UpUpAway95

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Posts posted by UpUpAway95

  1. 2 minutes ago, Leeanda said:

    The times I see 4_5 together , they are regular wolves ,usually between the carriages in mystery lake , at the maintenance shed  or the lake in broken  and near the waterfall cave in ash..   I can also get none in all those places.   

    Twolves in blackrock seem more spread out and consistent in blackrock.

    At the maintenance shed, I generally see 3-6 (which I put off to being 1 spawn group if only 3 or two spawn groups if more than 3)  Out on the lake in BRR (where I have a clear view), I've never seen more than 3 spawn in at once (and, yes, I've watched them form many times).  Of course, all of this is based on personal observation, so I could wrong.   The Wiki certainly disagrees with me regarding the regular wolves:

    Quote

    A fixed number of wolves are present per region (living and dead), generated at wolf spawn points which they wander close to. Each spawn point can only house one wolf at a given time, though others may spawn at neighboring points.

    T-Wolves (from Wiki):

    Quote

    They are native to Bleak Inlet and Blackrock regions (in Survival mode) and Episode 3 and Episode 4 of Story mode, roaming and attacking in packs of 2 to 5.

     

  2. 38 minutes ago, Leeanda said:

    Twolves  are actually around more in low settings than ordinary wolves on the highest settings.. the cannery always has at least 6 when I go.. not for long though.    

    I believe how the "spawn chance" settings work are to determine how many of the possible spawn points within the region are active and how many are not active.  I don't think it controls the number of animals that spawn in a pack or herd.  I think that is more just random chance.  One cannery spawn point for T-Wolves is always active (unless spawn chance is none) and I believe there are 3 possible spawn points close by (although this still needs some more observation).  The wiki says they can spawn in packs from 2-5 members, but the only place I've seen a 2-individual pack is by Pensive Lookout; otherwise 4 or 5 seems to be a good average on all settings.  With 6, I would guess you're seeing 2 three-individual packs.   For regular wolves, they don't seem to spawn in numbers greater than 3 for any individual spawn point.  Of course, all of this may have changed with the update.

  3. 11 minutes ago, conanjaguar said:

    To join in the discussion of how the wolves should act:

    “Realistic” wolf behavior is going to be pretty difficult to replicate… so might I suggest…

    • Turning wolf spawn rates to low and Timberwolf spawn rates up to the maximum. This makes some sense, since real wolves usually travel in packs.
    • Increasing smell and sight distance to high, because why not :D? Also turn the spawn distance to close.
    • Wolf fear… might as well turn it up to high, because as @UpUpAway95 said, it doesn’t really have that much of an impact.
    • Wolf struggle damage should be turned up… because even the most muscular gym rat is unlikely to get one off without taking severe damage.

     

    2 minutes ago, conanjaguar said:

    Hmmm… A bug, maybe? On very high, they should be everywhere… especially inMilton :D.

    There’s a mod out there that will put them all over the map, but I think he’s on Xbox…

    Not a bug.  T-Wolves were only introduced in Bleak Inlet and in Blackrock (i.e. where the ammo forges are located).  In Wintermute, they also exist in Pleasant Valley, but they aren't found there in Survival mode.  No doubt, someone has made a mode that circumvents that.

    @SuperStriker16T-Wolves are on a separate setting both for spawn rates and for morale (since, for them, it is a pack behaviour mechanic).  You will still only find them in Bleak Inlet and in Blackrock.

     

  4. 1 hour ago, ManicManiac said:

    Be sure folks are creating trouble tickets too... it's the best way to make sure the team is aware of the issue.  They can then investigate and troubleshoot; sometimes they need saves to analyze and additional snapshots from us... and a ticket is the best way to facilitate that.

    https://hinterlandgames.zendesk.com/hc/en-us

    :coffee::fire::coffee:

    One thing that would make it easier to provide snapshots and videos to HL is if they added a means to make a trouble ticket directly.  As it is, I have to take my screenshots/captures into my One Drive account, then download them from there onto my PC, and then make the ticket from there.  If anyone on Xbox knows of an easier way currently, it would be appreciated as well.  (Half the time my one drive doesn't want to sync as well... don't know why).

