UpUpAway95

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Everything posted by UpUpAway95

  1. 1) It's not just people who play loper who are unable to play this Tale... it's anyone who wants to play with Baseline Resources set to low (this means that there are a number of custom runs that won't be able to play this Tale as well). That does not mean that the player cannot play the Tale, they just have to increase the Baseline Resources setting (either by using a Stalker standard run or a Custom rum with Baseline Resources set to medium. This does not mean that I don't think HL should change this. I do...I think, in custom, they need a separate toggle to turn the Tales on or off that is separate from the baseline resources setting. As a custom only player, I personally am not concerned with whether or not they decide to change their standard difficulty settings. That's up to Loper players to advocate for themselves (please - without shouting, without accusing the devs of "sucker punching them, or using profanities like "assloads.") 2) I've long advocated to HL for allowing the progression of feats in custom for the exact reason you've stated. Often, however, I've met resistance, principally from Loper players, claiming that this would make feat progression too easy. It seems to me to be unfair to say it's OK to lock Custom players out of feats, but not OK to lock Loper players out of Tales. Custom players have paid for the game just like Lopers have paid for the DLC; therefore, the same reasoning should hold for both arguments. In short, all features should be available in some form for all players to access in a difficulty mode they enjoy playing. That's the great idea behind Custom menus to start with... one I wholeheartedly enjoy and support... the more flexibility HL can offer the player in selecting the sort of run they want to play, the better. 3) ... and in case it is somethiing the devs were considering regarding the cougar... To HL: If you do decide to not make a passive version of this predator (which I'd understand), please provide an option so that Pilgrim players can decide for themselves whether or not they want to introduce a non-passive animal into their games and, if a Tale is involved, please don't lock them out of it. They will be similarly disappointed as Loper players are today about being locked out of this Tale.
  2. Big Mass Effect fan... so, initially drawn to the game after finding out Mark Meer and Jen Hale also did the voice acting in TLD. Their initial encounter in Wintermute Redux had me sold. Absolutely cannot wait until the two of them get another scene together (I hope at least) in Ep. 5. The artwork is very reminiscent of several "Group of Seven" works Next, the ability to create a lot of variety between runs by using custom options without resorting to mods. Once I discovered the custom menu, I was 100% hooked. and finally, what's not to love about a game set in the wilderness I grew up with, rode kms in (trail riding on horseback) and what is now pretty close to my own backyard.
  3. That's one reason I thought maybe people would prefer it to be called something else - something not associated with an actual health issue. There doesn't seem to be as strong a reaction against the insomnia being caused by the fanicful "glimmer fog" despite the fact that it comes on suddenly due to pure RNG (which is a thing I don't like about illnesses in other survival games) and there is only one place you can go in the entire Far Territory to get out of the way of the "glimmer fog." So, if they changed things up such that it isn't supposed to make any sort of sense and to top it all off comes on totally at random... but still makes people go outside to play... maybe that would put to rest a lot of the complaints about it. (Since, 24-hours outdoors in this game is not an unreasonable consequence as it is far less onerous than 1 week not being able to climb a rope.) The only thing remaining is the "math" of the mechanic that lets a person know they are building up their risk of cabin fever over time. I think a lot of players simply don't understand it or they overthink it. So, the easiest way to simplify it is to take away the warning of it building up altogether... a la FO4 style... some days you just go to sleep and wake up with an infection. Bottom line on reading - it's not something we can do when we have any illness... so I simply disagree with making cabin fever an exception to that.
  4. LMAO - Do you always get your jimmies in such a knot whenever people merely disagree with your negative take on things. I'm OK with the game mechanic as it is... I have never had a problem with it or figuring it out when I was new at the game (without the Wiki, BTW). Sheesh - an you accuse me of being "passive agressive."
  5. That portion of the ship is indoors (you go through a loading screen to exit to the deck; and if you try to start a fire in that area, you'll get the message that you can't start a fire indoors).
