UpUpAway95

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Posts posted by UpUpAway95

  1. On 9/10/2021 at 8:43 PM, odizzido said:

    I wish they would put some effort into making look like you couldn't just walk through or around it. Maybe a big tree and the path has collapsed around it so you cut down the tree to open the path up. I understand that our character cannot step over a matchbox so it is at least consistent but I still dislike it because it's too inhuman.

    I don't think I would want to try to run through thorny bushes without cutting them down first... clothing ripped to shreds and a multitude of cuts.  I think requiring a hatchet is quite realistic.  It could possibly be done with a knife, but it would take a lot of time and a person would probably still get several cuts in the process.  Perhaps they just need to make them look denser and thornier.  Perhaps they could have also labeled them differently - thorny bush or bramble bush and have them damage clothing or the character if touched, but allowing for a way for the player to navigate through them at the cost of clothing or injury.

  2. 1 hour ago, hozz1235 said:

    Thanks for posting.  Yeah, HRV isn't known for having a lot of useful resources to offer.  Given the climate, this is why it is one of the last zones I visit on my runs.  By this time, it doesn't have much to offer besides some additional resources and my "completionist" goal.

     

    On 2/5/2022 at 7:39 PM, Blizzard Walker said:

    With the exception of the area around Cloudtop Falls, HRV is the one region where I feel compelled to have a lit torch constantly in hand or in hand ready to light.  I liken walking around its jumbled terrain to driving on an endlessly winding road with little or no sight distance.  I find myself constantly on the alert for wolves over the next hummock. My exploration forays are short and seldom take me too far from known cave locations.

    So far I have navigated the westerly ice cave, the one without the wolf, and the area west of Many Falls Vista and south of Hushed River.....about one third of the total map. 

    Feeding my character is not proving to be a problem.  The Cave northeast of Stairsteps Lake is proving to be a secure base. Sticks, rose hips, mushrooms and Old Man's Beard are all abundant but I already had plenty stashed away throughout Great Bear.

    I intend to explore the rest of HRV slowly but surely in search of three resources, those being birch saplings, revolver ammunition and rifle ammunition.  Birch saplings are particularly scarce as likely locations are proving barren of saplings.  I have added perhaps 7 revolver rounds and 1 rifle round.  In terms of clothes I have found two more Fisherman's Sweaters and another wool ear wrap but little else to "make the juice worth the squeeze".

    I wouldn't count on finding too much in the way of the man-made resources (clothing, ammo, etc.) right at the moment.  In my most recent HRV start (meant to be a one-region challenge), all the corpses in the zone despawned the moment I went into one of the ice caves.  I have found a hatchet lying in the snow by itself (it probably was an item that was supposed to spawn next to corpse).  However, food, clothing, and ammo are usually items that spawn on the corpses rather than beside them, and they disappear when the corpse despawns.  I finally just gave up on that save.

  3. 5 hours ago, I_eat_only_wolf_meat said:

    Anything other than bedrolls and clothing?  I have not noticed anything else get damaged in this way (but that doesn't mean it didn't happen)

    The odds are certainly much higher with bedrolls and clothing than anything else.  The odds on the ear wraps getting hit are particularly high.  I did have a mag lens get ruined in a struggle once, but it was not at 100% when the struggle started... more like 20%.

    Also, I only really take note of the items that get ruined in a struggle and probably wouldn't notice items that just take some damage unless that damage takes the item from the "white" condition into the "yellow" zone.

    Generally, my bedrolls decay from use rather rapidly... but that's generally because I do tend to sleep in 2 hour increments when I'm sleeping outdoors... increasing the number of recorded uses in a single night.

  4. 1 hour ago, I_eat_only_wolf_meat said:

    Just recently I had a normal (blue) bedroll go from nearly 100%, to 25% very shortly after a wolf attack.  I was carrying the bedroll at the time, and I don't believe I had even used it that day.  Not 100% on that point, though.

    I'm pretty sure that condition loss during a struggle is basically a dice roll.  The odds of getting a bad roll increase with difficulty, but are still possible on any difficulty.  What items also get hit are also a dice roll.  The longer the struggle goes on, the odds of more items taking more damage also increases, but it is still a dice roll.  Looks like the RNG gods were just not particularly kind to you.  It could have been worse though... I have had items in 100% or near 100% condition become Ruined in a single struggle.  It's rare, but it's not impossible.

