UpUpAway95

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Everything posted by UpUpAway95

  1. I am starting to think, however, that the percentage risk increases the longer you go overencumbered or overtired... much like the risk of cabin fever increases the greater percentage of time you've spent indoors in the last X days and how the risk of parasites increases percentage-wise as you eat more pieces of meat from carnivores. Let's say we have two players: 1) Player 1 has spent the last few days in the game well rested and not overencumbered; while Player 2 has spent the last few days moving house and has spent much of the time walking between locations overencumbered and has also been overtired some of the time. Then lets say both players get a good night's sleep and reach Slope X overencumbered by the same amount... but based on their activities of the previous few days, Player 1 has a 1% risk of sprain; whereas Player 2 has a 50% risk of sprain. The RNG gods roll the dice, but it's more likely that Player 2 will actually get a sprain than Player 1. The risk could also change exponentially depending on how much time in the last day or days the player has spent walking on sloped terrain. Since other game mechanics employ this sort of system to vary risks among different players, I'm thinking that there is something like that at work with sprains as well. Of course, I need to do a lot more testing before I'm sure of it. Right now, it's just a guess.
  2. That doesn't change the fact that there is no setting related to the frequency of your being overencumbered or for how long you run without getting a complete sleep or how often you walk on slopes. None of the factors that decide sprain risk are related to a frequency that the game can set. Therefore, there is nothing that Hinterlands can adjust that would necessarily reduce the frequency of sprains for every player. About all they could do is allow for an adjustment to the slope sensitivity such that, if set on low, slopes to X degrees would not cause a sprain risk and if set on medium, slopes to X and slopes to X+ degrees would not cause a sprain risk, etc.
  3. The wind blowing your fire out is not the same mechanic as sprains. Wind variability (the frequency at which the wind changes) is set as low, medium, or high (per difficulty or in custom), so frequency is something that is directly controlled by the game. However, if you only start your fires indoors, the wind will never blow your fire out. The game does not control anything about the frequency of sprains. That is, the game can't decide how frequently you're overencumbered, overtired, or how often you're walking on slopes. The sprains are dependent on what you're doing - you can get two or more right together or you could go days and days without getting one. It depends on what you're doing. How often are you overencumbered and by how much and for how long do you stay overencumbered? How tired are you? Are you getting a full night's sleep such that you're waking completely rested or are you running with it only partially full and taking shorter naps to keep yourself going. I'm think that part of this mechanic is a cumulative effect so that if you're running overencumbered for days at a time or if you're going without full energy for days the risk is higher than if you're not usually overencumbered and you're getting to fully rested when you sleep.
  4. Dry or moist climate? Temperature variance inside your home? How well your drawers are sealed? In Great Bear, the climate is quite humid. With the home heating turned off, the temperature inside those homes would vary just as much as the weather outside, and I would think mold (which can start to grow at 0 degrees C) could be a real prolbem in those homes. In addition, dressers and containers may have direct sunlight hitting them through windows at certain times of the day... causing the termperature to rise inside the container higher than the temperature outside it. I agree that the process is accelerated over real life, but not by as much as you're thinking. Without any mold, I've had elastic waistbands in kids clothing sitting in drawers go brittle within 2 to 3 years, not decades.
  5. The stats reflect the time of day you started and increases the days survived by 1 every 24-hours. The journal starts your journey on the day you spawn regardless of the time of day you spawn. So if you spawn at night, it will still show Day 1 and add Day 2 once the clock is past midnight... so it is possible to be on Day 2 and not yet have survived 24 hours, so your Days Survived stat will still show 0.
  6. Depends on the type of fiber. Natural cloths (e.g. cotton) do disintegrate (get brittle) over time even when stored in drawers. Elastics are notorious for losing their elasticity fairly rapidly. Mold growth could also be a factor and some species of mold can grow at temperatures as low as 0 degrees C.
  7. Rhetorical Question - Are the sprains happening when you "turn your head." My overall number of sprains has gone way down since the hotfix and are now down quite a bit even from before the steadfast update. I used to get a ton of sprain while turning and, after the update but before the hotfix, I was getting a number of them on flat ground. The thing they had most in common was that they would occur mostly while turning around or attempting to look to the side (since there is no actual mechanic for just turning the head). I'm on the Xbox, so a thought I also had was that it had something to do with the controller sensitivity setting and I did adjust mine slightly. Just a thought perhaps worth checking into if you're still having a problem. Since the 1.50 hotfix, I've put in 62 days of play on two different characters and only received 2 sprains.
  8. If you get a blood trail (not just a spatter) the deer will eventually bleed out and die. There is no need to shoot it again. The blood trail may cease as the animal slows down to a walk, but as long as you originally got a blood trial, it will bleed out and die... with an exception because of a bug. If you go inside before the animal is logged in your journal as having died (indicated by your kill count going up), the animal may reset and return to health. The blood trails can be tricky to follow and, as I said, can stop suddenly when the animal slows to a walk. With deer, I usually follow the blood trail until it disappears then, weather permitting, I pass the time for an hour and check my log. If the kill is registered, I listen for crows. In this way, I've found most of them fairly easily. With a bear, they can take a long, long time to bleed out so I often try to find a nearby cave to sleep in... One time I awoke to find the dead bear right beside me in the same cave (good thing I was in Pilgrim mode). If you get a blood spatter but no blood trail, you have just hit it with a glancing shot and it will eventually recover its health and not die. At any rate... it still seems to be working this way post update. Other than one bear who did reset because I went inside the ML Camp Office, every animal I have shot who has left a blood trail has eventually bled out and my journal kill count has increased by 1 when they died. I have found all the ones I have shot since the update.
