UpUpAway95

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Posts posted by UpUpAway95

  1. On 8/13/2019 at 4:01 AM, Marcurios said:

    i just got this for the first time and thought WTF is this ?
    i couldn't really place it, cause i wonder around outside quite a bit, but apparently coming back and cooking and repairing everything before heading back out again gave me this silly affliction. id on't like it one bit, if it keeps happening, i'll go back and play my other games.
    i love the game, but whwnever i run into something really silly, my love for the game drops back quite a few points.

    It's based on a running ratio of your indoor time vs. your outdoor time over the past several days (not sure how many days).  Usually, people get it after crafting something pretty much in one sitting since those projects each taken several hours.  Breaking down a lot of clothing or crates can also cause your indoor time to sneak up on you without realizing it.  Exploring all the Carter Hydro Dam can also catch up on you.

    Personally, I like the mechanic and I like the fact that it causes the player to have to sleep outdoors for a period of time.  There are ample good caves on any of the maps that can be used for this purpose.

    As was mentioned in a post above mine, you do have the option to turn off this afflication in the custom menu.  You can also turn off most of the other afflictions you can get.  If you're not enjoying the standard difficulty, perhaps consider setting up a custom game.  Your feat progression with stop while you're in a custom game, but you can still get the achievements.  Feats are only useful upon replaying the game and will continue to accumulate over multiple standard survival runs, so I find it's best to just not worry about them and set up custom games that you think you'll find most enjoyable to you.

  2. I also selected "random area" for lack of a better match.  I mix up my starts, although many are not random and I mix up my looting patterns.  I make up little challenges (similar to the newspaper boy one that others were playing here) to help me focus on changing up my routines.

  3. 6 hours ago, XaldinVii said:

    Oh yeah sorry @piddy3825 I misspoke. Yes I found all the coal in the garage, I meant to say I didn't find any in the caves in BR for 28d I had been playing. I was able to get a forging session going for a day or so to make what I needed with the coal in the garage. I like to use some fir wood to also get the temp up and save on coal as well. Although, I have never been able to get it to 150 with 4 coal that is pretty impressive, @UpUpAway95

    Basically, I add the wood one at a time and allow each piece added to raise the temperature as far as it will go before adding the next piece.  Once the fire hits 80C (the maximum wood temperature), the fire is usually too close to it's maximum duration, so I generally go take a nap and let the fire burn for awhile.  The temperature never decreases once raised, so as long as I start adding coal before it burns out, I'm good.  Then, I add each coal piece one at a time and let the temperature climb as far as it will.  Theoretically, you can get it to 150C with only 3 pieces of coal (from 80C to 150C), but I've always wound up adding the fourth piece.

    • Upvote 2
  4. 3 hours ago, piddy3825 said:

    well, there is enough coal laying around the yard and there may be a few chunks up at the hunting lodge.  i found a sufficient amount to get the forge up over 150 degrees so it was usable, but there's only enough for one crafting session... If you can gather up enough fuel to keep the fire going while you sleep, you may be able to craft non stop for a few days.  the fire does "cool" down so you could drop below 150 depending on how long you keep it burning.  I would suggest that you lay in a huge supply of firewood and get all your metal scrap ready as well as cloth.  lay in a good supply of food and water, take a few breaks and go outside, but you can keep that fire going for days on end.   happy crafting!

    If you use reclaimed wood to get the fire to the highest temperature it can go with wood and then carefully add your coal, you fire will get to 150C using only 4 pieces of coal.  After you get it to temperature, you don't need to add more coal to keep it there, just keep adding wood to extend the duration.  That way, I usually get 3 forging sessions out of the coal I find in broken railroad (12 or 13 pieces).  With the 11 pieces you found, you should get two sessions.

