UpUpAway95

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Posts posted by UpUpAway95

  1. On 4/27/2021 at 10:13 PM, oplli said:

    i wish i had a down vote button. just as explained, moose attacks have a long term healing, making a bow is useful for long term survival exactly like clothes made out of skin. i would say the opposite actually, Most of the things are made for long term survival. 

    that dosent fix the issue with the bears and wolves though...

    It's a compromise solution.  I'd still prefer it (i.e. adding an insta-kill predator like the cougar) to grinding the game down to a slow crawl by giving the player long-term injuries.   Weeks stuck on one level of Ash Canyon due to a broken leg just doesn't sound like a fun game to play or watch on Twitch.  Realism in healing isn't an issue for me... none of that is reality because we're playing a game.  The game needs to have adequate pacing to keep it interesting.

    • Upvote 1
  2. 12 hours ago, Lord of the Long Dark said:

    You are supposed to go wherever you want within the bounds of the map and if you try to go beyond bounds it simply should be impossible.... or an obvious drop off to certain death. But climbing a rock pile in the middle of the map- uh yeah- you should be able to cross it 

     I think the best course of action is to report each location to HL so they can investigate and perhaps change the terrain slightly so that the player cannot get stuck in that area (if it is in an area where players are supposed to be able to go).

  3. 3 hours ago, Stinky socks said:

    Well, what if I don't want to? You have to be realistic here, no one is going to listen to your dialog box saying, "you can't leave, must dismantle reflector first"😁this is a very poor excuse to a cure for a problem that should be solved on the coding side.

    Then, it would be my opinion that it not be added.  It is an OP addition anyways (i.e. not needed for survival since we've all be playing the game for all this time and the interlopers are now surviving well past 500 days... and playing Outerloper, Deadman, and Naked.  Lower difficulties compensate by lowering the wind variability (which is something every player can choose to also change in the Custom menu if they want to).  I don't think HL is obligated to add something to the game that can potentially be exploited... and then have to solve it all on the coding side.  If they want to, they certainly can.  My expressing my opinion here doesn't stop them.  I'm just discussing options... fleshing out the suggestion.

    So... to prevent the animals from getting stuck on these obstacles... what do you suggest?  That they code them so the animals can go right through them as though there is nothing there?

    BTW OT:  Answering your question about my No Animal run.  I started another run in Mystery Lake and went to Bleak Inlet... No, there is no wolf in the Cannery when you set all the animal spawns to "None."

    • Upvote 1
  4. 6 minutes ago, oplli said:

    @UpUpAway95 i dont agree with you but we dont have to. i think we both said what we were thinking, now well see what the devs are thinking if they add it to the game!

    I'm just going to reiterate about animal pathing.  Even one reflector left in a strategic path could be exploited to block an animal... causing it to run in place like we've seen animals in this game do from time to time.  My reasoning is to make sure the player dismantles them so that the animals in the area can return to their normal pathing.

  5. 1 hour ago, oplli said:

    beacause if you forget to dismantle a reflector you have to come back dismantle it and then you can build one where you really want. thats a pain in the ass

    It's no worse than forgetting your bedroll.  If they put in a restriction, people would soon learn to not forget to dismantle it.  Another option would be to not make it a buildable item, but one you find and have to carry with you to use or use an inordinate amount of materials to build it (like the caches which require 50 stones to build).  Without restrictions, building things just anywhere we think they're convenient just makes the game a whole lot easier... too easy, IMO.

  6. I know I do it without climbing a rope (but I confess I get lost frequently as well).  It's possible, but I can't remember for sure, that what you're looking for are some climbing vines (like in Mountain Town to leave the crash site) or else the route is through a bit of unburned birch forest.  To be sure though, I'll have to start a save in Ash Canyon to refresh my memory.

    ETA:  From Shattered Cove, simply follow that narrow canyon (it's a long ways around) until it opens up and you'll see an unburned birch forest at the top of a hill on your left.   You'll see Stone Shelf Cave straight ahead and above you and you could also bear right to get to a rope that starts the 3-rope climb to the Gold Mine staging area.

    However, to get to Pillar's Footrest, you need to go through the birch forest, over the hill and down and you'll see the label for Pillar's Footrest pop.

