dbmurph22

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Everything posted by dbmurph22

  1. Does anyone know if the Part 2 updates will automatically apply to existing runs that have the Part 1/DLC? For example if you're in Stalker will the bunkers appear when you load up the save? Same goes for the acorns, radio, etc. Thanks a bunch.
  2. @Ghurcb @Honest @ anyone else Nice to hear both your thoughts. There are already some TLD mods out there for some of the things you're wanting. The Relentless Night Mod removes the static temps of indoor and makes them subject to outdoor temps. There are also some water management mods for the bottles. I understand though if you'd prefer those in the base game. But that option is available (of course after the update, they will have to get them going again). And it's no slight against the base game. I like having both/all.
  3. Are you being serious or is it a parody given some of the posts/events in the thread? If serious, I think it's alright - gives things an open ended, general, but on the fringes feel.
  4. Hi everyone, started a new Long Dark series called "Fade" and want to share it. It's really got three aspects to it. First, it's a custom difficulty set that's somewhere between Interloper and NOGOA (low recovery, low plant, higher preds, rifle). Next, for this one I'm using a healthy but selective set of mods, but I want them all to either contribute to the gameplay experience or smaller ones that improve qol. So it is a modded run. Finally, I'm using manual mechanic in which I slowly make sheltered locations inaccessible. It adds a bit of fun to each day to see how things are crumbling and will add some strategy and difficulty (and theme!) down the road. If you get a chance to check it out, then thanks! All the best. Murph
  5. I grew up with a C64. TLD can be an amazing experience at all junctures, but still the most magical times are when there was so much to know, both with maps and how to survive. And I was immersed in that struggle. I want people to play how they most enjoy it, but I'm a bit sad when people feel rushed to check maps and ask questions and so forth. Often, people enjoy both the achievement aspect AND the experience/environment, but they are primarily driven by the former so it can create the desire to spoil early. But I also think the culture promotes and pressures achievement a bit more (part of it is just natural human social aspects) that maybe those more on the fence could have had a better experience had they not rushed it, accepted some bad beats, and let themselves learn and discover more for themselves. I get it for the people who can only have fun with accomplishment and/or they get frustrated early, but I feel like the game really shines when you just discover and experience and grow to know.
  6. Hello everyone, just started a new Long Dark venture that's main intent is to explore Keeper's Pass transition zone. I know nothing of it - zero. Just got done mapping out Blackrock previously. My parameters will be Interloper difficulty with guns (aka Gunloper), with allowable areas of: Pleasant Valley, Keeper's Pass, Winding River, and Cinder Hills Coal Mine. Thanks!
  7. In general the flashlight, I think. Plus, it's heavy. The tablets aren't really necessary, but I burn through them to save some time and they can help when you want a quick fire only. However, for someone with experience the spray paint is probably the least helpful (and you won't find the flashlight in low resource modes). I can see its value when you don't know maps and such so great for early to mid play, but the combination of how much of it you find and how useless it is for someone who's played more, needs mentioning. I can use the journal to make notes of where I left things.
  8. Once I get below 80 I start to think about it. Once below 70 it probably goes up a bit more in priority. Then the activity has to sort of line up with your other priorities, like if you're waiting out bad weather or some such. Obviously if you have a nicer item with it in really low condition you want to try to more actively find a time to get it done.
  9. I think a lot of people play and enjoy story mode. I don't think it's unpopular at all. There is a good slice of people who play survival and haven't played story mode, as you say. However, you'll likely hear more from survival mode players if only because of the repetition and hours. Many do both. But those that play story mode and not much survival aren't likely to be heard from as much as the opposite (though it doesn't mean they didn't enjoy their experience or even that it was lukewarm).
