UpUpAway95

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Posts posted by UpUpAway95

  1. 49 minutes ago, Vareta said:

    Well, then it’s set. Flashlights are garbage

    They do give you 1 scrap metal when harvested.  It does come in handy when you don't have any and you desperately need to repair your hacksaw (in places like HRV).

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  2. Why not just place the flashlights in the snow along the path you wish to light?  I'm not sure if they simply turn on when an aurora happens or if the player has to be there to turn them on.

    I know I wouldn't bother with building makeshift lampposts and I certainly wouldn't waste valuable saplings on them.

    ETA:  Also, you don't really need light to see outdoors during an aurora.  The light of the aurora itself is bright enough to navigate outside.  You also don't need light inside many of the buildings since they have lamps that turn on.  The flashlights are really just useful for keeping aurora wolves from attacking (I think, it's never really worked for me).

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  3. I think if you have your bedroll in your inventory when sleeping in a vehicle or in a snow shelter, it takes damage the same as if you're using it.  This like your sewing kit will degrade when repairing your bedroll if you have it in your inventory; but if you don't have a sewing kit or fishing tackle in your inventory, you can still repair your bedroll.

    Bedrolls also just simply decays a little each day even when you're not using it (i.e. you're sleeping in a bed).  This decay rate varies with difficulty level.  Also, I don't know if your bedroll is cloth or bearskin, but the bear bedrolls decay faster than the cloth ones regardless.

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  4. Damaged trees indicate that a moose can spawn there.  They don't ever spawn where the trees are not damaged that way.  Moose will spawn and then may despawn and then may respawn in a day or two.  It's kind of like a game of hide and seek with them.

    Also, I should note that different runs will spawn the damaged trees in different spots, so the moose areas in one run may not be moose areas in another.

  5. Hunter'sl Lodge in Broken Railroad.  A forge close by.  A six-burner stove and two fireplaces.  A workbench in the basement.  Often a moose out the front door and rabbits.  There's a bear just down below, along with deer, more rabits and plenty of wolves (which is why many avoid the area) all down below... but just one or maybe two patrolng by the lodge itself (easy to clear out).  The forge has a lovely outdoor porch with a bed and you can build a fire in the porch if you know the "just right" spot.  Lots of shelves for making scrap metal for forging arrowheads and such and for fixing the hacksaw.  Coal is somewhat limited at that forge, but it can be imported from Forlorn Muskeg if needed.

    There is also a nice cave on the top level with rabbits out the front of it if you don't want to go down to the porch at the forge.

    The only thing is lacks is a fishing hut.

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  6. 2 hours ago, LoneWolf5841 said:

    Now that you mention it I remember an episode where Les eats snow, for those who doesn't know, Les Stroud is an expert survivalist that had a show called survivorman for the ones interested here is one clip where he talks about eating snow.

     

     The container is more so you don't accidentally click on the snow and accidentally eat it.

    There's water right beside the snow though.  Lol  It's also not very cold out obvious.  Collect a bunch in a dark garbage bag and bury it in a snow bank such that the top of the bag is visible where the sun can get at it.  If the temperature is close to melting anyways, you'll get water every bit as clean as he's gotten from just "brushing away the top layers."  Also, snow falls in layers over time... there is no guarantee that the under layer hasn't been a top layer for a period of time.  As the top layer melts, it seeps through the layers beneath it... carrying all the impurities down into those lower layers.

    You can also carry a dark plastic water bottle (dark so it gets warmer when in the sun.  Fill it with snow and carry on the top of your pack so that it is exposed to the sun as you walk.  Chances are it will melt and provide you with a little water as well.

  7. 1 hour ago, Hawk said:

    The prepper cache at Skeeter's Ridge is one of the 9 random spawn points in PV. It did spawn all the time briefly after the Episode 3 update but that was fixed in a patch shortly after.

    The cache near the rope to TWM is a constant, and the only one in the game, and the only one that will spawn anywhere in game in Interloper.

    ML also has 9 possible spawn locations. None in Interloper.

    No other region has these prepper caches.

     

    Thanks for confirming that.  I guess I've just been really lucky and it's spawned there on any run that I've made it to PV to check for it since Episode 3 was released.  This is the first time I'll have to go hunting for it in one of the other locations... although I probably won't bother.  This run is pretty much going to be based in TWM and AC.  I spawned in TWM and just nipped over to PV to get some better clothes and supplies and was sort of counting on that cache being there.  Oh well, looting the plane for clothes made it still worth the trek.