    If you're trying to get to the Deer Clearing in Timberwolf mountain, keep going down and looking towards the rocks on your right and you'll eventually see the cave that takes you out of Ash Canyon there.

    There is a whole level of exploration you can access by crossing logs and using climbing vines.  I think there is also a rope, but I don't think I've ever used it.

  7. 8 hours ago, oplli said:

    @UpUpAway95 i find your suggestion nice but i would like to be able to place multiples ones on the region at the same time but i agree they shouldnt be allowed to be placed together

    Not sure why you would need multiple ones active in the same region or, by extension, multiple regions at the same time.  You are very likely to only have 1 fire burning anywhere in the world at a given time. 

    As a compromise, I'd modify my suggestion to say the time required to build and dismantle could be changed to be relatively short (say, 15 minutes).  With only one allowed in the world at a time, the wood could be returned in full and in kind when the reflector is dismantled without it being too OP... although I like the suggestion above that returns the wood as reclaimed wood regardless of the type of wood used to build it (reclaimed wood having less burn value than either fir or cedar, but having a value in constructing snares, which would be somewhat useful  on occasion in areas of the map where one is not close civilization and sources of reclaimed wood.

  8. 59 minutes ago, Stinky socks said:

    Wow, that is certainly a very unique challenge!! Hey, did you check if fluffy still spawns inside milling station? 🐕🥰

    Sorry, no I didn't check and  I got admittedly bored with it pretty early on.  The map feels eerie and quiet when there are no animals around at all.  Also, there wasn't much reason to to go in there... no use for a rifle or revolver in the challenge.  My guess is that he wouldn't spawn, but you've got me curious... I may try it again, spawning in Mystery Lake and heading directly into Bleak Inlet with aurora frequency jacked up to high just to have a quick look.  Bonus, of course, is that there is a lot of birch bark in the Ravine.

    • Like 1
  9. 1 hour ago, Dancewithknives said:

    Yes, but if it is an asset thats only available later in the game it could have a longer lifespan after flares are out. I think it would be nice to have a redundancy in animal deterrents  than guns.  Plus, I do like the aesthetic if the improvised weapons.

    Technically, flares are not finite since they are among the items that can be found beach combing.  Rather, they are limited so would have to be used sparingly in the later game.  In an open-world sandbox, it would be hard to say that any asset would only be available in the later game as well.  It would have to be done by associating the crafting skill with a level-up..

    • Upvote 1
  10. I think this has been suggested before, IIRC.  I think it's a good idea.  I'd be happy though if HL just allowed to toss all our tinder onto and already lit fire all at once just to get rid of it...  not even caring if it adds any time or heat to the fire whatsoever.

    • Upvote 4
    • Like 2
  11. On 4/23/2021 at 1:18 AM, Sir Major M.oos.E Sr. said:

     

    Yes, that's true.  One of my recent custom runs has been a "no animals" one... where I turned the spawning of all the animals to "none" in the custom memu, leaving just the fishing setting alone.  No animal attacks so it can get boring, but it does make you rethink some things... no rabbitskin hats or bearskin bedrolls.  Guts are limited to those you get out of the prop deer... things like that.

    • Like 1
  12. I think it is a very interesting idea, particularly without giving any warmth buff.  Once concern though would be how it might be exploited to disrupt animal pathing (e.g. creating a sort of fence using a string of these structures.  One way around it would be to limit them in a way similar to what they've done with the rock caches (which they've limited to 5 per zone and they cannot be placed close together).  I'd go further and suggest only allowing one such structure to be erected in the world at a time... forcing the player to dismantle it before being able to ever build another.  They could also make it such that it would take an hour or more to construct and a similar time to dismantle so it wouldn't be something that would necessarily quickly save the player should a blizzard pop up after they've started a fire.  That is, they would have to at least have had some forethought about the location of their fire before being able to use it effectively.

    ETA:  On lower difficulties (where I've bothered to collect enough stones to build a cache, I have used a cache as a semi-windbreak for a fire.  It's not all that effective though unless the location is already fairly sheltered by terrain.

    • Upvote 2
  13. 5 minutes ago, oplli said:

    They are! Once i mountain goated a cliff and there was a bear down there, after 2 hours of passing time it was still there so i tried the torch, It took two torch and he flew.

