UpUpAway95

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Everything posted by UpUpAway95

  1. It is, especially from the hangar. It's not so bad from the trailer though, and that's where a get most of my rabbits. If a glimmer fog sets in, I make a dash back to the hanger. The place I like best on the map is Justy's Hovel, but one has to get up there first to set the rope and then stay unencumbered to make the trip to and from the hanger easier (in the event of a glimmer fog). I don't really stay camped too much at the far north of the map or on the island because of the glimmer fog. Lots of stuff up there, but it's mostly loot and scoot, for me during a one-region challenge. ETA: Just checked the map and it says the rope is already there to Justy's (so I'm mis-remembering that part).
  2. It's a strong contender. I'm not sure of it's history of development though. Was there ever a penitentiary on the island? I know of the Yellow Giant gold mine (and the disaster associated with it), but it wasn't established until around 2000, IIRC. Were there mines on the island before it came along?
  3. I've never been able to get a fire going inside the hangar. I presume it's due to the possible presence of aviation fuel. I haven't had as much luck as your son did with my outdoor attempts. Usually they get blown out in minutes no matter where I seem to put them. I've gone to stockpiling wood at the fireplace in the broken down house up the runway a ways. It's a hike from the hangar, but at least the fire stays lit long enough to cook some things.
  4. FA is a harder map for a one map challenge than one would think. It has quite a bit of stuff on it, but the weather can make it tough to explore the map and enjoy doing it. I don't know the age of your son, but I've found that very young people tend to get frustrated with having to keep track of so many parameters. The glimmer fog effect just adds to that "tedium", IMO. Having just one location to avoid it in a zone the size of FA seems rather unbalanced to me and it discourages exploration of the zone and, to some extent combined with the frequent blizzards, encourages staying in and around the hangar for prolonged periods. Another thing I really don't like about FA myself is that there's no two-slot (or more) indoor cooking place anywhere in the hangar or airport area and there are few places where a fire outdoors is sheltered for very long.
  5. Possible, I suppose - IF GBI is all of Canada and the mainland is a representation of the US and the quakes somehow completely submerged the 49th parallel. It would be quite the headcanon though. IF GBI is Vancouver Island, I've wondered if the quakes were movement along the Cascadia subduction zone that pushed Vancouver Island farther north as well as submerging parts of the island itself, making it smaller overall and more isolated.
  6. Dream on, me thinks. I doubt the way the game is structured that there is any way for it to support those sorts of massive and permanent changes to the map. Also, it may fit in with the turbulent lore of GBI before the collapse, but I don't think it fits in at all with the spirit of the game.
  7. I wish they would make it more like campfires - red if you can't and green if you can - and do away with the text about "suitable ice." I don't know how it works on PC, but you have to keep reselecting the entire thing from the wheel each time you want to try a new spot adjacent to a spot where you've received the "suitable ice" blurb (which doesn't appear until you release the click to begin with). Why can we can walk along with the selection made (pointing at the ice in front of us and have it show a red indicator if one can't place a hole there and a green one if one can? It would save a lot of annoying "re-selections" being necessary considering that we don't know (even when consulting the Wiki) whether or not a particular body of water has any suitable ice anywhere on it or just a little bit here and there.
  8. I believe that GBI encompasses bits of feel and lore from various parts o British Columbia's Sunshine Coast and the Alaska panhandle. Various places along the railway feel very much like the White Pass & Yukon Railway that runs as a tourist attraction from Skagway, Alaska to the summit of the White Pass, Yukon. The Coastal Highway region reminds me very much of the highway that runs north along the coast of the mainland from Vancouver.
  9. Thank you for undertaking an investigation. That's sort of my plan as well, but I play very slowly in general so it's going to be slow going for me to double-check the Wiki. I wish I knew if the info came from someone within HL - just in case it is a bug preventing the listed spots from activating.
  10. I've also found several spots in the Milton Basin, but not anywhere above the rope. Since the Wiki mentioned the ponds, I was pretty thorough checking out the two ponds on the way to crash site. I honestly don't know for sure if they are south of the plane crash ( I have difficulty orienting compass directions because the maps are skewed relative to the main map); but they are the only two ponds I know of that could be considered close to the plane crash. I rewalked all over them in my Pilgrim file trying to drop a hole almost with every step and never even came up with a "red" image that would have told me I was at least getting close. All I ever got was the text message about needing the right sort of ice. If the info in the Wiki is corrent, then I suppose it could be a bug preventing fishing in some of the noted spots.
  11. Thanks. I wonder where the information in the Wiki is coming from then. It seems like this verifies that the info in Milton is wrong and, although I haven't tried myself yet, that the info on Forlorn Muskeg is also wrong (since the Wiki says that "the entire marsh" is available for fishing).