    • Upvote 4
  5. 44 minutes ago, Marcurios said:

    i just realized that you will die of the cold eventually, when all scrapmetal is gone, you can't make a fishing tackle anymore, thus can't repair your clothes anymore, and you'll end up running around naked in the end. i don't know if birch sapling and maple saplings respawn, but if they do, metal will be the final problem to survive.
    i only play the game for like a month now, so i could be mistaken, but right now it looks like the lack of scrap metal is going to get you killed in the end.

    Scrap metal is one of the items that will periodically wash up on the shores in Coastal Highway, Old Island Connector and Desolation Point.  As a result, it is actually an unlimited resource.

  6. 16 hours ago, XAlaskan_420X said:

    I am all for more challenges. But I don't think that having to go outside to check to see if it's foggy really adds any challenge. That goes for inconveniences in general - they don't always equate to more challenge. 
    I was playing yesterday and noticed that the fire gives you the temperature of the fire and burn time. Clicking on windows to get the visibility state, seems to me, the same in principle as far as mechanics go. Since it is a small feature that shares either same or similar mechanics as something else already in the game, to me (a non-programmer) a small change means small development.
    I think the more important question here is: Is the state of the outdoor weather tracked from indoors (tracked accurately)? I think that blizzards are tracked, but what about casual weather? Because if casual weather is not tracked from indoors, then that means that the weather outside, to a degree, is in a superstate - like quantum mechanics and the cat in the box scenario. Like where the weather doesn't have a specific state until you go outside. This would mean that weather readings from windows couldn't be reliable.
    As for the transparent windows that you can look out of - I already know that this is not possible because the indoors of various houses act as it's own world where the outdoors is no longer rendered. Mroz helped me to figure that out.

    Some people who don't want window weather reading to be worked on in the present stage of the game say that it is because development time spent on these slight conveniences can distract from time spent in developing the next episode or development on the game in general. That sounds reasonable to me.  But this also begs the question. If all of the episodes were finished and there was not much other stuff to focus time on, would you think that adding window reading to the game would be good at that point? If the concern is that we should encourage focus on episode 3 or other "more needed" features or content first, I could get on board with that. But I think that little features like window weather reading could add a nice final touch IMO.
     

    Clicking on a window to get a weather report just really seems immersion breaking.  Getting the duration and temperature of the fire doesn't seem that way because really we're interacting with it in order to decide weather or not to add fuel.  It's really just part of that interface.  Perhaps though theree could be a way to do this... finding a rare item - a window mounted barometer (which is something I have installed at home IRL).  We could then place it on the window sills and be able to get a reading from it (which is not exactly how mine works since it is mounted on the outside of the window, but perhaps that would be an acceptable departure from reality).

    I do think that a stumbling block may well be that the casual weather is really not generated until you step outside.  I have had cases where I exited one to one type of weather and before I could arange a save, I got interrupted and had to quit the game... meaning the next time I played I was starting at the save point before going outside.  When I went outside the second time, the weather was different than the previous time.  It would be worth running some deliberate tests to see whether this occasion was an aberration or the norm for the game.  Depending on results, it could show us whether the weather is generated while we are indoors or is generated only as we leave the building.

    • Upvote 1
  7. 1 minute ago, ManicManiac said:

    And I referred to them in my post, so I'm not sure what you are trying to correct me about...  :D 

    Sorry, I must have missed it while reading.  I'm have a migraine coming on (and didn't really realize it until I had finished posting.  My vision is going kind of wonky.  Sorry... signing out now to take some medication.

  8. 2 hours ago, ManicManiac said:

    @XAlaskan_420X,
    In both cases, I still think it's just not that big a chore to go outside and assess the situation.  I just don't think that adding this change would be worth the work, resources, and time when compared to the very small convenience it would add.  As I mentioned in another thread (that has since been deleted by the OP), the other posts similar to this it seems like folks are basically requesting a convenience, while in other threads clamoring for the game to be "more challenging;" these are incongruent ideas.   (i.e. We want it challenging... but we also want it convenient :D)

    There are already a few structures where you can look out the windows, and perhaps the team will add more structures like these going forward.  I would wager that it would just not be practical to overhaul entire regions just so we can look out a window.  Besides, it's understandable to not be able to any way... when the game transitions to an indoors location, the outside isn't being rendered anymore...  I imagine it would be difficult to show something in real time that isn't being rendered.