    • Upvote 1
  5. 1 hour ago, Hawk said:

    I used to be in favor of human corpses disappearing after a time, or after searching them. Then I realized that it might significantly reduce the amount of feathers in the game world.

    This is a valid point, but it could be compensated for by having more feathers drop more quickly around a fresh kill by the player.  They could also program it such that crows flying overhead before a store could just randomly drop a feather or two so that you could find them just lying in the snow on occasion without them being associated with a corpse. 

    I've been making quick runs to try to ascertain a real pattern for the corpse bug right now.  There is a feather shortage because the human corpses are, for the most part (but not absolutely consistently), despawning instantly when the player goes indoors for the first time in a region.  There are also several that are simply failing to spawn on some starts (particularly if the player spawns indoors, as they can on the easier settings).  The prop deer are also despawning very quickly whether they have been searched or not... and fresh kills usually don't attract crows unless left for a day and then one might only find a feather or two around it.

  6. 3 hours ago, Jimmy said:

    Would it really, though?

    Sure, in Story mode, we have a pilot and a doctor for our characters. However, what's to say that's true in Survival mode? Might not he be an escaped prisoner of Blackrock? Might she not be a forgotten administrator from the local coal mine?

    Survival mode doesn't necessarily rely on the lore of Story mode. The characters aren't given canonical names in Survival, just Male or Female. I like to think this offers a measure of creativity in how you want to explore your character.

    Personally, I've been meaning to write a Survival story of Prisoner #69420, who escaped Blackrock after being incarcerated for various drug trafficking offences. His goal? Find every bottle of painkillers on Great Bear Island and consume them.

    However, survival mode does begin with a screen that says "A mysterious geomagnetic storm has brought your plane crashing down into the Northern Canadian wilderness.  How long can you survive?"  So, unless they eliminate that screen, it's pretty much a set backstory in both Wintermute and Survival.  Of course, you can skip reading it and just head canon your own.

    I think plane crash debris at spawn would be a cool addition to the game.  You could still have Prisoner X... who escaped Blackrock Prison and was picked up by a friend in a small plane only to have that plane crash moments later while still over Great Bear Island.

    I think, however, the programming of the game world is not really designed to add something as large as a procedurally generated plane crash into the terrain effectively.  As cool as it would be, I doubt we'll ever see it added to the base survival game.. perhaps as a DLC later on though.

    • Upvote 2
  7. 1 hour ago, Pınar51-06 said:

    Whoaa, can we goat down from Miner’s Folly to Angler’s Den? I never tried that long. Now ı am curious can we goat down from Wolf’s Jaw overlook?

    Yes, although the goat down from Wolf's Jaw is significantly more intimidating and is quite a bit longer and convoluted than the goat from Miner's Folly.  I'm surprised you've never taken the Miner's Folly goat... it's obvious from the top where to go and is very straightforward right to the bottom.  My point was that the devs have designed the game world to offer the player a variety of thoughtful choices.  Taking an available goat vs. taking a rope is a realistic choice for them to offer the player... and it saves them cluttering up the world with a ton more ropes or more "climbing vines."  Some will choose to take the ropes and ferry supplies over many trips up and down and others will choose to take the goats and only make one trip.  They base that choice by assessing their own circumstances... and that's as it should be.

    ETA:  If my replay seems to ramble a bit off point... it's because I mistook you for the OP.  Sorry.

  8. 3 minutes ago, Shadox said:

    Yeah i love Birch Bark tea. 30% hydration, almost as much calories as a cat tail, grants warming up buff, 5% heal and is renewable. Will be very useful to get some health back there. I have my main base in CH on all saves, nearest birch bark spot is ravine (i think) but it usually yields 6-8 pieces. Im not too worried about the gas, my Stalker had no problems sprinting through and its a pretty linear corridor. My stalker has better sprint than my loper because of double exp parkas instead of bear coat, but i had like 5seconds left. I reserved a stim for that part on my loper, still have some of them left since i did TWM and Ash canyon in midgame and used only coffee for the climbs.