  10. Hi everyone, I'm just going to post my little notecard collection here for anyone who wants to try these out. These are various challenges, run ideas, settings I've created, but I can only get to so many at once and I don't really binge hours in the game, so they are hard to get to. I'm definitely going to keep going through the ones I like the most, but just going to post them here too in case they catch anyone's eye. Some are intriguing, some maybe close to silly and nonsensical, but here they are: Titans Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Rifle available, but no revolver. No wolves, fish, deer, or rabbits. Max bears and max moose. Ash Canyon and Timberwolf Mountain only (spawn in either). Goal: survive as long as possible. Harsh Reality Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. No rabbits or deer. Mystery Lake is impassable. No firearms, bow only. Have to spawn on eastern side of map (due to Bleak Inlet rope situation). Goal: survive as long as possible. Things Fall Apart Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Can't ever repair or improve condition of any item. Goal: survive as long as possible. Sailor Challenge Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Interloper wolves and fish - but not other animal (no bear, moose, rabbit, or deer) Regions restricted to Desolation Point, Coastal Highway, and Bleak Inlet (and adjoining transition areas). Goal: survive as long as possible. Continued Chasms Stalker, Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Every 10 days one of the following features becomes impassable (at random, alphabetical, other, or predetermined order: bridges, ice, railway, and road. Goal: survive as long as possible. Beached Stalker, Interloper, Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Any setting that deals with loot change to Pilgrim level. The only items that can be obtained in the game are from either fishing huts or beachcombing. Goal: survive as long as possible. Power the Signal Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Goal: deliver four whole car batteries to signal towers - one each to Milton Tower in MT, Shortwave Tower in FM, Signal Hill in PV, and Echo One in BI. City Slicker Challenge Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Have to reach level 2 in skills/books before you can do associated actions (ie cannot cook until you reach level 2 in cooking, cannot harvest carcasses until you reach level 2). Cannot tie or climb a rope until you reach level 3 of any one skill. Goal: survive as long as possible. Dead Dwarf Challenge Deadman or NOGOA settings except with random start time, random start weather, and medium wind variability. Baseline resource availability set to medium/stalker. Any building/door cannot be opened with the following exceptions: cars, basements, caches/bunkers, trains. All cave locations (load screen, non load screen) are permitted. Goal: survive as long as possible. Dark Dwarf Challenge Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Any building/door cannot be opened with the following exceptions: cars, basements, caches/bunkers, trains. All cave locations (load screen, non load screen) are permitted. Goal: survive as long as possible. Mad Max Challenge Interloper or "True Interloper" settings - Interloper but with low recovery (both), low plants, and increased predator detection range, smell, etc. Max level bear and wolf. No plants can be harvested. Shelters that don't have any metal cannot be entered. Rifle and revolver both available, but have to be fixed at Cannery first. Goal: survive as long as possible. Kings of the Dead World Dead world challenge settings (8sHM-/z8P-M0OH-A3Ki-GwII)(hope the code still is okay), except awake recovery is zero also. Moose spawn is changed from none to medium. -------------- I also had a "Too Far Gone" challenge that involved not harvesting carcasses or searching corpses, but the recent events within the game have taken care of that itself! This is all open for anyone to try out and even post vids if they want. Or feel free to just have a good chuckle and move on. All the best to all survivors here and have a great 2022.
  11. Happy New Year Everyone! Just posted episode 9 of my Interloper Blackrock start (blind). The first post has the playlist if you want to start fresh. Thanks.
  12. This is a fun combination of settings. It's close to essentially Stalker Deadman or Stalker Low Recovery (personally I call that true loper because I think it should be low recovery for both). Harsh, but you get some of the gear the game intended. The lack of interloper guaranteed items spawns is underrated. That's interesting. The only thing is, as you alluded to, if you can get past some early difficulty, you can just get so nicely geared up. Pretty nice as you're pushing for that, but kind of sad a bit of time after achieving it. A boomerang. Adding in a region limitation is an additional suggestion as that limits the cornucopia a bit. Edit: like the title of the run type ("ranger")
  13. It's gonna be fun when they add the random wolf spawn setting or mod in the game, huh? I know you'll especially enjoy getting eaten inside Trapper's. No rabbit herding can save us then.
  14. Hi everyone, browsing the forums a bit and there was a mapping topic near the top that got me thinking. I started to reply but thought a new wishlist item would be even better. My idea is that it would be cool for the mapping activity to actually generate some % chance of random items spawns in some way. I think it makes sense - one surveys the area, maps it out, but then that study leads them to discover something. I think the mapping mechanic in TLD is pretty cool. That said, I never use it any longer. I don't plan on using it. I know some experienced players use it as a goal (map the whole region), but otherwise, not much at all. I used it earlier in my play, because I didn't know the maps. But I also didn't know the best way to play. When I explore a new map now, it's better to map the area out with your legs and your mind. Mapping with the charcoal takes time, possible cold if you're not by the fire or it blows out, and also movement opportunity cost, as movement creates finding more resources to survive. I think adding in a bit about items spawning from mapping would freshen it up, make it fun, make it viable, and create decisions. I mean, I would support it not guaranteeing a spawn, but just a chance to. One couldn't spam it to abuse it because once an area is mapped, then that's it. It's self limiting. This isn't something I'm pining for intensely, but I think it's a cool idea. Let me know what you think.
