UpUpAway95

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Posts posted by UpUpAway95

  1. 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.

    • Upvote 2
  2. 45 minutes ago, BugReportEnthusiast said:

    @UpUpAway95 Boiling water doesn't work like that lol, it only kills the alive stuff inside snow

    Heavy metals, carcinogenic materials, or plain old gasoline and petrol can't be removed from a cup of water by boiling it next to a campfire

     

    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?)

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  3. On 11/11/2023 at 5:54 AM, BugReportEnthusiast said:

    I hope you can't make water by boiling snow when you're sitting on toxic ground. Would be kinda silly if you could, imo

    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.

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  4. 2 hours ago, mfuegemann said:

    Actually I do like the removal of ruined items when placed in a container. This is the only way to get rid of spent items (burnt flares, used whetstones and sewing kits...).
    For (ruined) food item, the nutrition should be related to the state, so 10% food items should only give 10% of their calory value, if consumed. 

    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.

     

  5. 40 minutes ago, UTC-10 said:

    A scrapping mechanic seems unnecessary.  Most any ruined item that has no further use in the game should disappear when put into a container since that would be a deliberate act on the part of the character. If it went to ruined while in the container then it should remain which would be a change in the mechanic.  Mostly applicable to foods.  

    Anything that has actual use - ruined food for instance - should not disappear if the manner in which it was put in the container was due to GAME-related process like Lost and Found.   

    The idea of Lost and Found being to prevent characters from losing things was ludicrous when a character's stores of often ruined food (due to the short decay time line) disappeared because Lost and Found put them into a container in an effort to prevent their loss by the character.  The initial intent was good but did nobody pay attention to what would happen next?

    That's just me.  

    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.

  6. 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.

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  7. @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!!!

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  8. I know it said I didn't have an opinion; but honestly, I would prefer a NPC to some sort of "trading mechanic" without one.  One NPC in the entire world is NOT going to affect my sense of being alone, regardless of whether he appears wherever I'm at on rare occasions or is tucked away in a static shop somewhere in the Far Territory.  Communicating with a remote "trading mechanic" or computer would be more "alien" to the game world, IMO, than another "lost soul" being encountered from time to time.

  9. 2 hours ago, James Hickok said:

    Same here. 

    When i first played Wintermute years ago i thought the same. He just looks like Will but much older. Still a halucination tho IMO.

    It's possible.  I'm looking forward to finding out in Episode 5.  I think his being "old Will" imparting the story and lessons learns to, perhaps, his grandchildren (meaning he and Astrid got back together) would be a great "happy ending" to the tale - that, in the end, they healed whoever (or whatever) Astrid's quest was and lived happily ever after on a restored GBI.  (Yeah, yeah - I'm sucker for happy, romantic endings 😀)

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  10. I think the story is actually taking place in Will and Astrid's past, and Methuselah is "old Will" injecting  the wisdom he learned over the course of the adventure into the story.  The question in my mind is to whom is "old Will"/Methuselah telling his story?

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  11. 2 hours ago, hozz1235 said:

    Hmmm...that's misleading.  "World gets colder over time", to me, means continually gets colder.  That would make long runs that much more difficult.

    That's what I understand (mostly from streamers who have commented on it in the past) - there is a point where, even in Loper, the world doesn't get any colder.  Some have said at 50 days, others at 100 days - so take your pick on that or take it with a grain of salt.  I think it's only reasonable that the setting would not allow for the world to get infinitely colder.

    As you know, I seldom take any run beyond 50 days.  From my own experience, I can verify that it does seem to get colder on average over time within the first 50 days when the settings in custom for "World gets colder over time" are set to either low, medium, or high; and it doesn't when set to none.

  12. 3 hours ago, hozz1235 said:

    Does it really worsen that quickly??  Guess I never really noticed too much.

    Can you imagine the weather on a 3,000 day loper run?  It would be interesting to see the calculation used for it.

    The weather does get worse over time on some difficulty settings, but not on all of them.  It's also can be changed in the custom menu.  As I understand it, it also has a cap (I believe somewhere around 50 to 100 days), so a 3,000-day loper run would not be any colder than a 100-day one.

  13. The art style, for sure; and the custom settings menu (i.e. being able to tweak the game difficulties in a hundred different ways is what keeps the game interesting for me).  Finally, the little historical touches that take me back to my childhood (e.g. my dad had a hatchet that looked almost exactly like the one in the game and a WWII surplus Lee Enfield.  I'm sure I had a brown ski sweater that looked very much like the one in the game and red nylon mittens.  The list just goes on and on.)  For me, it's a great romp into the past - growing up in Canada.

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  14. 3 hours ago, Nitzy said:

    I'm not playing custom but the loot has also been pretty much exactly the same. For example I spawned in the same location in DP and the loot in the lighthouse was the same each time. Very odd.