    Of course its only personal experiment and it might have been a bug but the second torch fell ON the bear that might be the cause. I wouldnt try to throw a torch on a bear if i am not safe on a tree or a cliff though

    correction then... they could make them MORE afraid of torches.  As you've indicated, it's not currently very reliable, which is how, I think, the devs are intending it to be.

    Heck, I've even had one respond to being shot in the face with a rifle by instantly attacking me; whereas, usually a fairly good shot will cause them to bolt.

    • Upvote 1
  14. 1 minute ago, Stinky socks said:

    That repair didn't work for everyone. OP claimed he was able to fix them on mill station, but others did not have any success. Perhaps there was a hotfix and hinterland changed something..

    Thanks.  I didn't follow the topic after that post about the repair working.  Like others, I tend to use them sparingly.  Before they were introduced, I got very used to using rest and coffee to get up ropes, so I've even just continued that practice for the most part.  In my current run, I haven't been to Ash Canyon yet, so I don't even have a pair right now.

  15. 3 hours ago, Dancewithknives said:

    Yeah, but flares are rather finite. They were my go to for deterring bears and now I’m down to my last 3. 

    I agree with the poster above.  I think if they wanted to give the player an infinite means of scaring off bears, they could just make them afraid of torches.  Even though they are not easily scared, they generally are fairly easy to avoid, particularly later in the game after you've looted the areas near where they frequent.

  16. I've always felt that a bear attack should kill the player outright regardless of their health and clothing.  I suspect that's not the case because of the story mode and The Hunted challenge.  Rather than have them change the current wolf and bear attacks now though, I'd like to see them add in cougars and give them a particularly lethal or crippling attack... making them truly an apex predator in the game.

  17. 14 hours ago, RegentRelic said:

    Hinterland is likely to make some changes to desolation point by episode five. Since we know Astrid ends up there after episode three.

    Yes, this is what people are speculating.  There has also always been some speculation about something connecting into DP beyond the Broken Bridge even before Epidsode 3.  Having Crumbling Highway set out as a separate transition zone (instead of the long, narrow transition being part of the zone itself as it is in Broken Railroad) has also fueled speculation about some other sort of exit/entrance to DP, perhaps connecting it to Bleak Inlet or the creation of another entrance/exit through Crumbling Highway.

    • Upvote 1
  18. Just realized I haven't answered the poll question.  No, I generally do not use the maps online nor do I bother with using charcoal to draw the map ingame... that's probably why it took me so long to discover that spray painting the prepper caches when I did find them in ML and PV marked them on the map.  I did use the online maps when I was working towards the Faithful Cartographer achievement to make sure I caught everything required.  I tend to play more "nomadically" now, going where the wind direction takes me and taking shelter wherever and whenever I find it.  Some routes I've memorzied (like the route to the summit of TWM) and other places I still get lost getting to them... generally, it all works out fine... and if I get ganked or die falling or whatever... I start a new run and always have fun doing so.  It's just the wya I play the game.  Living a long, long time in this game is exceedingly boring.  Knowing where to find all the choice loot and beelining for it is also exceedingly boring.  Living by the seat of one's pants... now that's exciting... and makes me glad I don't have a terrific memory in order to memorize the game's locations and what they have in them.

    I rely instead on the in-game natural navigation system... rosehips, mushrooms, old man's beards, and fallen "arrow" trees that show the ways to shelter.

    • Upvote 1
    • Like 1
  19. 11 hours ago, Dancewithknives said:

    I personally havent gotten to DP yet. But I don’t really think that the size of the map is very important if there’s nothing really going on in it. I mean, Pleasant Valley is huge but theres nothing to do in much of it. Costal Highway is also large, but the ice shelf makes it quite unique. 
     

    Like I said, I havent played in DP before, but if its like Broken Railroad, the. i agree that it may feel i complete and in need of another asset or another connecting region to it.  

    A quick comparison would be to pull the updated Whiteberry maps for both zones and count the loot sites available in each.  There are sites in DP not shown on the OP's map... e.g. there is a mine that runs from just above the Processing plant back towards the ares of the Stone Church and there is a cave tucked in beside the waterfall near the broken bridge.  There are also small loot sites that can show up on the Little Island, which is also a source for birch and maple.  There are also trailers in the yard of the processing plant.  The lighthouse is also a working lighthouse during an aurora, which is really quite cool... great for photos.  In the Crumbling Highway, there is a burned out farmstead and a cave/loot site on another island, as well as the mine that serves as the connection to DP.  If the two were combined, the number of sites would rival PV.  BTW, the map the OP is showing of PV is an old one as it does not show Thomson's Crossing (showing the old Rural Crossroads instead), nor does it show the Plane Crash near Skeeter's Ridge or the new barn added near the PV Farmstead  (loot sites added when the addition of Episode 3 of Wintermute caused a revamp of the zone).