  5. 4 minutes ago, Leeanda said:

    They won't charge on passive .. you have to get right behind them while they're eating to make them attack ,and if they do you won't have time to shoot.  

    Voyager wolf settings might fit that bill but that's not passive.    

    If you fire a gun without aiming it will mostly scare them off anyway.. if you aim they'll come at you,but again that's not in passive.

    The first sentence is where @Leeanda's experience and mine in passive mode varies a bit.  I have been attacked by passive wolves by merely aiming a gun at them while eating and still a distance away.  However, I did not record what my wolf fear, detection range and meat scent settings were on when those events occurred.  I have also been attacked by wolves in passive by simply getting too close to them when stressed (one wolf that attacked me in that way was, at the time, very nearly dead from a wounding shot I had given it quite some time before; that is, I had been following its blood trail for awhile when is disappeared behind a rock and when I came up to the rock, it attacked from behind it meaning it had probably momentarily paused in its limping like they sometimes do so that I caught up to it).  Of course, HL is continually making adjustments to wolf behavior and that attack was a few years ago. 

  6. Just now, SuperStriker16 said:

    I just want to make it so if a wolf is charging me so I shoot and miss it, the gunshot has a good chance to scare the wolf off.

    Wolf fear may indeed have an impact on how easily a wolf will go into panic mode when, say, a rock is tossed at it.  Hip fires from the revolver have a great chance of scaring a wolf off, but aimed missed shots are more likely to provoke an attack by a wolf.  Of course, you can't hip fire either the rifle or the bow.  Bears and moose are most likely to attack regardless of settings (i.e. including passive) if they can locate you and track to you when you miss a shot.  The best way to take pot shots at animals is from locations where they have difficulty tracking to you.  If an animal, in any setting, cannot possibly reach you, they will run off for a short period.

  7. 40 minutes ago, SuperStriker16 said:

    I will also change wolf fear, is high wolf fear means the wolf flees easier, or harder? I want them to attack, but flee easily without fully stopping wolves, bears, and moose from attacking. Thank you for the predator info Leeanda.

    As far as I can tell, the effect of lower or raising wolf fear is not all that noticeable.  They just don't have an "intermediate" behaviour like the wolf in the video (i.e. where it is yielding... showing a desire to simply avoid the player, but not panicking... which is what I expected from it when I first started playing.  In modes other than passive, wolves will usually go into a stalking behaviour if they detect the player at enough distance where they don't immediately go into attack mode.  Detection range and meat scent settings seem to have a greater impact on this than wolf fear.

  8. 1 hour ago, hozz1235 said:

    I'm sure the point of the dark stain is so you can see from a distance if you have harvested or not.

    On the topic of acorns, has anyone seen an oak tree drop more ("regrow") after time has passed since harvesting?

    I agree... that's why the bug in Forsaken Airfield was so notable to me... I knew I had not been there before and had so chance of having harvested anything, yet all the trees seemed to have no acorn spots under them that did not already look harvested (that is, until I got right over the spots and found a hit box on some of them).

    On the topic of regrowth... no, I have not noticed any that have regrown yet... but I'm not doing runs that are exceptionally lengthy either.  I can say for certainty... if they do ever respawn, it is on a much longer respawn timer than birch bark.

  9. New one - I am able to harvest some cat tails (along the shores of Shoulder Lake in Forsaken Airfield) twice (that is, immediately after harvesting the stalk and dropping the head, I can repeat the process on the exact same  plant to get a second stalk and drop a second head).  It's only after this second harvest that the plant disappears as it normally does.

  10. 34 minutes ago, hozz1235 said:

    Sounds like what he's describing is not a decay issue?  I have also had numerous instances where this happens, @Bloodskye.  Very frustrating.

    I have heard of that issue... am very surprised though that I have not, as yet, encountered it when it comes to harvesting carcasses.  Closest I have come is probably my signal issue I described on my thread where I got to the signal source point but had could find no hit box until I returned during a subsequent aurora.

  11. 1 hour ago, Leeanda said:

    Wolves never attack me on passive no matter what settings I have on..  the only exception was when I deliberately tried to get in their way while eating.. if approached from behind them they are very likely to attack..    others have been attacked but very rarely and usually if they get in the way of a kill/chase..