  15. I really like Kegstand runs, but you do give up the fun wandering and variety when you limit regions. With limited resources you generally want to avoid the Timberwolves altogether, though in the example I gave above which is Gunloper you can take them down. But ammo is limited and getting moose kills are important. And you might be able to snag a mag lens before diving into BI. Yeah the coal doesn't respawn fast enough - you have to rely on stick runs and maybe supplementing some with breakdown. A hammer can help there. I don't really do a one region BI with spawning there, because as I said they don't have an upper portion spawn point, and thus you're not really getting BI.
  16. One of the challenges I enjoy doing is doing a Gunloper type run (or one with low recovery instead of Interloper medium) and spawning in either Coastal Highway or Mystery Lake at dawn. You get 24 hours to make it to Bleak Inlet and then you have to try to survive there indefinitely. I count both the cave to FM and the bottom of the ravine adjacent to Bleak as allowable areas. You can't really do a one region run in Bleak because no spawn points are at the top portion and thus you can't get cannery access. The 24 hours though does add a bit of strategy and decision making. The more gear you try to scrounge up in that short window the more condition you're sacrificing. One difficulty is that you can't forge up and some of the craftables need that improvised knife. You have to do what you can! Good luck everyone.
  17. Still no sun, eh? Congrats on the summit and some excellent Crystal Lake hunting, @jeffpeng. By Day 50, you're surely now permanently nocturnal.
  18. Brave sir! Good luck....Bleak is rough. Yes, Timberwolves make it tough, but the biggest enemy is the wind. The weather in Bleak is just the worst. PV rightly gets the headlines for the blizzards, but Bleak has a worse baseline weather. You pray for fog. The moose are plentiful though! The stick spawn near the washed out trailer is really good and not too far away. But of course the residences and the house with the hut where you're staying is better shelter. If only that was flipped. I think I'm actually going to play some Bleak tonight so I join you in solidarity (though my survivor will be of the newer type - more difficult but if I fail less investment). Again, good luck.
  19. Yeah, one of the streamers I follow Turkeysteam did a cattail accounting type run on Interloper and last I heard he said there was about 1600 cattails so it can definitely take you a good ways even without hunting.
  20. Yeah, great point. Not having to wait the 20 minutes was a massive change. Think of how much it impacts people doing Deadman runs, too. I think it really, really affected that. All those moments of fractional loss from temp that added up, now gone or minimized. Not to say it's still not difficult, but having coal get going right away was a big shift. However, I have noticed that the fire is getting hotter from the coal a bit slower? Is that just me?
  21. This turned into a really interesting thread - thanks everyone for jumping in. I understand what you're trying to find especially since it seems a lot of additional content and gameplay that Hinterland gives is more in line with sort of Stalker play - which is sensible given the player base and that intrinsically it involves other elements it's created (instead of the lack thereof). Loonsloon did Birchman Safari and yeah putting Stalker loot on Birchman or Deadman (or NOGOA as they apparently say now) can get close to that. Given this is a thread about "house rules" the other ways are to limit yourself in some custom way like Outerloper or region limitation. I recently did a run ("Dead Dwarf") I recorded on Stalker loot, but with Deadman recovery (and most the other deadman settings, I think), and "sort of" Outerloper. I could go in basements, caves and bunkers, but no other buildings. It was trying to get that challenge and balance but with the additional items and bunkers. Birchman safari and my Dead Dwarf, though, both ran into similar problems. The Stalker loot is so good and once you get past some perilous early game (especially in my case, plus Loonsloon is just very good), the declining weather is still no match for the elite clothing you get. Plus, while Stalker adds elements to the game, you close the need for some crafting, like the clothing. I think this will be more achievable once mods get cooking and more easily adopted in the game. I'm not sure if the custom settings will ever get made to give that feel, though maybe with giving a few ore individual options like UUA said (effectively like making Gunloper, but with a hatchet/knife). Elements like making the weather decline even more, having it affect indoor temperatures, modifying torch rules, and maybe introducing other decay elements (increased item, structure, increased animal) can help the curve there. Also fixing things like Cooking 5 - if I recall you had some really good thoughts on that in the past, Jeff. I enjoyed the conversation - yeah, I think this would help too, but it's hard to see them adding much in the way of individual items. That's a lot on the menu! It's probably going to be mods. I can possibly see them doing something like the hatchet and knife (though I think some have been asking this for a long time). But cranking up other difficulty, using Interloper base (or Gunloper if you add the guns), and then thinking hey I shouldn't add the Expedition Parka, but let me click "yes" to the Cowichan Sweater would be a cool option. ----------------- Sounds like a fun time, Salty Crackers. I like the mix. And yes I echo the final bit there.
  22. As a simple survivor in the audience of not only the Lord of Nomenclature, but also the Lord of the Long Dark, I must acquiesce. Modified Stalker it is, and has been decreed. Let the record show. I must now leave and try not to die freezing.