  8. 6 minutes ago, LoneWolf5841 said:

    Yes it would still be boilable but ultimately I would use the water purification tablets just so I can use them, always leave them behind like why did they add them there is no way to get nonpotable water without a fire they're pointless. 

    For the toilet suggestion yes I agree I actually made a thread on this I'll quote what I said there

     

    Yes.  Another obvious source of liquid water (unpotable) in the game should be the fishing holes (except for CH where it would be salt water).  I never understood why my character was leaving the fishing hut to bring back snow to melt on the stove rather than just dunking his tin can into the hole he had dug in the ice to fish.

    I always use up my water purification tablets when I find them.  It cuts the time needed to get water in half, which means I either don't have to make a fire last as long or I can get 2X the amount of water... particularly useful if I only have the one tin can.

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  9. 1 minute ago, LoneWolf5841 said:

    Hmm now that's a whole other conversation why can't we do that in game banother source of water that skips the need of a fire and gives water purification tablets a better use.

    ... or to be able to grad water out of the falls and boil it for half the time to make it safe.  We should also have to either purify or boil the water we collect from toilets.

  10. My understanding is that it comes down to the way the trees are coded into the game design at the base level... meaning the entire game would have to be re-coded ato enable the trees to be cut down.  The same applies to making alterations to structures.  The game was simply not designed with this sort of activity in mind.  The limbs we can interact with are already removable with a hatchet or a hacksaw.  A chainsaw, therefore, would be yet another heavy, redundant piece of equipment I would never want to carry with me.

    The same about how the game was designed holds true for moving cars around.  It is an attempted change to the background game world and the game is not coded in a way that accommodates that sort of activity.

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  11. 28 minutes ago, Avril said:

    I like it. In real life I would probably eat snow if I had no possibility to melt it. 

    You'd be smarter to find some alternate way to melt it first - e.g. a way to create a warmish spot using sunlight and various means of "insulation."  You only need to get it above 0C to melt it; you don't have to boil it.  It could still make you sick, but at least it wouldn't increase the risk of hypothermia and it wouldn't dehydrate you further.

    AC has plenty of liquid water (waterfalls), I think a person would be far more likely to grab some unpotable water from the base of a waterfall than to eat the snow.

  12. I thought this Prepper's Cache became a guaranteed spawn (at least when BRA is not Low) when they revamped Pleasant Valley, but today (after the Hesitant Prospect update) I've discovered it simply hasn't spawned there in my most recent start (BRA = High).  Perhaps I had the wrong impression... or is this a change with this update?  Does it possibly mean that the PV Prepper Caches will again spawn randomly in their other locations (as they did before the PV revamp)?

  13. 8 minutes ago, LoneWolf5841 said:

    True that is the reason I mentioned the whole it drops your temperature as well as increases your risk of hypothermia. As for calories I starve my survivor, I only eat before bed, so that isn't a problem. Yes it would lead to dehydration but this isn't something you would constantly do it is nothing more than a last resort if you don't have a way to light a fire. Eating snow is purely for if you don't have a way of starting a fire and you are dehydrated it will give you a small boost to water allowing you to maybe find something to start a fire but it also puts you on a time limit as now you more in likely have hypothermia so once you find a fire starter then you have to get warm quickly or it's guaranteed death this is why it's such a last resort option and still gets the message that eating snow in a survival situation is best avoided.

    And it was hard to get out of Ash canyon for me I didn't know the map at all and it was night making it impossible to see 

    Still, I'd prefer they just put in "guaranteed" match spawns near the points where players can spawn on the map than allow players to eat snow.  They would have to make the hypothermia effect from eating snow almost instantaneously lethal for it to drive the point home after than the current hypothermia mechanic (which I tend to die from long before I dehydrate anyways).  I'm sure people will learn the paths to the exit points or whatever guaranteed matches are in the zone soon enough.

     

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  14. Actually, eating snow in the cold is a good way to die.  Your body loses heat when you use it to melt the snow, effectively freezing you from the inside out.  The process also costs you calories and, since the water content in snow is quite low, can also eventually lead to dehydration.  I would think its not a "convenience" Hinterland wants to promote.  Better if they had another site for a "guaranteed" match spawn.  It's not that hard to get out of Ash Canyon into TWM, so I don't see it as a problem once people get a little more familiar with the zone.