    The mine is relatively warm... wouldn't hurt to drop the bear coat on the upper floor, run the gas, take the elevator up to the top floor, pick up the coat, and then drop back down to the second floor to get the code.

    • Like 1
  9. 2 hours ago, Shadox said:

    Good tip with facing them, you saved me a nasty surprise! Like 600 Hours played in TLD and still i learn some new things in this Forum.. i knew walking backwards and facing wolves works for normal ones, but i thought T-wolves will jump and rape you regardless :P I have around 150 cattails in storage, could gather alot more if i visit HRV before. And enough arrows but since saplings spawn so infrequently on the CH beach, i dont want to lose more then like 10 or so. I want to see if i can survive 1000 Days in Loper :DReishis for warming up + extra calories, or in case of infection? I cant recall if there is alot of lichen in Blackrock.

    Lots of thanks to all the People answering and giving nice Tips! Amazing community!

    You could also make a quick trip into one of the zones with birch bark to gather up a supply for healing teas.  They also provide calories and warmth and the birch bark respawns, so you won't actually run out of it.   Blackrock has cat tails, reshi mushrooms, lichen, and rose hips; but it does not have any birch bark that I found, so you'll have to bring it in with you.

    Also, if you want to be able to make more than the small supply of noisemakers you can pick up in the mine, you'll have to use an ammunition workbench in survival.  This means braving the gas in this mine to get the code or heading into Bleak Inlet to open the workshop there.

    • Upvote 1
  10. 13 minutes ago, Blindsp t said:

    I dunno, maybe it’s me but the risk seems incredibly minimal and going down these ways seems kind of ridiculous from any kind of realism.

    Well, realistically, there just aren't convenient ropes hanging from conveniently shaped "deploy" rocks at every point a person may want to climb or descend... nor do they conveniently find ropes of exactly the right length to deploy at the few points where ropes are not already deployed.  What would be most realistic is to not have the ropes anywhere and the terrain be designed to have "goat paths" that enable the player to climb or descend to any point they need to be.  The ropes, like a lot of other things in this game, are a game mechanic... just as several of the popular goat paths down.  You can't tell me that the goat path down from Miner's Folly to Angler's Den has not been put into the game "by design."

    • Upvote 1
  11. 1 minute ago, Shadox said:

    Yep, i usually have no Problems in killing Bears. Got Archery 5 and it takes only 1-2Shots. Still need the bear bedroll, therefore im gonna hunt at least 2 more. Its always nice to have a Plan B if things go wrong, and the best Plan B for those are flare gun shells. But theyre also required for Timberwolfs on Loper, trying to bow them looks like either suicide or a giant waste of Arrows to me. And i dont actively hunt Mooses after the first for the Satchel. Exception was the (second)one next to Mountaineers Hut in TWM, just because i can leave the Hide there in Case i want to change things up for some reason and use Bear+Moose Coat instead of double Bear. Its like 10seconds away from Shelter. Aside of that, im not gonna risk a few Arrows for 10 Days of Fishing or Cabin Fever :P

    Carry them for safety isnt necessary for hunting the bear in milton or around misanthrope, since you can backup into the cars or fishing hut. But i thought i should probably get the noisemakers as long i have Flare gun shells, since i found a single blue flare in the entire game so far. And everything else to deal with timberwolves seems either too risky or not available on interloper

    ... but you're not going to be hunting the T-Wolves in Blackrock... you just want to get by them to the Mine to get the Noisemakers, right?  Might I suggest you take a peak at a streamer who is on Loper and who started in Blackrock and watch how they deal with the T-Wolves using torches (before they even have a bow or a flare gun).  It's a strat that does work to buy time to get by them if they happen aggro on you.  You're also going to come into the corner of the region that's not too far from the mine, so you should be able to get in and get out without encountering too many of them.  Perhaps start a file on an easier difficulty to become familiar with the map and the wolf spawns along your intended route to the mine from The Keeper's Pass.

    • Upvote 1
  12. 46 minutes ago, Shadox said:

    Alright, ive got another Question. Played my Loper again, Day 112ish now. Been everywhere except HRV (no need since i found a mackinaw in Signal+Hunting Lodge), BI for obvious reasons and Blackrock yet. Im really tempted to go Blackrock for Noisemakers, tryed them on my Stalker save and theyre fun. But unlike on my Stalker, i cant think of any other use for Gunpowder, and you still find the Mats for it on Loper. Even found a can of it in the Spence Safe. I rarely need Accelerant and Lamp Oil is a renewable Source.