    I am sure there was a reason the team compartmentalized indoors and outdoors locations the way they did, and again... it's just not that big a chore to step outside to have a look at the weather.  :) 

    I just don't see any good reason to make this kind of a change to the game.  We already have audio cues that give us all the indications we really need.

    There are actually numerous areas that are considered indoors where you can see what the weather is like, since the back portion of many of the open caves in the game are considered indoor areas.  That is, you can cure hides and saplings in those locations.   Of course, like everything in this game, there is a tradeoff in that you will likely need to light a fire in order to sleep safely in those locations.

  9. You only need anything to go down 1% in condition before you are able to mend it.  Your bedroll will go down 1% in condition each time you use it.  In short, there are many ways to make tons of repairs if you wish to fast-track your mending skill.

    That said, there is really only the one-time achievement (getting all skills to Level 5) where I would be even remotely interesting in getting mending up to that level (and I did it on my 500-day run.  I did have to resort to mending my bedroll after every use to get that skill up within the 500-day mark, but I only did that because I had planned to suicide my PC on precisely the 500th day and I had been a bit too frugal about mending my clothing early on in the game.  This was mostly because I did not realize I could use fishing line to mend and then still use it to fish... so I believed I was short on sewing kits to make frequent mends).

    The things your mending skill affect are not applicable to anything outside of mending itself.  It increases your probability of success rate when mending and it slows the rate at which your clothing items and your bedroll degrade.  So, after you get the achievement, it's really quite pointless to use an exploit to get mending skill up in any subsequent playthrough.

  10. Birch bark also respawns since it was originally just classed as a natural tinder.  Cloth, reshi mushrooms and rose hips are all finite, so you can eventually run out of medical supplies... but there are ample there to enable people to survival for more than the 500-day mark ingame even on interloper (where spawns of such things are at their minimums).  You can also obtain infinite random spawns of all sorts of items by beachcombing (although this is pretty inefficient and dangerous).

    • Upvote 1
  11. The "struggle" commences after falling through the ice in that the player is now in wholly went clothing and extremely subject to getting hypothermia in a very short time frame.  Whether or not people, other than Bear Grylls, could survive breaking through ice depends quite a bit on the depth of the water they fall into IRL and the strength of nearby ice.  The water depths in Forlorn Muskeg may not be that deep.   I'm not adverse to a struggle mechanic being added to the situation though.  It might be kind of cool, although another QTE in the game may not be appreciated.  I've broken through muskeg  on horseback during the summer and it was and immense struggle for myself and my horse to extricate us from the situation.

  12. Personally, I wouldn't want to see them add another illness where the arbitrary solution is to pop antibiotics... perhaps this is something that consuming birch bark teas could cure over 3 days combined with needing more sleep instead.  Alternatively, maybe we could find vitamins to help bolster our immune system or they could add it to the effects of herbal teas.

    • Upvote 4
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  13. 13 hours ago, Marcurios said:

    @Martin Prchal, too late, i passed the time till i died, so the savegame is destroyed.
     

    @ajb1978, i personally think if people want to abuse it, let them, it's worse having a game that keeps being plagued by this issue then some people abusing it, it only takes away from their own experience, i'm pretty sure that once someone did this that actually doesn't want to cheat, that his savegame immediately becomes useless to them..i know it would  for me.

    I have been making big world mods for Fallout New Vegas together with friends (New California, The Frontier) and i scripted a lot of the mechanics of the game in my own mods, usually to make it much harder and unforgiving, cause i like that, but i totally understand a friend of mine, that only wanted to cheat, i also noticed that he didn't enjoy the game as much as me, so if people want to cheat, let them, i don't see why that is a bad thing...i won't, cause i don't like that..