  12. I'm having trouble finding any place to fish in or around Milton. The wiki mentions two small ponds south of MacKenzie's crashed plane, but I've thoroughly walked the two ponds along the route one takes between the crash and the town trying to place a fishing hole without any luck. Are these the two ponds being mentioned in the Wiki or are there two other ponds that I'm not aware of somewhere in the area? I've also tried on the pond across of the cave that leads to HRV and the pond behind the church.
  13. I wasn't really suggesting that this exact current behavior is completely intentional, but that HL might be experimenting with the idea of giving the snow some depth and that might be what's resulting in the current glitchiness of it all. Survival mode used to be the platform where they would introduce and experiment with things they were thinking about putting into Wintermute; and they might (maybe) be carrying on with some of that process even though they have technically split the two apart as separate games.
  14. More accurately - I don't disagree - and the word "annoyances" is in the title.😀
  15. Still - I can still headcanon a reason for them not standing out (i.e. not being able to notice them until one gets closer than if they were a watch tower (painted bright red). IRL, hunter's don't want their blinds to be very visible. It's just the reason the "problem" doesn't annoy me. Again, I'm not saying that it is something that HL should not fix. They should. It's just not a problem that annoys me. Conversely, stationary bears in the distance do "annoy" me. IF fixing the render of hunting blinds and meat means making the "stationary bear" issue worse (that is, that their stationary behaviour would become more noticeable due to a lengthened draw distance, I would prefer to live with the shorter draw distance. If they can fix it without worsening that, then their fixing it certainly won't "annoy" me either.
  16. I've seen several animals moving through the snow rather than on top of it. Perhaps HL is working on introducing the idea that the snow layer has depth and eventually may create scenarios where we don't just walk on the topmost layer, but rather can break through that layer and have to "struggle" to get back on top again. These would be more realistic and would, perhaps, pave the way for snowshoes being introduced (and their being necessary to use).
  17. ETA2: BTW, nothing I'm saying suggests that they should not fix a problem. They should, but they should also fix many larger problems the game still has even after the last QOL update. Also, there are sometimes compromises that need to be made - if fixing one problem causes another to get worse, they should first consider that.
  18. Gunloper (that is, interloper settings in custom just with rifles and revolvers enabled) is a popular variant. You'll find several playthroughs on Youtube if you want to get a feel for it by watching someone else for a bit. You can refill ammo using the ammo forges in Bleak Inlet and Blackrock, so it's not the issue it once was.
  19. I don't necessarily know that since I'm not a programmer. ETA: For me, the campfire is probably the easiest and most definitive marker for the meat issue. Nine times out of ten, I've built the fire in order to harvest the animal - no need to worry about dropping additional sticks.
  20. Depends on what else it affects, performance-wise. As I said in my most recent comment - it bothers me more that I'm recently noticing animals that are there but don't start moving at all until I start approaching them. I can headcanon a "reason" for a hunter wanting to not have his blind stand out like a sore thumb. I can't reason away that notably paralyzed bear.
  21. Yes, they are a structure. However, they are painted not to stand out but rather to blend into the snowy surroundings. Ideally, everything should have as long a draw range as possible, but it's not something that really bothers me. It bothers me more that I'm suddenly noticing animals not starting to move until I get nearer to them.
  22. I think it's much simpler than that - it's just an another affliction being added to the game and it won't really have any connection to whether or not the IRL an all meat diet provides enough Vitamin C. It will have a mechanic in the context of the game where it is possible to contract it and it will have an mechanic that players can use to avoid it and another one they can use to cure it. It's just another "pixel" parameter we have to which we have to pay attention. They can set Vitamin C levels in the foods anywhere. It doesn't really have to be connected closely to reality. They can also set the character's need for amounts of Vitamin C at any level, whether or not it is tied to the levels we actually need in real life. I don't think the devs are out to chastise or teach any lessons to any particular group of players for however they play the game and I certainly don't think they are out to teach any of us about nutrition. The goal is always the same for all - stay alive in game for as long as you can however you can - adapting to whatever circumstances the game's RNG throws at you.
  23. Catching yourself looking for a "pass time till ready" button on the stove, especially when waiting for water to come to a boil.
  24. There are some cool buffs even if getting the ingredients together can be a pain. My favorite is the meat pies since I discovered that, by eating one, you can go from being encumbered and unable to climb a rope to being unencumbered and able to climb.
  25. In addition to the Wiki, if you pick up one of the new cooked items in the game (yes, on console), you'll see some blue and, possibly, some red text along with appropriate icons in the item description. For example, when holding my "Acceptable Peach Pie" is a blue eye icon followed by an up arrow and the word fatigue (which means eating this item will give a "reduce fatigue" buff. I also see a red head icon with a down arrow and the word headache. Red means this is a debuff, so it means it will give me a headache (which is a little wonky since one might think that the down arrow means it reduces a headache 😀)