UpUpAway95

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Everything posted by UpUpAway95

  1. Carry a flare or a least a torch when going out in the fog to help prevent being ganked by wolves. There's no wind and it's usually warmer than when it's clear, so it's not always desired to hunker down at that time. Learn the map and its landmarks well so that you can orient yourself even in the worst weather. (ETA - In areas where you know you're prone to getting disoriented and lost, you can place directiional marker arrows using spray paint or even by fashioning them out of tinder plugs (which you can get an endless supply of by harvesting them from sticks). You can also make them from stones or even just sticks, although these are less distinctive (that is, they are items that can be found in the natural environment, so you may find yourself wondering if that stick was placed there by you or just the wind). New survival suggestion, though - Always clear your fishing area of predators before starting to fish.😀
  2. I think there is some controversy over how Vitamin and starches interact. The study I read seemed to be indicating that high doses of Vitamin C block the processing of starch into glucose. Within the context of the game, however, it is certain now that scurvy is going to be something our character can get. It will affect his/her stats in some way. The game will also have a process where it can be cured and also a process where it can be prevented.
  3. With a proviso - I don't think T-Wolves should be introduced at all into the 2 noted "beginner" zones of Mystery Lake and Mountain Town. I'd still like to preserve some parity between Wintermute and Survival; and T-wolves don't appear in the story until Ep. 3 with Astrid in Pleasant Valley. I'm OK with them staying as they are and with the toxic wolves only being found in the new toxic zone. GBI has different ecosystems and I'm OK with that, but I could live with them being introduced to more zones than two. The only thing I don't like is that turning T-wolves off in the custom menu does not replace them with regular wolves, but rather just causes wolves to become 1) non-existent in Bleak Inlet; and 2) Extremely rare in Blackrock.
  4. It's not something that really bothers me. As suggested above, your campfire, even when burned out, will enable you to identify the spot where your meat should be at an distance anyways. You can also temporarily spray paint the area to get it marked on your map. I've always reasoned that it was something you stashed/hidden and shouldn't be easy for anyone to just spot. The same sort of applies to hunting blinds. They aren't really meant to stand out as landmarks, but rather are meant to blend into the surrounding terrain. You can also use a can of spray paint to make them stand out on your map.
  5. Walking out of the Processing Plant and meeting the bear head on right at the corner of the building. Scared me so bad I somehow caused Will to jump back and get stuck right in a pile of debris in the yard such they he couldn't move at all as the bear charged forward. I thought he was absolutely done for... then, I laughed so hard when I realized there was no way for the bear to reach him either. Run would have still been basically over since I couldn't get him unstuck except that there had been no saves since the point when I had first entered the processing plant so it was just a matter of reloading. I still have no idea what I pressed on the controller that caused him to move in that manner. I've tried several times to get him into the same spot deliberately and I haven't been able to repeat it at all.
  6. Scurvy can be prevent with lower amounts of Vitamin C than it takes to cure/reverse it. So, the additional item my be something with that higher concentration needed.
  7. As a test in the custom menu and by pushing the fishing probability to "very high," I can verify that the rate of catch seems to have been slowed a little bit when fishing with a hook (based on rates noted from previous tests of the same settings in runs before the update). This is to be expected that they would have balanced the increase in opportunities to fish (that is, we can fish in more places in the world) with an overall decrease in the probability of catching fish. They would also want to encourage the use of the new lures and tip ups by having those devices be more likely to catch fish overall. I doubt it's a bug, but they may want to look at tweaking the rates back up a bit (at least on the lower settings).
  8. That's good advice. However, we should keep in mind that not every new player will have bought Wintermute since it's now possible to purchase survival and Wintermute separately.
  9. I wouldn't really want another "in your face" indicator just for vitamin C. If they add a vitamin C amount line to the description of each food item, we should be able to calculate on our own whether we're meeting whatever their target for consumption will be that keeps the disease at bay. The most likely scenario, I think, is the introduction of pine needle and/or spruce needle tea. Pine needle tea is how the Iroquois are credited with reversing scurvy in the crews of the early explorers to North America. They may also introduce bottles of vitamins.
  10. With almost every food in TLD being recognized as a source of Vitamin C, it looks like scurvy should be almost impossible to get and they shouldn't have to add any new additional sources for vitamin C at all. 😀
  11. While immersed in a TLD blizzard, not noticing that the actual temperature outside dropped by 10°C in the past hour and there is a real storm raging... until after finishing playing and trying to go out. [Sigh] - I guess we stay in tonight and look forward to shovelling out in the morning.
  12. Aunt Lucy was a very wise bear. 😀
  13. I think an elevated risk of infection is also potentially an effect. That risk could climb slowly when insufficient Vitamin C is being ingested before that actual scurvy affliction kicks in (similar to how parasite risk builds), giving us some warning and indication as to how "balanced" our diet is prior to getting the affliction.
  14. That's what I was saying, isn't it? It depends on the toxin whether boiling will make the water safe or not. I suspect the toxin in the new zone will be a heavy metal (or a bunch of them), which cannot be removed by boiling - and we'll be required to bring in all our food and water with us to last however long we need to stay in that zone to do whatever the quest/task is to get whatever reward. I also suspect the wolves in this zone may actually steal the food we bring with us since they are starving and so desparate (Which is something people have been asking for, isn't it?)