  6. Xbox save bug(s) are a known issue... different iterations of it keep turning up, it seems. If you're on a Xbox Series X, I have discovered a sneaky way to unlock console freezes in most games. When the game freezes, I immediately hit the big X (center) button on the controller (which overlays the main console home menu over the open game). Then, I just wiggle the left stick to move through the icons on the top, but I don't select anything. Then, I just hit "B" to close the menu and return to the game... and so far (without fail) this has unlocked the freeze and I can continue playing normally... without having to shut down the console and lose progress. I should note that this didn't work for me when I was still on Xbox One; but you might want to still give it a try if you're not on an Xbox Series X. Generally, I think there's a problem if the game can't upload to the cloud as it's saving... in my case, this is usually due to my internet connection being momentarily slow or disconnected. For me at least, these sorts of freezes happen in most of my games, often when they are autosaving.
  7. Perhaps they should just give it some fanciful "zombie apocalyse" sort of name like some games do with a variety of afflictions... disassociating if from an IRL disorder but maintaining what it asks of the player to keep track of in the game to avoid it. It makes sense to encourage players to not spend all their time indoors and teach them about other alternatives for doing tasks normally thought to be indoor ones (like crafting). Aurora Fever - you get suddenly if you refuse to go outside during an aurora (for example).
  8. The player cannot read with any of the afflictions. In game premise is that the character cannot concentrate sufficiently to do so. I think if they allow reading during cabin fever (regardless of whether it's just skill books or other books - and you know my opinion about opening up too many skill points), they are going to get barraged with requests to allow it for any affliction and then "you're never too tired to read" requests, etc. Then I would suggest it would get to the point where having a reading mechanic in the game at all is pretty pointless... might as well just give skill ups for actually doing the tasks instead.
  9. The game doesn't just suddenly decide... you make the choices over the previous 6 days of gameplay that lead to the risk visibly climbing to 100%... and you don't get cabin fever until that 100% is reached. You have options like making that bear coat and your arrows at Forlorn Muskeg forge, or the outdoor workbench in Blackrock or Coastal Highway or craft them using short intervals and take breaks to gather sticks for that fire that would keep you warm or gathering stones to make that cache to store your meat or... lots of other things. Of all the inflictions in the game, it is one of the easiest to avoid. The OP says they are stuck in a car eating bear steaks... They aren't as stuck there as they think they are... nothing is stopping them from getting out of the car. Why don't they hunt down a deer and cook up some venison at an outdoor fire? If they are tired, they can still sleep in the car (recommend doing it in 1 to 2 hour increments to be sure they are staying warm enough, but if you're warm enough awake, you're warm enough asleep. As far as being completely unable to pass time... not true... start to break down something and then cancel it. The harvesting time still passes and by cancelling just before you complete the task, you don't actually destroy whatever it is you're harvesting. Too cheesy... well, then take whatever excess clothing you have in your base out to the car and start breaking it down or break down sticks to build up your supply of tinder. Broken ribs, especially in zones like Ash Canyon, are far worse because, unless you have a stim, you're not able to climb a rope and it takes 5 days to heal them.
  10. IDK why... broken ribs are irritating, last longer, and do a lot to "pidgeon-hole" the player's gameplay (all the complaints about cabin fever given here). I've heard lots of players state that they are the absolute worst aflliction in the game. I disagree... with less negativity about it and just little adaptive gameplay, it can encourage the player to spend an enjoyable 24 hours in the Ravine. I can teach new players to pay attention and balance their time spent indoors with time spent outdoors... enabling them to become "experienced" players in that aspect. Also, I asked, what do sprains add to the gameplay or food poisoning or insomnia... just irritation. Further, you contradict yourself... you said in an earlier post that a particular type of rework would "make the system meaningless." To do that, it cannot actually be meaningless now. You also said that not a single player likes it - Guess what - I'm a single player and I like it OK... better than sprains, better than broken ribs, and from what I can tell so far, better than insomnia. I like being able to tell when some illness is going to hit me... which I can do with cabin fever and parasites. I can also logically know when I'm taking a big risk for food poisoning and, to some degree, broken ribs. I can't yet predict a glimmer fog (although, on the plus side, those only hit in the Far Territory (so far at least).