    I always start out on what i can handle, and then work my way up till i know the game from the back of my head and play on the hardest difficulty, and if moddable, i then start making it even more difficult, did that with S.T.A.L.K.E.R., Fallout 3, NV, Fallout 4 and Skyrim, that's why i love Borderlands too, you don't even have to mod that game, it get's absolutely crazy after a few playthroughs..i love the grind..

    But anyways, if a Dev just brainstorms about this for a while, he can definitely come up with a no cheat mechanism to get unstuck, i know i would.
    If you think about the things that you absolutely don't want to happen, you can device failsafes for all of them in your script.
    In programming everything is possible...literally..
     

    Once a mechanic is added to the game, then using it for whatever purpose inside the game the player wants generally is not cheating.  Therefore, if you implement an unstuck mechanism, then people using it to get unstuck from whatever circumstance they find themselves stuck in would not be cheating... but that doesn't mean it wouldn't have a negative impact on this sort of survival game.  As I responded to you earlier, there is a whole club of mountain goaters who play this game and revel in finding ways to access the extreme terrain on these maps.  They aren't cheating, they're challenging themselves and, currently, they accept the risks they take when doing so.  Inserting an unstuck mehanism would remove that challenge from this game.  If the game can be programmed to limit the mechanism such that it only works if the player has fallen through the mesh rather than just gotten stuck on extreme terrain, OK; but if it's up to the player to decide that in this case I'm stuck because I fell through the mess, so I'll use it and in this other case I'm stuck because I got myself in over my head... then, no, I'm against it and would rather see HL continue to fix their weak areas in the mesh as the players make them aware of those locations.

    FO4 survival is a different beat in that the player must sleep to save and each bed is in a predetermined locations (unless the player has modded to remove settlement boundaries).  Alternatively, HL could remove all other saves from the game and only allow us to save when we can sleep.  I don't see that as a positive move either given the specific nature of this game.

  14. 2 hours ago, Marcurios said:

    @UpUpAway95, if you had read all i said you would probably have realized that it's not due to me walking into a piece of terrain i shouldn't have.
    it's easily accesible and looks like it can easily be traversed. Also, i'm a new player, the game doesn't tell you how it works, you'll have to figure that out while playing, could i have known then that it would save when i became injured then, cause i didn't see that anywhere...

    @Frozencorpse, i'll try that next time some more for sure, i did mess around a bit, also with crouching and turning and stuff, but i was really not getting anywhere with it.
    I also layed a bedroll on the rockface, but then i could not sleep in it, cause it fell inside the rock when i placed it.
    The snowshelter might just be a good idea for next time, or maybe a one stick fire to get me some helping collision.

    I went back to the rock and made a screenshot from it with x,y coordinates..i'll send it to HL.


     

    screen_(1857, 81, 745)_c1d05811-42b3-4a06-aca5-1221b63c4a40.jpg

    Your bedroll being placed inside the rock as you described indicates to me that you probably did fall through a bit of a hole in the world.  If so, that's a bug.  It was a great idea to try that.

    Please don't take offense...  What I was saying is IF you go off and get stuck in terrain where it looks like you might get stuck, then I don't agree with there being a hedge move to get out of that situation.  It's a tough balance to strike, but I can see such a hedge move (like floating the player up and out of trouble arbitrarily) as something that could be readily abused in this game.  There are a whole herd of mountain goat types playing this game that live for finding ways to get into every single place on the map and I think the challenge and the risk of that should remain.  It's part of the game.  Giving an easy-out to that would, IMO, lessen the challenge and fun of that sort of activity.

    • Upvote 1
  15. 5 minutes ago, Marcurios said:

    yep i had a sprained wrist from trying to get out of that position.
    it was a rock that hugged a sprain inducing slope, and once i walked between the rock and the slope, i noticed i could not proceed, then i wanted to backtrack but was stuck there, so i tried to get out and got a sprained wrist, that's when it saved.