  15. Depends on the toxin, doesn't it? I wouldn't mind if this was a zone where we have to bring in everything we eat and drink for whatever duration we need to be there because the zone itself is so toxic. Gives the travois a purpose as well as a better reason for favouring the new lightweight, high calorie bannock as a travel food. Surviving 50-days in that zone may be a really hard challenge run - and probably not a zone you ever want to spawn in on any difficulty.
  16. I'm anticipating that it will be something like that - a zone where we need to carry in everything we want to eat or drink while we are there (likely using the travois due to the weight). It also gives an expanded purpose to the new "high calorie, lightweight" foods. like bannock.
  17. I disagree - a frozen steak that has been frozen too long suffers in quality (it's dry and doesn't taste so good), but it doesn't lose very much in the way of calories (and if his was safe to eat before freezing, it's actually probably safe to eat and won't make you sick as long as it hasn't thawed and refrozen). Eating a past-date tin of food might make you sick (if the can is damaged), but you'd still get about the same calories from eating it as you would have if you had eaten it before the date on it expired (note - calories and nutrition are different things). I get that people have often asked to change the game to get rid of the Level 5 cooking perk that enables us to eat ruined cooked foods and your point is addressing that; but this suggestion really isn't about that. It's more about trying to get things off the ground and put away more neatly. Currently we can eat 0% cooked foods if we have cooking level 5... which means many of us keep it around lying outside on the ground just so that it doesn't disappear on us - and that means we still have to pick it up to see it's weight and condition, etc.
  18. I just don't enjoy spreading out my foods on the floor so that they don't disappear if they spoil before I get back to that area (at Level 5 cooking). We now have a lot more food items to handle than ever before. I would rather be able to put them into a container and keep them that way, where I can easily see at a glance how many I have of each, their condition, their weight, etc. I also don't like coming back to a container later in the game where I stored, say, meds that were in good condition only to wonder when staring at a now empty container - "Was this the actual container where I put them and they just decayed to 0% or did I leave them somewhere else? Seeing the ruined meds in the container would at least confirm what happened to them. (Currently, I leave them all out on the floor as well - which means I have to pick them up to see their condition and the small vials can also be difficult to locate in the dark). The scrapping mechanic could be the exact same one as the harvesting one with only those items that cannot currently be harvested for resources being OK to harvest, but just returning no resources. PS: Clothing is usually not an issue with me, since I tend to scrap it to cloth pretty much right away if I'm not intending to wear it or want it as an immediate "spare" in case something is ruined during an attack.
  19. Also true, but that doesn't help much when one plays on console.
  20. True, we live in hope that someday the custom menu will get some "updated" love.
  21. I'm getting tired of laying everything out on the floor just because the items will disappear when they hit 0%/Ruined condition if I put them in an available container. My suggestion is that items in containers never disappear regardless of their condition. To compensate, items that the player wishes to completely remove from the world could be "scrapped" (a process much like harvesting, except that it would yield no resources). Items that are currently able to be harvested for resources even when ruined (for example, clothing) could still be harvested; but items that we would currently throw into a drawer to make disappear (for example, ruined sewing kits) could be "scrapped" instead. Ruined food would no longer disappear in a container, but still could be "scrapped" for no resources if the player, for whatever reason, just wanted to get rid of it.
  22. You have a point, for sure. I've often felt inclined to call the the "the long plod" due to the increasing amounts of micromanaging that have been required since I first started playing. Still, we know it's coming and there's really not much point in getting anxious about it now. When it happens, we'll either like the way they've implemented it or we won't. If we really don't like it, then there's always hope that they'll add a toggle to turn the affliction off in the custom menu. 😀
  23. I think they are going to introduce a respawn to rose hips (which are a source of vitamin C). They've made them an ingredient in at least one of the new recipes and we already make painkilling teas with them. I've also noted that some of the locations that used to spawn rose hips have been removed (that is, there are fewer of them along the climbing vines around the maps). I think the respawn will likely be slower than birch bark; say a respawn every500 to 1,000 days. This would make the long runs viable, without making the rose hips too easily available in "average" runs.
  24. Have a little faith. I'm sure they've considered how they want to balance things out. For example, they may implement a slow respawn of rose hips (or something similar) or, as your picture suggests, vitamins may start appearing on the beaches in the world. Personally, I'm not a fan of the uber long runs anyways and deliberately limit myself mostly to 50-day runs in single zones. However, I'm in a very apparent minority of the fan base, so I'm sure HL won't forget about the people who enjoy them.
  25. @Xanna has put together a wonderful list. There isn't much I can add really. There is one caution: Achievements may be earned on any difficulty (even custom ones), but Feats can only currently be progressed by playing in a "standard" difficulty. However, progress made in multiple starts in any standard difficulty will stack. So, for example, you don't have to light 1,000 fires in a single run to earn your Fire Master feat. It can earned over several runs as long as those runs are in standard difficulties. Finally, don't be too afraid to die. Every death will teach you something. Just stay chill and have fun!!!