    Bear and moose are more unreliable ...  I've had some runs where one shot will nearly always make them charge and other runs where they always run away.. it's finding animals that can be an issue sometimes...  But with plenty of found food it's not much of an issue,usually.. 

    This run I have wolf fear on low and close range but half the time they still run from a fair distance away.. sometimes I can run into/through them (literally) while they're howling    

     

    Don't expect the bear to walk slowly towards you though if it's annoyed.. it will go into a full run  immediately..  and they seem to be acting a bit oddly since the update ,so don't 1000% rely on the flare gun either.

    I also think @Leeanda has probably the "most realistic" setting - passive, detection range "close,", wolf fear "low."  This is still not totally realistic since there is almost no chance of aggression and the animals still "tuck-tail" and run away whimpering... as opposed to the "casual saunter" away demonstrated in the video (which is more in line with my experiences with wildlife). 

    A non-passive setting with a "close" detection range is also not a bad adjustment to the "medium" one used by the standard settings.  It makes all the wildlife a little more oblivious to you (i.e. going about their normal business) until you get close enough to "surprise" them... then they attack.  Unfortunately, the setting also makes the deer and rabbits more oblivious to you... making it easier to kill them.

  12. As a general rule... after shooting a bear and beginning the bleed-out process, check your journal every hour or so as you track it to determine when the bear dies.  Once it is dead, try to get to the carcass quickly to avoid the meat decaying to 0% (at which point you can no  longer harvest the carcass).

    Another tip, don't destroy any cloth bedrolls you find... you can take some of the wear and tear off your bear bedroll by storing it and using a cloth one until you get  a hide to repair it... or you can harvest that bear bedroll and remake it using the same hide you get back (just takes a lot more time than a repair).

  13. 1 minute ago, SuperStriker16 said:

    You need to map all poi's (named locations) to get the achievement right? is there somewhere else I need to map? Is it all regions or just some specific ones? 

     

    Not sure whether they've kept up adding new locations as new regions were added to the game.  I did my achievement years ago when the overall map was much smaller.  One area of difficulty was mapping the icons for transitioning from one region into the another... be sure to map these from both sides of the transition and make sure the "double-arrows" appear on your map.  IIRC, there were other issues in Milton where, for example, the water tower was moved (I'm sure this was fixed) and a completely irrelevant location in Mystery Lake (not sure if that requirement was removed or not).

    • Upvote 1
  14. 6 minutes ago, ManicManiac said:

    I guess I missed the boat on this one... maybe next time.

    For "realistic" settings, I would suggest setting "Wildlife Detection Range" to maximum, "Wildlife Smell Range" to maximum, and the "Wolf Fear" to maximum/near maximum.

    In "real life" animals nearly always prefer to avoid us and get away rather than get aggressive.

    This also makes hunting a bit more challenging too... can't so easily use yourself as bait. :D 


    :coffee::fire::coffee:

    Excellent video.  It would be nice if HL could program in a "realistic" wildlife behavior setting in custom... something that provides a potential for aggression if the player responds to the situation poorly yet doesn't make the animals out to either be psychotic killers or irrational "afraidy-cats" that tuck tail and run away whimpering in fear.

    • Upvote 2
  15. Perhaps they can replace the muddy sludge mark with just a little bit of piled up snow to denote that the acorns have been harvested.  I don't mind the way they've marked unharvested acorns in most areas, but the ones in Forsaken Airfield look already harvested until you get up close to see the hit box for harvesting them (actually they look worse because the smudge is blacker in color before harvesting them than after).

    • Upvote 1
  16. 4 minutes ago, SuperStriker16 said:

    Ok good, I wanted to get Faithful Cartographer this run,  Thanks for the conformation.

    Faithful Cartographer can be a bit tricky... at least it used to be very finicky about exactly how you mapped some of the icons (which may have been since improved or even changed after they brought in the polaroids).  After two failed attempts to get it from long detailed mapping runs of around 500 days, I finally followed the list on this website and just bee-lined for each of the icons and mapped only those things... got it in a run under 50 days.

    Hopefully things will go smoothly for you. 

    • Upvote 1
  17. 3 minutes ago, SuperStriker16 said:

    I'm assuming that I can still get other achivements like faithful cartographer, will to live, and skilled survivor right? I already got Centurion with my voyager run from the past before the update. 

