is a Survival Mode DLC and Survival itself can now be purchased separately from Wintermute.
  22. Finally got my One Drive working. Here's a picture of how the unharvested acorns have been looking in my Forsaken Airfield start. Clearly a bug since the unharvested acorns in my Broken Railroad starts have shown just a few brown dots in the otherwise white snow and and brown (not black like this) smudge has only appeared after I harvested them:
  23. Well, I'm getting on at least... enjoying it, but not sure now that I'm doing OK. Tried playing in pain (arthritis) this morning and lost my guy to poor coordination and inattention. Will start a new run there soon, but meanwhile I have to wait until some painkillers kick in.
  24. I'm thinking there are 2 packs spawning for you inside the cannery yard. I have had runs where I've seen 5 wolves running in the yard, but I've not counted 6 as best I can remember. Of course, I do tend to get rather panicked/frazzled whenever I have to fight my way into that yard and I don't bother to loot the dead ones, so maybe I'm just not counting them right. I like Bleak (sort of)... but I generally stay as much as possible up at the cabin and I haven't tended to go out to the island much (honestly can't recall if they are regular wolves out there or not). I often just do a loot of the cannery workers residences, hopefully find a rifle in the fishing hut(s) and then make a quick pass under the cannery pier for clothes (usually encountered a separate pack on the trail to the trailers)... then off to moose country and staying up at the cabin. Hmm... I also frequently miss the secret path. I should start another run there or in ML and head into there... but right now I'm enjoying exploring the Forsaken Airfield... getting used to having insomnia and exploring at night rather than in the daytime. Now that I have some good clothes, it's not too bad.