  15. 7 minutes ago, Derek0311 said:

    @UpUpAway95  I take your point.  My point is the mixing of volume and mass as interchangeable in the game.  They are not.  I do not want to see it take more time to produce water, only the use of more snow to get the same effect.  I would like to see the character have to collect it like an item.  The game does a good job at considering the specific heat capacity of water, and snow as well as the latent heat of fusion.  I just want the magic water container wand to go away.  I get there are other opinions; not everyone will agree.  I’m approaching this from a mountaineering and engineering perspective.  It seems we looking to get a different experience out of the game.  That’s fine, we disagree.

    We don't see the character chopping wood, ripping the hide off a deer, changing clothes, mending clothes, ripping clothes apart, building a campfire, opening a book to read it,  etc.  Overall, the animations in this game are just not that detailed.

  16. 3 hours ago, Derek0311 said:

    1 liter of snow = 1 liter of water yet snow is on average 15% water.

    As we discussed on your thread... Melting and boiling 0.5 L of snow (which would yield only 0.075 L of water at 15%) does not take 40 minutes (which is the time it takes in game).  Also, there are many actions we never see the character actually doing with their hands.  Therefore, it is realistic to assume that the character is actually adding more and more snow to the can as the snow melts... until the result is a full can of water after 40 minutes.  The same would hold true in a cooking pot, which takes 2 hours to produce 2L of water.  The amount of snow added to the pot over that two hours is not stated.

  17. On 12/13/2020 at 2:53 AM, DarKube said:

    As the title say, I created this topic for all of those things  that deserve their own topics individually.

    Here's one:

    Why this 25h book his super thin

    Firearm_skill_book_icon2.png.e3f13f24a5e5158a952d2009f78929b1.png

    and this 5h one is thick ?

    Revolver_skill_book_icon.png.935ddbd8cd2003c653a3c668d5e6ed4c.png

    (Keep in mind that it's not a "complaining topics", honestly, if they didn't change these things, I don't care)

    Possible and very logical reason exists... Book A is printed in a very small font and has no diagrams or illustration; whereas Book B is printed in a larger font and has many illustrations.

  18. 1 hour ago, Derek0311 said:

    @UpUpAway95  Not what I had in mind, but thanks for bringing it up since it will allow me to clarify.  The time to boil water wouldn’t have to change.  Since, you have less water it would boil much faster.  The player could either add more snow or boil what they have.

    It still bogs it down, in that then to get the same amount of water, the player would have to repeatedly add bits of snow to the can... meaning that in addition to not being able to sleep for an hour, one couldn't craft rosehips into a tea (15 minutes), etc. without delaying the process because they weren't right johnny on the spot to add more snow into the can.  Even from that perspective, I don't see it as enhancing gameplay.  In addition, a tea kettle would be redundant... we have cooking pots (that weight 1 kg) and do boil water faster than the tin can... and have the advantage that at least they can also be used to reduce the cooking time of meat.

    Where do the bottles come from?  Well, you only see them when you drop individual liters and half liters of water.  In your inventory, you're carting around a 4 L "magic" milk jug that can even hold more than 4L of water, apparently.  Easiest solution is to just not drop liters of water everywhere and only keep a maximum of 4L in your inventory.  The milk jug is obviously refilled from whatever bottled water you happen to find as loot and whatever amounts of water you boil.  It also weighs less than a bunch of 1L thermoses and the water is kept as water by your body heat... completely immersive.

    ETA:  Teas and coffees can also be managed currently in a completely immersive way.  Carry them around in their dry prepared forms and only make them up 1 at a time when you wish to actually drink one... you need never see a bunch of teacups... only when you find a forgotten cup of tea or coffee placed by Hinterland as a prop inside a microwave or on a desk.  Realistically, you're not going to carry around 5 thermoses (1 for each type of tea and coffee in the game either, because that would take up too much weight above and beyond the weight of the liquid itself.. so you'd be restricting yourself of having only one type of tea or coffee on you and only in the maximum amount that your thermos would hold.  The weight of a 1L thermos of the model shown in the game already is 0.85 kg.  The smaller Thermos 16-oz bottles weigh 0.13 kg empty.