    Essentially, they should not save on getting hurt, it could potentially completely ruin a savegame.

    I disagree.  If they did not have the game save upon getting hurt, people would just exit whenever they got hurt and redo whatever little bit they had done since they last slept, passed time, or entered a building.  That would totally defeat the purpose of having injuries and treatments that consume reousrces.  If the place you were stuck was not do to actually glitchy terrain (falling into the mesh), but rather due to foolishly walking into an area where the rocks come together such that you should have been able to see that you would like not be able to get out of that situation, then it's your fault and you should die... because that's part of a permadeath game.  When you make a foolish choice, it costs you either resources or even your life.  You even had a chance then to save your file by exiting before you became injured.  If you've fallen out of the game world technically, then I believe the game should disable all saves until the player exits the game and basically tell the player they will need to exit the game in order to restore the save features.  Some progress would be lost, but usually not more than a game day (since sleep is a requirement).

  16. 4 hours ago, Marcurios said:

    Dafuq ?
    Does the game do a exitsave when exiting ?
    Now i loaded up my save and i'm stuck in the terrain, where i left off, no way to get out, getting sprained ankles trying to get out, just waiting to die off, this is not funny.. i finally managed to get some good loot, and now all i can do is wait till i die..

    I thought it saved when sleeping and entering buildings, not on exit, that ruins my entire game, been building up to this for a week darnit..
     

    In all the hours I've played, I've never had the game exitsave.  Many times, I've played a little bit beyond my last sleep or entrance to a building and then been interrupted and had to exit the game.  Not once has the game started me at the point I exited.  Instead, it has always taken be back to the point where I last slept or entered a building.  The game will save if you receive a sprain, so I suspect you received the sprains you mention before you tried exiting the game.  However, I would consider it a bug that the game allowed for any save at all while you were stuck in s position you could not get yourself out of.  I would send them a bug report.

  17. 44 minutes ago, rancid0 said:

    you have not read my thread post properly

    On the contrary, I think I clearly and correctly read the portion of your post I cited and gave you a legitimate reason why I happen to "like" the darkish rooms in this game.  It's not really about "real life," it's about creating an in-game atmosphere suitable to the story being presented in the game and about adding a small additional challenge to the game in the process... a point where the player may, if they don't play their cards right, might be compelled to consider expending a valuable match in order to see to either get to a bed or to leave the house itself.

    My last sentence was addressing the OP's points about the weather... in order to properly give my opinion on the  actual topic of this particular thread.

  18. 48 minutes ago, rancid0 said:

    But THE BIGGEST REASON Is that it would make the rooms look better...I don't understand why ppl want to walk around dark rooms even in the day (and I'm not trying to be mean but this is a game not real life so i don't like that argument)

    I find the darkish rooms adds atmosphere to this game, making it feel more like homes that have been abandoned and closed up for some period of time.  Humidity in the home causing frost on windows seems appropriate to me and does a buildup of grime on the glass.  Pretty, well lit and clean rooms just don't seem as appropriate to the setting "story" of this game.

    The low light in the homes makes the game more difficult in more ways than just about not revealing the close proximity of predators.  Players can more easily miss loot.  Players can find themselves unable to find the bed in the home or the door on dark aurora-less nights... causing them to perhaps having to choose whether or not to light a match to torch in order to see where they are.  If you want things well lit all the time, you can use your flares, storm lanterns, and even innumerable torches pulled from fires to light the interior of homes while you're walking through them (all that takes is a little planning and forethought on your part, which is part of this game).

    As for the weather, as others have already pointed out, the cues are there.  You only need to notice them.

    • Upvote 1
  19. 2 hours ago, XaldinVii said:

    I did a stalker base, and just made the weather the worst it can be, reduced wolf population, and increased the Aurora because who doesn't want to see more Auroras. Went back to where I was jumped in the forest between the Lodge and the Garage, and the wolf ignored the bait again. Then later I was on the small pond, a more open area, in front of the BR Lodge and dropped a decoy and it work. Now it could all just be chance that is confirming what I am expecting, but I will try to do some more test to confirm. 