    I still don't think it is necessarily a bug nor that the spawns and the loot issues you're having are related in any way.  The odds of getting one spawn vs. another or one loot table vs. another don't have to be all equal.  HL could have intentionally "loaded the dice" such that one spawn or one loot table comes up more frequently than another.  They could also tie the probability to any number of data points your system keeps track of (e.g. the date).  Those still wouldn't be a bug.  Of course, there could be a bug as well - e.g. some tag that's gotten stuck in your system.  To actually determine whether it's outside the realms of reasonable randomness would take a large number of repetitions.

    All I can say is that my starts (and I've made several in the last couple of weeks on a variety of custom settings and a couple of standard ones) all seem to have sufficient variability to both spawn-in regions and points and loot found in those regions.  I haven't paid attention to any of the new loot tables, so I could not honestly say if I'm on the save loot table for some of those runs when they've spawned in a different region.

  15. On the flip side, I've had a run recently, where the weather was much worse than normal and I've watched one streamer who found that they hit a run (I believe it was on stalker difficulty) where they got almost constant blizzards (about 4 in a row IIRC).  Random is random - sometimes when you roll dice you get streaks of the same numbers coming up.

  16. 3 minutes ago, James Hickok said:

    Yeah i saw Your suggestion about the cleaning kits. I just leave them where they are or take them to my main base to put on the shelf of "bizzare" items that shouldnt be found on this difficulty. 

    Im not really complaining that one of the bunker was full or im finding those items - i did leave the items inside  and didnt take it. Im just informing that those things occure - im not sure if they are intended or not. 

    I have played custom before and the cleaning kits where there but i have never seen so many actuall amunition and casings. Lots of them found via beachcombing. Then again i have found rifle ammo, hunting knife and cardboard matches on one of my interloper runs a few months ago. 

    Again, I think some item discrepancies are going to be "necessary" between custom settings and the standard interloper because custom needs to accommodate whatever the player dreams up as a "challenging" combination for them.  Gunlopers complain about not finding cleaning kits and it is more of a problem for them than it is for bow-oriented interlopers to find them.  The solution would be to tag the items more specifically in the custom settings so they could be turned on or off individually (or in more precise groupings).  I think it would probably be a very complicated change to make in the code - and would probably result in even more bugs.

    However, back on topic - Since custom "random" spawns allow for spawning in any zone generally, I doubt the random spawn setting in interloper is in any way related to the issue of finding differing loot in custom loper and standard loper.  In short - OP, I think it's just your luck.  They may have set probabilities for different spawn points that are higher or lower (that is, that random is not completely random), but that would make it intentional then.  It all the odds in the roll in the code are the same, then you're just on a "lucky streak."

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  17. 1 hour ago, James Hickok said:

    Hmm.. my last 3 interloper spawns were all in Desolation Point. 2 of them had same loot tables. So maybe something is off. I have abondoned the runs on 432, 268 and 48. Then Started Super Interloper run and currently on day 205ish and the loot is off. Its a interloper modified so shouldnt have stalker and below loot.

    On my current run not only i find weapon cleaning kits like before but also:

    The prepper bunker in Milton was loaded with loot - shouldnt happen and im checking other bunkers if its the only one or more.

    I have found  revolver casings, revolver ammo, rifle casings as well. 

    Custom Interloper (baseline resources low setting) accommodates "Gunloper" options, so custom interlopers will find gun cleaning kits and the like whether or not they have actually turned on rifles and/or revolvers.  It shouldn't be a big deal since, IMO; particularly since they are useless items to the bow-oriented interloper player.  I've put forth an item on the wish list to allow gun cleaning kits to be harvested into 1 cured leather which would give these items some use in interloper (which would affect the balance slightly, but not significantly since they are so rare a find anyways).  The bunkers, I suspect, are also not completely tied to the "baseline resources" setting since a custom player may want to play with baseline resources set to low but still have the bunker loot available.  If you don't want it in your run, just leave it in the bunker or throw it in a trash can some place would be my recommendation.  It doesn't really affect your run unless you want it to.  IMO, having custom interloper be slightly different than the standard is an OK compromise since it allows for the customization part.  Of course, bringing in individual toggles for those specific items would solve it completely (but it would make the custom menu inordinately long and even more complicated than it already is).

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  18. 3 minutes ago, ajb1978 said:

    Honestly, practical items that are not branded. I love my Jackrabbit Transport zippered sweatshirt, and matching coffee mug. Don't get me wrong. But those don't have any special value to anyone that doesn't already love the game.

    I'd like to see some real gear in the store. Serious equipment. Firestarters, snowshoes, pocket chainsaw, portable wood stove, dehydrated trail rations, etc. Real stuff for real adventures.

    I admit that would kind of conflict with the "wolves don't eat people don't do this game in real life or you gonna die" disclaimer, but still. I loved the idea of that hatchet in particular. (If I didn't already have an heirloom hand axe I was attached to I'd have bought that myself.)

    I think items do need to be branded in some way.  There are already a lot of great camping and survival equipment stores in Canada for those sorts of things; and I don't think HL necessarily wants to try to compete with them.  Branding, however, can be done in subtle and tasteful ways.

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