  11. Come on - it's literally 24 hours that you have to spend outdoors (if you happen to have managed your indoor/outdoor balance poorly enough that you actually got cabin fever)... and fishing huts and caves count as being outdoors... and there's a ton of caves in this game. Not to mention the fact that your fires last longer the colder the surrounding air, so there's a definite benefit to cooking in caves (where the fire is sheltered anyways). You also don't have to stop your normal outdoor activities... You could go off to the Ravine and pick up birch bark, hunt deer, and stone rabbits to your heart's content... cook it all up in any one of the 3 caves (one of which even has a bed) in the zone and never have to worry about a predator... a pretty fun way to spend 24 hours in this game.
  12. You don't remember the number of people demanding that sprains be removed, until HL gave them the option in custom to disable them?... and the number of people who have continued to demand reworks to the system because you shouldn't be able to just slap a bandage on them and go on or because they find the slope indicator "immersion breaking." I don't think I can recall a single feature added since I started playing that has not be asked to be removed right after it was added. What does "insomnia" add to gameplay this time around... and what would a "mental health" system add? Micromanaging and annoyance... because that's what diseases in a survival game do... prevent the player from just going off and doing everything without risk of something annoying or irritating happening to them. In the case of TLD, it doesn't take much to manage the risk of cabin fever without going to extremes like (as another person posted here) cooking naked in a blizzard. I've watched 100s of hours of streamers playing on Loper who haven't gotten cabin fever and have essentially just played the game and only avoiding long crafting session indoors (easily done by just using FM as your preferred forge).
  13. Lol - don't blame you. Ice has historically been my nemesis. You may respawn back on the ice close to where you fell in... cold, wet, and with the immediate risk of hypothermia. You also may be a bit disoriented... I can't count how many times I've taken a step only to fall in again because rather than walking towards the more solid ice and the beach, I just walked back out onto the thin stuff. The ability to make crampons is a big plus and the fact that they now show you how the ice is cracking... giving you time to get off it before it breaks. Best policy though - never go beachcoming overencumbered in any way or with clothing that slows you down very much... go light and agile or best to stay home.
  14. Nice job!... and love the picture post... LMAO.
  15. It's just a test. Beachcombing used to refresh without the need for a blizzard. I think it's a good change... if you do turn blizzards off in custom, there is now an associated consequence... you lose out on "unlimited" beachcombing and the newly introduced exotic things washing up on the beach... and it is still the player's choice which features they want or don't want in any particular custom run they start.
  16. Yes, I'm aware of that and think it's a great improvement. I did another pass in CH after a snow storm (not a blizzard since those are disabled in this run). I did come up with a sapling and a broken arrow (both of which I would say I might have missed on previous passes). Still, nothing has yet respawned/refreshed in the areas where I had collected items on my first pass. So, at this point, results are still looking like, without blizzards, beachcombing is not refreshing. Only more time will tell if this is an infallible conclusion or just bad RNG in my run. I've now thoroughly searched probably 80% of CH and only now found a hatchet (I found two actually right next to each other up at the train loading area). Still only one actual knife (which was found earlier in the upper mine). Still no guns of any kind. I think I only have the lower (aurora) mine left to search that is a site of any concentration of loot.
  17. Doubt that all it would have taken was a warning. You might have been OK, but others still griped about it. You're on PC and people have already modded it to suit them, so... you should be good. That just leaves players who can't mod on console and who are so stubborn that they can't play 3 hours on lower difficult to experience the Tale (and don't lament about all the prep it takes because, on a lower difficulty, it takes almost none). Honestly, I do hope, HL will rethink it and eventually change the standard Loper to include it so those who are simply being stubborn and won't even consider playing a custom game where they have some choice can at last stop complaining about all the ways in which the standard Loper difficulty doesn't suit them. ... and I'm sure they won't think twice if the next Tale excludes Pilgrim difficulty (because maybe HL won't want to make a "passive" version of the cougar, an apex predator) about telling those disappointed by it that they should just "git gud" and move on to Loper.
