UpUpAway95

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Posts posted by UpUpAway95

  1. 2 hours ago, LunarLime said:

    The crossbow wouldn't be only in Interloper. It would be craftable in all modes.

    It would also have some valid use in everything other than Interloper. Since rifles have become more scarce when they did the whole loot table rework, the crossbow could be a step before you get your hands on a rifle.

    And even after you get a rifle it could still have it as sort of a "stealth weapon". You shoot one deer, down it, great. Now you can down another deer since you didn't scare it off with a loud gunshot. 

    It would also be much lighter than the rifle so you could make the choice of less firepower, but more room to carry things.

     

    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).

  2. 17 minutes ago, LunarLime said:

    I agree that having firearms in Interloper would ruin the difficulty, since the lack of guns is what REALLY makes it different from Stalker.

    Maybe instead that could add a crossbow or something, that would be sort of a mix between the rifle and bow.

    1.  Craftable (Maybe refined wood, scrap metal, and cured guts)
    2. Repairable
    3. Ammo could be bolts, which would be craftable and a somewhat renewable source of ammo
    4. Deal as much initial damage as a bow, but same bleeding of a rifle. So it would be fairly weak
    5. About as easy to use as the rifle, but less range, and it's projectile based, not hitscan.

    I think this might be okay, as it would give one more option for hunting in Interloper.

     

    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:

    Quote

    I have suggested a similar feature in the past, being able to find ruined weapons and craft your own bullets with the ammunition workbench, I don't think it's bad, i think most players are just gonna ignore the feature because of the long and hard work involved.

    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."

    • Upvote 1
  3. Just now, I_eat_only_wolf_meat said:

    Interestingly, the hunting knife is already in interloper.  Very rare, but it's out there.  Out of all the "contraband" items Hinterland added, it makes the most impact.

    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).

    • Upvote 1
  4. 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.

    • Upvote 2
  5. 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.

    • Upvote 3
  6. 22 hours ago, Wgairborne said:

    Save is softlocked at the mystery lake camp office, trying to exit it just causes the game to load endlessly with no pc resource usage. No clue what could be causing it, submitted a proper report but haven't gotten any response...
    Mainly just posting this in case someone else is having the same issue.

    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.

    • Upvote 1
  7. 47 minutes ago, Glacia said:

    Stims are for a emergency, in the best scenario you are not gonna need them. Stims are not very common on loper but not that hard to find, for a example there are 4 guaranteed stims only on broken railroad.

    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.

  8. 9 minutes ago, Glacia said:

    It is not avaliable on Interloper :(

    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.

  9. 3 hours ago, Leeanda said:

    I had no memento notes or keys in pv or coastal highway.  The loot boxes aren't where they're supposed to be either.    If this was a harder difficulty I might've expected it but this is pilgrim.

    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).

    • Upvote 2
  10. 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.

  11. 7 minutes ago, Lone Walker said:

    It was the only time I seen a rabbit chasing a wolf and I thought it was funny and did have a laugh to myself 😂 I had just been attacked by that same wolf a minute before that and after a struggle he run off towards to where the rabbit was, you can hear the sound of the rabbit getting killed just before it runs after the wolf. 

    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!

    • Upvote 4
  12. 55 minutes ago, Leeanda said:

    I think a lot of people do when they go to the cannery..    the only problem I have with them is the looped yapping through the Aurora.  It's a bit better after the update but not much..   aside from that one attack from our friend indoors it's been ok..  I wish the yapping was in the setting though but I think that's just my personal preference 😁.   There's usually something good or useful up that secret path. 

    I'm glad you're getting on ok in forsaken ,it's certainly big,.. and I didn't even see most of the place.  . I thought pv was big enough!🙂

    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.

    • Like 1
  13. 21 minutes ago, Leeanda said:

    There are obviously some inconsistencies  between what we both see and wiki then..   

    Outside of the cannery ,no matter which settings I put on there's only a possible sighting of two wolves together behind the washed out trailers ,on the tiny island..  And 3-4 near the island on the southwest.And I'm sure there used to be regular wolves there near the climb to secret path but I haven't seen any in several years.  No twolves either..  should there be any more ?

    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.

  14. 42 minutes ago, Glacia said:

    The limitations of the Accesory slots it's an old problem, because keep releasing items for this clothing slot it's almost meaningless, players are not gonna use them im most cases.