    How hard is Blackrock in Loper? Is it advisable just for the Noisemakers? I explored the most of it in Stalker, so Noisemakers are really the only reason i'd go there (despite swearing to myself i wont visit Timberwolf Areas in Loper).The reason i want them is that i was reading they dont use a Match to ignite and they can also scare charging Bears and Mooses. And if hit properly, even kill them. Not worth for Stalker, Ammunition is much preferable imo, but they seem to be a nice tool for Interloper. I have only 8 Flare shots left and i think i would need them to deal with the Timberwolves there. Found packs of 5 of them on my Stalker save, defending was already hard enough even with Revolvers... and my Stalker had like 10 blue Flares, while i found only a single one so far on Loper. Gonna make things extra difficult. But getting a few dozens extra get-out-of-jail-cards for Bears and Moose might be worth it. What do you think?

    Wanted to keep every 10 Flare gun shots for this Area, but needed one for a Bear emergency, and another one since i had a Moose waiting for me down the climb in Ash Canyon... :P

    IMO, the flare gun is not the best tool for dealing with T-Wolves.  The ammo is too precious.  It's a lot cheaper to walk with a torch and/or build a fire and keep tossing torches at them.  Hitting them with a torch will lower their morale and the pack will eventually scatter for a short while, allowing you to get by the areas in which they are located.  Of course, the best bet is to just avoid them if at all possible.

    • Upvote 1
  13. I have to go with the others on this.  Goating down is fine.  The player assumes the risk - everything from a sprain to death.  If the player doesn't really know the maps, attempting to goat in the wrong spots can easily get you into a situation where you're stuck with no way up or down and death from exposure becomes inevitable.  It's a realistic outcome based on the player's knowledge of the maps and their ability to read the terrain.  What I'd really like to see is also a free climbing mechanic so we could goat up more effectively as well (at the expense of a ton of energy and calories with a high risk of falling, of course).

    • Upvote 2
  14. 6 hours ago, Leeanda said:

    On my custom I set it to passive and with no fear cos it stops them running away when I'm nowhere near them. But Im going to give it a try and see how long it takes. But in two years + it's not happened so far,on custom or pilgrim.  I'll let you know if it ever happens  though.

    That wolf looks like it's got the worst case of haemorrhoids I've ever seen! 🙂

     

    Yeah, I guess my flesh and blood didn't sit too well with him. 😀

    The fear setting (high to low) shouldn't make any difference once you have a passive setting active.  I've never noticed a difference in their behavior with any fear combination with passive before, but I'm not really sure how to scientifically test it (hmmm... I'll give it some thought, though).  The detection range setting may be having an impact.  Maybe try setting it to "close" and the effect of meat on your scent to None (smelliness) and see if that increases your ability to get in close when they are eating.

  15. 10 hours ago, Leeanda said:

    Do you actually cover the entire map In 30+ days?   

    Have to admit I do get bored sometimes on some runs ,even after day 2 . Then I throw her off a cliff and miss a day's play. Not quite the same thing I know  but it works for me anyway.  Very rarely I  try an interloper custom with everything on the hardest possible settings, just to see how long I last. My record is about 50 minutes real time🙂

    Basically, this is me too.  I plan for shorter runs in single regions and try to see how far I can level up my skills while staying in that region and when I'm bored with that, I end the save and move onto the next one.  Typical save length is maxed around 100 days.

    Tips to the OP though based on the couple of 500-day saves I've done... play those saves in short bursts, interspersed with starting new files with a variety of unusual custom settings and the challenges Hinterland provides and maybe even a Wintermute run.  Change those short-run files up between Will and Astrid (so they at least sound different).   Keep your longest and go back to it only periodically, minutes at a time.  It will wait there on your hard drive for you.  Use your journal to remind yourself of where you left off each time.

    Try taking lots of screen shots (or if you stream, get involved with your chatters)... and finally, if all this fails, take a break from the game altogether and play/do something else.  Running the same game over and over again with the same settings is boring... no two ways about it.