  19. 1) If you reduce the amount of boiled water you get from snow, you'd have to boil 4 tin cans worth of snow to get what you currently get by boiling one tin.  At the start of the game, it takes 40 mins to make 1 tin can's worth of potable water.  So if they go your route, it would take more than 2 hours to get 0.5 L of water, which is a lot of fire time when you're climbing Timberwolf in Interloper... and you can't even sleep through it because you'd have to get up every 40 minutes to pull the boiled water off the fire and start a new tin.  Thermos' and tea kettles add to one's carry weight... making it more exhausting to climb the ropes (if not impossible to do so due to being overencumbered).  IMO, your suggestion will not enhance or improve gameplay.  It will just bog it down unnecessarily and limit exploration.

  20. 22 minutes ago, Swippity_Swappity said:

    I heard somewhere that gunshots scare off wolves, but yeah I should check around my storage to see if the wolf is around somewhere.

    Hipfire shots from the revolver will scare them off.  It's the act of aiming the weapon that provokes them to attack in Pilgrim mode (or any Custom mode where Passive Animals is turned on).

  21. 12 minutes ago, Swippity_Swappity said:

    I play on what's effectively a modified pilgrim. Same settings, but higher loot spawn settings. (I'm new, shut up) 

    That's absolutely fine with me... no judgments here.  As I said, with passive mobs, you should be able to just walk about ignoring them and they will run (wolves and bears for sure, moose will sometimes lower there heads and threaten, but run the moment you stop approaching them).  Wolves will attack on pilgrim if you aim a weapon at them and they see you do it.  There are some glitches...  For example, on PIlgrim mode, I have had a wolf run in and take down a rabbit that had failed to detect me but was right next to me.  Even though I did not aim a weapon, it then immediately attacked me because it figured I was too close to it... even though it was he who got too close to me.

    Also, I should add that if you actually hit it when you shot at it (leaving a blood trail), it is quite possible that it has bled out and died while you've been inside... or, sometimes the act of going indoors causes a glitch that resets the animal and causes it to mysteriously heal up.

  22. Depends on what you mean by "easiest difficulty."  The easiest standard difficulty in Survival is Pilgrim and, in this difficulty, the animals are passive and will only attack you if provoked.  Spawn distances and detection distances also vary with difficulty.  If you're in Pilgrim mode or the easiest difficulty of Wintermute, the wolf should run from you even if he's still in the area (as long as you don't aim your weapon at him you should be fine to just walk by them).  If you're instead on Voyageur difficulty, then you may indeed get "jumped" when you exit the building.  Crouching before opening the door helps make you less detectable and might enable you to slip off to one side and around the building without the wolf noticing you.  They are unlikely to have despawned though they do have a patrol circuit... so they may be on a different part of their patrol loop at the moment you exit the building.

  23. 1 hour ago, bobbyem said:

    1. I find taking a rest on a ledge to be a trap. I see those pieces of wood laying there as both bait and a warning. Like the remnant of a previous climber being forced to give up some of his precious resources in order to keep climbing. As long as I get over encumbered after I start climbing I can always keep going. Getting stuck on one of those ledges is fine if I have the means to rest up without freezing to death. Not sure which feat you are referencing but I will have to check it out. Going up Timber Wolf Mountain this week took me like three days just because of all of the ropes I needed to climb. Again, I get it but I would like to get something to reduce the grind after 300 Hours played. I am sure many of you have all of the badges but some of them are pretty silly in how much grinding I need to to. I have lit 500 fires and I am only halfway to getting the fire badge. Sure the badge would really make the harder difficulties a lot easier but what is wrong with that? It is still hard. 

    2. We probably have different play styles but I would love to hear some of your suggestions. Maybe you have a thread already?

    3. I found this function finally! Thanks! 

    4. Hm yeah. Like I said before I don't know if the phenomenon is a constant thing or just at certain times? I guess I could buy it either or but like I also said the map is a bit lacking.

    5. You might be right. But the I don't think that this would be much of a coding challenge for the Hinterland team, and also we already have lots of stuff in the game that is pretty much useless or at least next to useless(IMO). Like the flashlight, ammo crafting supplies, tools, hammer and so on. Sure I might have had use of these once or twice but they don't really add enough value for the weight they have. That said I don't mind them being in the game. It all adds to the emersion and playing styles available to us.