    For a example, there is nothing wrong with the Rifle Holster, but you don't have a lot of reasons to use it because stronger accesory items exists.

    A lot of players suggest a separate slots for different accesories, like an extra slot on foots for the crampons or switch the ballistic vest to a inner torso pierce rather than being an accesory. I don't see this happening, but could make a lot of sense.

    I actually like the way it is... forcing the player to make choices relevant to the areas of the map they are planning to travel through rather than expanding it to allow us to pack (and/or wear) everything around all the time.  Things are also going to change somehow when the travois and the safehouse mechanics get into the game.

    Regarding the rifle holster, a lot is going to depend on which rifle a person wants to carry... probably essential if wanting to use the new heavier variant, but not really useful if wanting to use the lighter one.

  15. 33 minutes ago, GothSkunk said:

    Because it hasn't been addressed yet in this thread (that I saw, I skimmed through it pretty quick) and because I haven't seen another thread discussing it:

     

    If the shortwave radio, when active, is not picking up any signals, is that indicative that I've found all the things in a region? Or could I possibly have to get close to one for it to become active again?

     

    I ask because I'm currently still in the Forsaken Airfield, and I found a cache near the airport. Once I did, the radio could not find any more signals when scanning from that location. I would like to believe that means there's nothing left to find, but I remember watching the video on the update and distinctly seeing how the radio would alert the player that it's picked up a signal and they could then begin homing in on it, while they were in motion. The Forsaken airfield is a HUGE place, with a hell of a lot of ground to cover, and it's dangerous at night. So far I've hung out at the Island Cottage on Drift Island and another cottage at the end of the road, waiting for the Lights to come back so I could power my radio, but even from those locations there was no indication of another signal.

     

    The in-game tooltips explain that each transmitter tower will cover it's home region in entirety and even potentially bleed over into neighbouring regions, so I need to know if my radio is not picking up anything at all, does that mean with absolute certainty that there's nothing left to find? Otherwise if that's not the case, I'm going to go mad with Perfectionists Dedication combing over every inch of a region.

    I did pick up on the buried cache at the airport (like you) as well as one other location so far.  That location was close to the SE shore of Shoulder Lake (a chopper).  Not sure if the radio would activate if, by chance, you have already cleared it.  From video's titles I've seen (Lithar on YouTube), I believe there should be 4 locations in Forsaken Airfield (at least he has 4 videos with an appropriate title).  I haven't watched them all (just the first one since I was having trouble getting the hit box on that buried cache to show up); so I cannot say where the other 2 signals are audible.  For the chopper one, I did not start picking up the signal until I was off the runway and east of it a little ways.

  16. 13 minutes ago, acada said:

    I encountered this non clickable carcasses two times now. Once a bear and two times snarred rabbits. Lucky me, it was fixed by entering some building and exiting it. 

    In case of bear carcass, I noticed, that I was able to walk through it. So while crouching I was looking at the world through dead bear eyes.

    Another thought as to why it might not be happening to me is that I tend to play in very short sessions (because of my old, tired eyes) and quit out of the game frequently (almost with every sleep save or other save I can get).  Perhaps it's a performance issue similar then to my "delay spawn" of a bedroll in Freewater Cave.

  17. 14 minutes ago, Bloodskye said:

    @UpUpAway95when I initially hit it, the blood was there but then it vanished when it ran away. And I'm no scientist lol but I don't think a bear sleeps with his eyes open and won't attack me while it's laying next to the coastal highway.

    No worries... just asking.  It's not a bug I've experienced yet; but it doesn't mean it's not happening.  Carcass hit boxes for me at least are always appearing, although a few times I've had to move my cursor around a bit to get them to show up (i.e. they haven't always been center on th carcass).  I think @Leeanda also said she had a moose where the hit box didn't appear right away, but appeared a day or so later when the meat was almost ruined.

    • Upvote 1
  18. 13 minutes ago, Bloodskye said:

    Yeah the issue wasn't decay, but rather harvesting it at all. I knew something was weird when the bear began to flee and there was no tracks or blood anywhere, even where it got shot. I always aim for the head so I definitely hit it. I saw the blood and it vanished. The next morning when I found the bear I just had no option to harvest it. 

    Are you absolutely sure you were in range?  No blood at the scene generally means you didn't even wound the bear.  Are you sure you were trying to harvest a sleeping bear?