  16. 1 hour ago, Leeanda said:

    I've done exactly that quite a few times and they all just growl a bit and then run off. But the wolves are supposed to have a fear setting that's not applied to moose and bears.

    You'll notice that when you select "Passive Animals" setting in the custom menu, it 1) overrides the wolf fear setting (so that no longer applies to the wolves) and 2) It sets all the animals to passive (so bears and moose are passive as well).  So, moose and bears can still attack you... and, therefore, so can wolves.

    Keep trying to get real close when they're eating... sooner or later, you'll get one that does not run, but that turns to look at you and starts growling.  If you continue to approach or pull a weapon at that point, I'm betting you'll get attacked.  I've been attacked by wolves twice when animals have been set to passive... one was wounded and near death when I came around a rock and surprised him.  In fact, he died while attacking me and I remember I posted a picture here of it.  I can't really remember the circumstances behind the other attack.

    Found the picture.  That's my blood on the left.  There's blood beneath the wolf because I took the screenshot after I harvested him (and after I calmed down and patched myself at bit).  The wolf's odd squatting pose is a result of still being in attack mode when he died.

    TLD Wolf.png

    • Upvote 2
  17. 29 minutes ago, Leeanda said:

    How did you get attacked by a wolf? I've walked straight into one whilst it was eating and not got bitten. I didn't think they could on pilgrim, only bears and moose are supposed to be able to .

    Nah... The description says that animals can attack if provoked on pilgrim.  It doesn't exclude wolves from that.  Moose and bears will also run away just like the wolves if they detect you before you get too close... unless you provoke them as well.  I think getting too close before they are aware of you or if they are already wounded is what generally causes them to attack on pilgrim.  The difference is that on stalker and interloper, they will generally come towards you even from far off if they see you ro catch your scent.

    Also, as piddy said above, if a wolf is looking right at you in Pilgrim when they are eating and you aim your weapon at them rather than back away, they will sometimes attack rather than scare.

     

  18. 26 minutes ago, Ghurcb said:

    About that key... This is a bug. Hinterland say, they're fixing it, so it will probably be okay soon.

    Yes... the whole bug is that corpses are despawning with items on them.  It's not just happening at Paradise Meadows Farm.  If you enter a zone and then enter a building, ALL the outdoor corpses will despawn and you will lose whatever items they have on them.  For the most part, you just don't really miss those items because they are usually a bit of food or a bit of clothing.  The key is immediately noticed because it's a crucial item that happens to be on a corpse.

  19. Key here is "after they have been searched."  Right now, corpses are despawning/disappearing before they've been searched and things like the Paradise Meadows Farm key are going missing... which makes, for example, that building completely inaccessible for the duration of the run.

    Therefore, I can support them despawning ONLY after they've been searched and ONLY if they are left empty after they have been searched... because, on my older file, I've lost most of my tin cans because I habitually stored them on corpses.

  20. 11 hours ago, twyn1 said:

    I lost an arrow in TWM a few days ago in a wolf that I definitely hit, but it disappeared -- the kill count went up for wolves, but I never found the body -- knowing the spawn areas and where I encountered the wolf, I searched pretty much everywhere it could have gone to die, but finally I had to sleep in the Forest Cave because I was at exhaustion level. There was a lot of other activity during this time, including downing a moose (got trampled a bit), collecting several rabbits and getting a 2nd wolf. Don't think there was an Aurora event overnight.

    Tried to find him the next day, again lots of other things happening, ferrying meat and hides, stockpiling some wood, another deer, a 3rd wolf, but still lots of searching.

    Today, I walked past a little area to the north of Crystal Lake ... and Lo & Behold -- there was the lost arrow just laying there in the snow. I know I searched this area at least twice, and there's no way I would have missed a dead wolf. I just counted it as Providence from Above ☺️

    Yesterday, I had a wolf that sunk so deeply into the snow that it was only by accidentally scrolling over the label did I realize he was there.  If your wolf sunk into the snow like that, it's quite possible you did miss him and the arrow only surfaced after the carcass despawned.  Recently, people are reporting things sinking into the ground all over the place.

  21. 4 hours ago, Jimmy said:

    From the perspective of playing on Interloper or harder difficulties, I'd have to say more randomness wouldn't really add more fun to the game for me.