    As far as I know, yes... unless they've changed something more recently and disallowed achievements in custom runs (but I haven't heard about anything like that).

    • Upvote 1
  18. 33 minutes ago, SuperStriker16 said:

    Can you actually get the achivement with a custom run like this? It isn't the main goal but I could definitely make it a goal. 

    AFAIK, some achievements are still available in custom runs.  Achievements related to Wintermute are not, of course, available in Survival runs whether or not they are standard.  Feat progression is not available in custom... so you wouldn't be able to earn the Efficient Machine feat in this run; but you could get the Centurion Achievement (survive 100 days).

    ETA:  Feat progress, BTW, can occur over multiple standard difficulty runs.  Therefore, you could earn efficient machine by surviving 100 days in 5 different standard difficulty runs or even surviving 1 day in 500 different starts.

    • Upvote 1
  19. 5 minutes ago, SuperStriker16 said:

    You guys can watch the video right? when I posted this earlier on my I Pad I was able to, but I can't on my school chromebook that i'm on right now. It could be that i'm on this school computer, but I want to make sure that you guys can. 

    I can.... sort of.  With my internet, I'm getting a huge amount of buffering and there is no way for me to scale back resolution when I watch videos on this website.  Maybe the school has limits on such things?

    • Upvote 1
  20. I enjoy 2x myself (main reason virtually all my runs are custom).  I don't think animals will necessary take 2x to bleed out... I've had many go do very quickly.  Seems to be somewhat random.  Of course, you can always pass time (which goes by at the same pace).  On the downside, it will take you longer IRL time to get to the 500-day mark (if that is a goal for you on this run).

    AFAIK, stalker loot has all the shinies as Voyageur (that is, I can think of anything that voyageur can get that stalker can't).  There was a community challenge run called All Your Bases awhile ago (modified pilgrim run) that had a requirement to collect certain amounts of various items and assemble them (as attractively as possible) at a single base.  I don't know if the list is still up somewhere on the net, but you can probably find some VODs of some of the runs of the participants on Youtube.  It was a different sort of challenge than most... and a lot of fun.  I didn't participate officially in the tournament, but I played along.  It game some meaning to the exploration of various parts of the world map and I learned a lot about how to place items around an actual base (I'm generally a "throw it all on the floor" sort).

    As I said on the other thread... Enjoy your run!!!

    • Upvote 2
    • Like 1
  21. Awe - poll is already closed... but you picked how I would have voted anyways.  Interesting code... didn't see the Length of Day Multiplier coming (although it is impossible to tell lowercase l's from uppercase I's in this font).  Enjoy your run!

    • Upvote 1
  22. 23 minutes ago, SuperStriker16 said:

    I don't think i'll be doing a NOGOA for a good while, i'm not that skilled. Thanks for letting me know what a dead world challenge is, I might try a dead world interloper, sounds interesting, id have to buff beachcombing loot, since id be living entirely off of it, is fishing allowed in dead world? by the time you pull them up, they're dead.

    I think the "official" Deadworld community challenge turns fish spawns right off, but this is custom, so you can certainly make adjustments to suit yourself.  Don't feel limited by what others have set up.  Right now, beachcombing is tied directly to blizzard frequency, so setting that to high (which is the standard interloper setting) will give you plenty of beachcombing loot.

    I believe Kimiota is doing a "fishcombing" run right now... although I haven't watched it, so I don't know what parameters he has set or whether he's on standard interloper and just focusing on a particular goal for beachcombing and fishing.  He often does standard interloper runs with such personal objectives/rules rather than using the custom settings.

    You can also do an easier NOGOA style run, by turning off all the condition recovery settings (as NOGOA does), but allowing yourself to make birch bark teas (keeping in mind that not every region in the world has birch bark spawns and respawn rate is controlled by the same setting that controls the respawning of sticks and stones).  Turning those respawn times to their longest duration can make for a very challenging run despite it not being pure NOGOA.

    • Upvote 1
  23. 17 minutes ago, Leeanda said:

    There's two boxes in broken?   The only one I find is the one in the bear cave.. 

    Yes.  This video from Lithar shows where both keys should be and where both boxes are located:

    Of the two, the key that most frequently is missing is the one for the box up top (has only shown up twice); but the box itself is always there.