  9. If the crows are going to snack on those corpses, they have to land and walk into the cave; and dropped their feathers then. Another explanation would be wind picking them up from the snow and blowing them inside.
  10. I started new saves because I didn't have anyone who had very many days behind them (my 500-day guy jumped from TWM on Day 500). However, some people reported in the Update thread that they had found revolvers and revolver ammo in areas of their maps they had already explored, so I really think it's worth searching. The most frequent spawn for the revolver that I've found over several new starts since 1.48 has been under Gray Mother's bed. I would check the prepper caches in ML and PV as well. (I had almost given up finding one in ML until I found the Tools prepper cache in that start and found it there. I haven't ever found one in the Lower Dam, although other people are reporting find it on a desk near the generators. I really hope you find one.
  11. 1) As others have responded already, saplings don't respawn. 2) I found a revolver in Coastal Highway on the bottom shelf behind the cash register in the garage. I have also found it 3 times under Gray Mother's bed in Milton (Mountain Town Region). I've found one in the (correction) back seat of the car in front of the Hunting Lodge in Broken Railroad (but it's not there in my current start). I found another in the Tools Prepper Cache in Mystery Lake. 3) I did my Faithful Cartographer Achievement during my 500-day run. Traveling to every region and mapping kept me busy. You will find that going from Level 4 to Level 5 fishing will take a bit of time as well, although CH is a good region for that since the fish generally weigh more and the skill is based on the weight of all the fish you catch.
  12. Agree. TLD is one of the few games I like leaving run even on the main loading screen as I take a break (like now, typing this). The wind, birds and other natural sounds that run are, quite simply, soothing. No being suddenly blasted by an overloud trailer or superloud music. Love it.
  13. Randomize the loot tables such that interlopers who have essentially memorized where key items may be found are forced to genuinely search for those items again and remove all "guaranteed" spawns of all items, including matches.
  14. I'm pretty sure I have... or maybe it was a coincidental random spawn of a box of 5 rounds in the glove box... can't remember.
  15. That's why I suggested above that they make the change in such a way that the player will always find purification tablets in a washroom that has a toilet. The level of challenge in the game would be no different than finding purified water already in the toilet... and those with more detailed RPG "realism" desires can be pacified.
  16. I've found several rifles in cars. My first was inside one of the cars in Milton as well. I've also found one in the car under the Spruce Falls Bridge. I've also found one laying on the snow next to that same car on a different playthrough. I recently found a pistol in the car in front of the hunting lodge. Ironically, that find was before they increased the pistol spawns. I started a run in BR just after updating to 1.50 and there is no pistol at all in BR this time around. I did find a rifle this time around in the one bedroom of the hunting lodge.
  17. They would then have to change the mechanics around rabbit hides and deer hides. Right now, as long as you chase the wolf away from its kill before it is done eating, the hide and guts and some of the meat can be harvested. I wouldn't mind if the interactions were added to the game at the lower difficulty levels (like pilgrim)... and if they allowed the player to sneak in and down the larger animal while it is distracted. It would make things easier, sure; but I don't have a problem with that. Right now, it is most difficult on pilgrim to hunt these animals since they flee as soon as they get wind of the player rather than attack. On the higher difficulty levels, I think the animals should cease their interaction with each other as soon as they detect the player... and all focus their attack on the player. That should make for a difficult challenge for those players who currently don't feel challenged enough... being charged by several wolves and a bear or moose at the same time.
  18. My hearing isn't quite so great anymore, so I usually go by the visual cue (little white opened lock symbol that appears when you're sitting on the right number). The sequence works like a standard 3-number combination lock... start to the left of the 0 (or on the 0), move the lock so that the numbers are increasing in sequence, when it clicks or shows the white unlock symbol) reverse direction so that the numbers are now decreasing in value until you hear another lock and it shows 2 white unlock symbols. Then reverse direction again so the number values are increasing and go until you hear the click and 3 white unlock symbols appears and the lock will open. If you blow past a number, start over to the left of 0 again and repeat the process.
  19. I've exited and checked again just now... still nothing here. I'll continue to keep checking. ETA: 14 mins later - It's updating now.
  20. No sign so far of Update 1.50 on my Xbox One (Alberta, Canada), but since I'm pretty sure nothing has been changed in this area since 1.48, I'm posting this here. I'm seeing a lot of "stuck" running animals (i.e. animals running in place against an invisible wall) and animals that also look like they're running forward but are moving straight sideways (as if being blown by a wind, but the wind isn't coming from right direction to be the cause). I never noticed any of this sort of problem with them before 1.48.
  21. Make it so it requires purification, but then add a mandatory spawn of purification boxes of purification tablets in all bathrooms with toilets. Challenge is neither increased nor decreased, although the player would possibly wind up with a larger collection of purification tablets since tablets purify 1L of water and toilets generally hold between 1-2L of water., not 4L. If they don't have matches and had not found tablets before finding the toilet, they wouldn't be stuck but could simply use the tablets found near the toilet itself.
  22. I'm not the one having issues. The general performance on my Xbox has been good since 1.48. I was responding to @plumturnip, who was and who just necro'd this thread from April 2.