    Coastal Highway and Mystery Lake are notably "beginner zones."  Notably tougher zones like HRV have far less "loot sites" than even DP or Broken Railroad.  The more loot sites added to the game overall have generally made the game easier on all difficulties, IMO.

    • Upvote 1
  20. 2 hours ago, hozz1235 said:

    No one is saying you need to have the feat - they are optional.

    I know that... I don't use them most of the time now anyways.  What I'm saying is that I would prefer feat acquisition not done through reaching 1,000 repetitions of a single action.  If, say, they brought out a separate fishing derby challenge of some type and one acquired the feat by completing that challenge once, I'd support it.

  21. 1 hour ago, Schrodingers Box said:

    You either never played interloper or you have a lot to learn about plying better. 
    first - no one  playing interloper repairs a hatchet or knife in BI. you make a new one. Dozens of new ones in fact because resources are limitless.  If you played interloper you would know that. 
      Second- because it is agreed that it is far more mathematically logical to quarter just for the advantage of hide and guts - anyone playing interloper knows immediately you can never get enough of these at the start of the game in addition to needing the food so it is obvious any beginning level interloper player who knows basic math will quarter anything deer it above and definitely 100% of the time for moose or bear. your answer even admits quartering is better for same amount of time if you read it. 
      not sure if you are just a bad troll or bad at math or both but I suspect you are just a bad troll. 

    You have to go to a forge to craft another knife... I can repair both the hacksaw and the tools with scrap metal in any location on the map... So, the hacksaw is still a better choice as far as conserving resources (including the calories required for travel) than using up your knife or hatchet or your whetstones (which are limited).  If you weren't so focused on insulting people, you would know that.

    If you knew basic math, you would know that ignoring variables in an equation provides a flawed result.  Plugging different variables into a math equation does change the result.. and you are insisting on ignoring several variables presented here, several by long-acknowledged interloper players, that do make, on occasion, harvesting in interloper preferable to quartering.  Also, you stated that it was impossible to harvest in interloper and impossible to maintain a fire for 6-8 hours... both of which are possible.

     

  22. 24 minutes ago, oplli said:

    I am not shure it is the solution, Combining them would not do anything beacause they already exist but separately and not to mentions that the way to cross these two region are by the mines so combining them would literally make nothing beacause you would still have to go inside the mine.

    That's the point... they already exist.  Adding in facilities adds more loot, plants and animals into the game... which makes it easier on all levels.

  23. On 4/18/2021 at 6:26 PM, The Orange Birb said:

    Ya, I'm 400+ days into a survival save, had a previous one that went for ~100 days, played some challenges, and beat the story mode (As of right now). No one here is spreading misinformation.

    As I have mentioned, fishing tackle does not take much longer than a sewing kit, except for items like the Wolfskin Coat, etc. If you actually read my post, you would know. Here it is for you, as you clearly didn't read it for yourself:

    And have you considered how fishing tackle is actually FASTER when it comes to crafting animal clothing? Using the sewing kit for that would actually make you waste a lot more time and use something that is more rare in the higher difficulties. To add on, in the beginning when your mending skill is lower, you will fail A LOT when fixing clothes. This will cause you to waste a good amount of sewing kits, which would be better to use in emergency situations, when every minute counts. Of course in the beginning you will most likely use a sewing kit, as you won't have guts nor scrap metal. However, once you do, it is a lot better to save your sewing kits when you are in a bad state (Very low condition clothing, causing you to freeze, etc.).

    So no, I'm not spreading "misinformation," you just didn't read my post all of the way.

    Respectfully, there is a piece of misinformation here... You cannot craft or repair either a wolfskin coat or a bearskin coat or a bearskin bedroll with either a sewing kit or fishing tackle.  They require a knife, improvised knife or, IIRC, a hatchet or improvised hatchet can also be used (with the hatchets taking longer than the knives).