     

    Also I have submitted a bug report so we will see what they say. I will post here with the response I get. 

    Thanks.  I'll keep checking for your post of their response.

  20. 37 minutes ago, Fuarian said:

    I've seen him before. But I've never had him show up later in the game. It's creepy as hell and I love it. I've seen something like this happen before, but it was for a dead wolf in a cave. Now THIS is what we need more of. Listen up @Raphael van Lierop

    Is the wolf that appeared in the cave beyond the bridge in Mountain Town?  I just had it happen to me.  The dead wolf definitely wasn't there when I walked into the cave.  I slept overnight at the campfire spot at the back end of it, and when I walked back out the way I came in (as opposed to exiting and shinnying down the cliff to the pond above the Radio Tower), the dead wolf was suddenly there.

  21. 25 minutes ago, Marcurios said:

    so i went to Burned Ridge Cave, and sure there was a rifle there, so i wandered around Mystic River Picnic area a bit again i daylight this time, and i noticed there is a explorable cave there, and holy smokes there was a revolver there on the corpse !
    And a little further in the cave another bow with an arrow beside it, so now i have two bows (and 8 cured maple saplings), a revolver with 80 bullets, and a rifle with 35 bullets.. So the first wolf i saw i took revenge on them stalking me when i was hunting bunnies, he took one right between the eyes ! And now i have tons of good meat...next up is trying to get a bear without getting mauled..i want that coat and bedroll..

    @ajb1978, i noticed that on my third try, at first i was franticly trying to keep warm, the third time i thought fuck it, i'm just going to walk until i die, we'll see where i end up, and that's when i found the farmstead, just by keeping going trough the storm, i was near dying, like 20% health left, but i recovered quickly enough. I did indeed wait spending precious calories on ripping clothing apart, also curtains give 3 cloth for 10 minutes harvest time, a shirt 1 for 20 minutes harvest time. So i'm just looking at the cost of stuff, and if i don't need it i'm not bothering with it in the beginning, that saves calories that i need to roam around and find good loot.
    so i kinda starting to find the stuff out that you mention.

    i notice the wolf only starts charging when you aim, so i wait till he's pretty close, that way he comes straight at you instead of strafing, making it easier to hit. With the revolver you can keep aiming, it's a lot easier to aim earlier with it, the rifle you have to wait a bit till it is close.
    i find the bow to work pretty wel too..

    didn't find a flare pistol yet, it worked like a charm in story mode for sure, nice to know it also scares bears...
    cool tip about using a stone as a distraction too..thanks

    AFAIK, there are only two locations in survival where the flare pistol will spawn.  I won't spoil those locations for you though.  Sounds like you're getting the hang of it now and with weapons in hand you should be essentially set to survive long term now.  The bear coat and bedroll are not really necessary at all on Voyageur mode as the temps don't continue to drop like they do on higher difficulties and you will find some high quality clothing that just isn't available on the higher difficulties... but I can also understand you're desire to craft them (so this isn't meant to discourage, just to let you know that you can do without them).  Thumbs up and enjoy your run!

  22. 2 hours ago, ajb1978 said:

    I'm 82.71% sure that only pertains to wildlife detecting/smelling the player. I have noticed wolves seem to detect rabbits, deer, and bears normally even if you tweak these detection ranges in a custom game. 

    Shrug... it was just an thought.  Personally, I've never had much success using decoys.

  23. 30 minutes ago, Marcurios said:

    only place i havent yet been is burned ridge cave, seems i'm going to have to travel to another region then.
    i'll check burned ridge cave first, see if it's there.

    does the map directly connect to Broken Railroad,Forlorn Muskeg or Desolation Point ?

    only thing i've found so far is the coalmin to coastal smoething..

    Coastal Highway is a great location for getting loot.  I've never failed to find at least one rifle in that zone on the lower difficulties.