    6. Sorry. A deadfall trap is just a simple trap where you have a heavy object being triggered to fall on the animal. For a mouse this could be a large rock or something like that. Yeah on my most recent playthru I run into a lot of bad food. Would like to have a way to get rid of it. "Discard" or like you said. Having it despawn. Like I said earlier the mice would probably be very little food but trapping them would give us something to do and add some more life into the game. I really don't like having animals in the game that are untouchable. That really breaks the emersion for me. I know the point of the game is that the wilderness is a beautiful but unforgiving place but I still appreciate every bit of life in it(and being able to eat it :D ). 

    1) By "taking a short rest" on a ledge, I don't mean "taking a nap" - I mean getting off the rope and allowing the character to catch their breath.  This causes the stamina (aka sprint) meter on the lower right-hand side to refresh.  If one is too fatigued (lower left-hand meter), then it's best to take a nap at the bottom of the rope before starting to climb.  There is usually some sort of rock or tree that will shelter a fire for an hour or two at the bottom of a rope.  The feat I'm talking about is Snow Walker (Your Stamina bar recharges 20% faster).  Another feat "Straight to the Heart" also helps because Coffee, Energy Drinks and Stims last 25% longer.  Coffee, etc. helps to replenish your fatigue meter without sleeping and the less you are fatigued, the more you can carry and the faster you will climb a rope.

    4) The map doesn't prevent you from making arrows and symbols in the snow with sticks.  Tinder plugs and cat tail heads also work well for this, particularly after you get Firestarting 2 or 3 and they become unnecessary for lighting fires.  To find a constant direction within a zone, drop a stick... it falls pointing the same way every time.  Caves and such are marked with rosehips, old man's beard, or reshi mushrooms.  Those plants aren't just helter-skelter items on the map... they are clues that Hinterland has built into the terrain.  There are also fallen trees that point in to certain features.  Perhaps you haven't noticed this.

    6) I know what a deadfall trap is.  I just don't see the point of it.  There is no need to make mice a convenient food source that one doesn't have to go outside in the cold to hunt... and outside, there's stones to throw at rabbits and rabbit snares if one wants to catch them that way.  There is enough food in this game even on Interloper.  So, IMO, it's just another gadget (largely useless item as you described in point 5) added to the game that I'll likely never use.

    Added coding for the sake of adding more "largely useless" items or reams of AI dependent animals, IMO, just bloats the game and, eventually, makes it less stable and perhaps even unplayable on lower end systems.  That's my concern... I want to be assured they can finish the game as being playable on the console I bought it on.  I don't want to be forced to upgrade just to finish a game and story I started a few years ago.

  24. 10 hours ago, ManicManiac said:

    No... that isn't what I said.  There in lies a fundamental difference between our two perspectives. :)
    Again it's about the baseline.  I'd say it becomes a personal viewpoint to perceive lack of advantage as "weakness" with relation to a baseline character.
    A baseline (or new) character has earned no experience or advantage at all... and is no weaker than any other new character.

    I'll try to say it another way:
    ...absence of advantage is not weakness... as weakness then implies that one is below the standard in some way.  A new character being buffed is not standard... it's an earned reward. 
     

    But that's for Hinterland to determine... if they felt the system was flawed or not working as they intended then I'm sure they would change it.
    Just like they did with sprains, gaining experience from harvesting meat, and the use of decoys.  Those are things that have changed because Hinterland determined they didn't work as they intended.  I think Feat progression runs along those same lines, and I'd say if it wasn't what Hinterland intended then they would change it.  The current method for gaining Feats seems to be what Hinterland intended... so I support that decision and I think it was a good call on their part.

    I think that trading feat progress for the ability to customize our run is a fair trade.  To me it's as simple as that. :)


    :coffee::fire::coffee:

    It doesn't matter which one you call the "baseline" - When one is comparatively stronger than the other, one is always comparatively stronger than the other and the other is always comparatively weaker than the one.  If a glass is half full, it is still undeniably half empty.  Your spin on it, doesn't change the fact.

    They are changing it - As pointed out the Darkwalker Feat cannot be earned within a Standard Survival Mode playthrough.  Therefore, it is unlike the other feats and does not promote "grinding" for it within a Survival Mode playthrough.  Either you complete the challenge or you don't.  They could have set it up like, say, the Blizzard Walker Feat "Spend 20 nights outdoors" and the reward could have been a "20% fatigue reduction at night" - BUT, they didn't... Instead, they require one completes the challenge and they even added a negative to the feat at the same time as the "reward" - You are less fatigued at night, but more fatigued during the day."  It is also the first Challenge Badge that alters Survival Mode gameplay.

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