  18. What I'm testing is whether or not blizzards are required to refresh beachcombing items... or whether they still refresh just based on elapsed time. In this run, I've intentionally set blizzards to none and any respawn I can set in custom to be as quick as possible (so I'm getting quick respawns of sticks and such). From what I'm seeing so far though, without blizzards the beachcombing is not refreshing at all.
  19. Well, I finally found a prybar - embarassed to say it was laying in the snow near a truck right beside the Quonset (lol). Agree though - tools are rare or at least seem to be rarer than they were. I haven't yet found a hatchet and I just found my first actual knife (did find an improvised one fairly quickly). On the other side of the coin, I have a shoe/boot collection that would probably rival Imelda Marcos' at this point and 4 lanterns. Of course, with things being more randomized in general, I wouldn't expect them to be as balanced run to run or as consistent. Beachcombing - which was the point of this run with no blizzards - continues to be non-existent so far... I found a tin can, cattail stalk, and a book of cardboard matches on my first pass and nothing has washed up since that I can see. (I'm not the most fearless beachcomber though, so I could be missing some small stuff farther out onto the ice... doubt I'm so bad at it that I would miss a trunk or a boat though. 😃
  20. I'd be absolutely down for there being a toggle to turn prepper bunkers, plane crashes, etc. on or off in custom. Moar toggles please... the more they are the more variety I can build into my various runs 😀 Not sure whether there's a technical limitation on how many they can add... but yes... please... as many as can be done. ETA: Custom = liberation (of the player for the player by the player). If I set up a custom run and I don't like the "resulting difficulty" of it, I have no one to blame but myself... no point in ragging on the devs over it.
  21. I"m currently doing a custom run with blizzards off as a test and, as best I can tell, they have just actually made beachcombing tied to actual blizzards rather than timed respawns. Loot from beachcoming was always "constantly refreshing." Now, at least, it seems there has to be a blizzard for it to refresh. I would say they've perhaps been a little too generous in allowing more exotic loot to spawn via beachcombing; but they could always scale that back to just finding little things like saplings, tin cans, and the odd feather or arrowhead.
  22. There are a number of aspects they could/should tweak or change about it to make it a more palatable feature for what are, probably, the majority of players who play at difficulty levels where it is part of the the "standard.". I don't think they will or should outright remove it, however. An option to turn it off or on in my runs is good enough for me (and that can be done now).
  23. I haven't gone into the Far Territory yet, so I'm not carrying the shortwave... so, one can stumble into them without starting the actual Tale. I just stumbled into my second one - in Coastal Highway (looks like the pilot overshot his landing), and I'm really enjoying just exploring individual zones in the main game areas and finding "random" new things. I'm not really in too big of a rush to start the official DLC at this point. 😀
  24. I'm still seeing some inconsistent minor issues with different reloads of my save file. For example, I'm currently doing a short "test" in Coastal Highway (familiarizing myself with the new beachcombing feature) and I haven't yet found a prybar. Several of the lockers in the quonset, therefore, are still locked. The red locked symbol, however, appears and disappears and then reappears on different launches of the save file. Being positive (or not 😀), the lockers are remaining consistently locked whether or not the lock symbol is there to see it or not. I also found a cache note under a visor that did not have a key with it. I'm hoping that's the way this note should be and that I'm not still having a problem with keys not spawning when they should. ETA: Just a thought - are you playing on an Xbox One or Xbox One X or are you on an Xbox Series X? Just trying to eliminate the possibility that it's be some sort of compatibility issue with the Series X (which is what I've upgraded to).