    Whenever I play, I'm always admiring how incredibly well the team at Hinterland balanced their game. Inevitably, if I have a death or serious setback in a game, it's due to my own poor judgement or lack of knowledge, not simply due to a random variable I couldn't control.

    Some things are just right the way they are. The bespoke map design means there's typically always somewhere close you can seek shelter if it's blowing a blizzard. Knowing you can get specific clothing if you brave Hushed River Valley or the summit of Timberwolf Mountain mean you have goals in each game. Could you imagine how disappointing it would be to just find the tactical backpack sitting in the Camp Office in Mystery Lake instead of requiring a perilous trek across several game zones and braving the wilds of Ash Canyon?

    Some games benefit from procedural generation techniques. I've spent many happy hours in games like RimWorld, Dwarf Fortress, or roguelikes. The Long Dark isn't like them, and I don't really think it needs to be. Yes, previous experience, map knowledge, and loot table spoilers can diminish the challenge. The game rewards you for investing your time by revealing more of its hidden secrets each game, letting you hone your strategies with each successive iteration.

    I wholeheartedly support adding more random regions to the game through interaction with the modding community. I can't wait to see what the amazing minds out there can create using Hinterland's framework. However, the core of the game is already a polished gem.

    Braving the summit and HRV is unnecessary since clothing items like combat pants are available at multiple other "guaranteed" or "nearly guaranteed" spawns in the easier zones (e.g. Signal Hill). 

    For me, what I loathe is traversing this entire now huge world to get a specific item (e.g. like crampons) in a specific place with absolutely zero chance of finding it anywhere else at random.  That strategy doesn't enhance my game play... it detracts from it.  I mostly do One Region runs, but it means that, for most regions, crampons are not available to me... ever.  I'm OK with that, but I don't think it would hurt to have one "random" pair floating out there somewhere in the world... just one other than the one in Ash Canyon.  Similarly, I think they could cut back on the total number of flare guns... one on the summit and one other randomly found anywhere else in the world... rather than multiple "guaranteed" or "nearly guaranteed" incidents of them... i.e. remove the loot table system so that the player cannot "memorize" things like if find a mag lens in the cave on the way up to the summit, the hacksaw is in the mountaineer's hut...  In this way, the average Loper would still most likely beeline for the "guaranteed" spawn of such items and never find the single duplicate that exists randomly in the world.  Most of the time, the One Region player would still have to do completely without it... but on rare occasions that luxury item would spawn in their single zone... making finding it really feel like Christmas.

    Another thing - Forging is never likely available if I play these challenges on Loper because when I spawn in a zone with a forge, the heavy hammer is not in that zone.  Would it hurt to at least remove that restriction so that on Loper I'd have a chance of being able to forge once in a while while staying in the zone for the entire run?

    Also, as long as the Loper player finds matches and knows the zone maps well enough to know where they can sleep, any death is due to player error... not random chance.  To survive, one simply does not need (and has never needed) combat pants, lanterns, mag lenses... etc.... let alone crampons, technical backpacks or even moosehide sachels.

    BTW:  I'm responding to you because I got a notification that you quoted me... not sure why.

     

  22. 6 hours ago, turtle777 said:

    Totally agreed. That's part of why I don't like DP.

    Yes, traveling during blizzards is an option, but the distance from Poachers to RR Maintenance Shed is long. Doing this in early IL game with limited clothes is quite dangerous.

    Spences is really the safest / easiest option, IMO.

    -t

    Early game, I agree that Forlorn Muskeg is probably the best bet (I think I said that farther up thread).  Going into Broken Railroad is much safer once you already have a bow and some arrows and travelling anywhere in a blizzard is much easier in a bearskin coat. 

    If you are traveling into Broken Railroad in a blizzard, you can usually start a fire and warm up fairly safely in the railroad tunnel entrance (either side - one end or the other is usually out of the wind enough to get a fire going).

    • Upvote 3
  23. I agree.  Unfortunately, in my oldest save - replacing the corpses that have been now lost won't replace some of the items I happened to have stored in them (usually tin cans that I thought would never be useful and now I wish I had to make noisemakers).  I've thankfully never gotten the insufficient memory bug.  How full is your hard drive?  I know FO4 has real problems if the hard drive is nearly full.