dbmurph22

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Everything posted by dbmurph22

  1. I think the Ravine is an instakill too.
  2. Seems like a tough fix but maybe the easiest solution would have the carcass disappear entirely if stumbles to it's final resting place on weak ice. At least that would remove the temptation.
  3. Yep, I 've found a Mackinaw there. And I think in Stalker you can find an Expedition Parka there. But I can't remember how consistent they are or if it's a static spawn. I don't think so - since I think I've not found them there before, too. But I'm not certain. It might be a high level RNG spot.
  4. Nice. I did this same method just today, almost exactly in the manner you spoke of though in PV. And...it charged. And I happened to miss (I thought it was fairly flat terrain, but there was one small rise I missed). I dunno...there's some risk until you get Archery 5 and can potshot crouched, but you need to be using the bow to get that level! I guess trying to improve on long shots is something one could do.
  5. This is a good method, though the changes to animal behavior also included the deer and bunnies. They are harder to drive to the wolves. They seem to have almost a preset horizontal preference at times.
  6. Hey-o, look out. Yeah I actually do walk under the bridge as the ice is fine there and it leads me to laying low past the cannery woofs. However, my subway joke wasn't about that. I was caught in a moment and the fix to the shortcut to remove the wall-walk to get past the scrub led me to thinking about other things they fixed like the predators who were underground previously. I was just saying that now maybe we put our survivor underground and move about, now that the preds seem to be gone from that tract. But it's probably closed for business for everyone.
  7. Just take the subway. Now that the preds are removed from it, the coast is clear.
  8. Great to see in action. One thing the clip didn't show is the survivor staring at the trailer, pulling out the spray paint, and putting something new on the trailer to help anyone else who came along both for survival and for poetry - thanks to these events.
  9. This was the most excited I've been today, getting to this part of the account, the boogaloo about to kick off.
  10. My mind is dizzy and life is so busy to counteract the dizzy, that maybe you guys could clarify things here. Where did things end up with this? There was another thread discussing this as well, but can you elaborate on the settings (Baseline, Loose, Empty Chance, Density). I know some, but I don't feel like I have it down perfectly. Also, how does the new hotfix impact this and if there are any gameplay verification on it, would be great as well. Thanks.
  11. Getting lost is one of the best parts of the game.
  12. To be fair, you did say, Dragon, that your immersion was just jostled. I do agree though that I think the cries of "immersion breaking" are a bit overused. But one shouldn't be blamed for the overuse of others. I do think it can be a good way to think of this game specifically (it's very much trying to balance out many types of being), but many times it's coming from wrong place of understanding (not saying that's you) - even apart from those obvious cases where people are thinking straight sim (it's a basic repeated tenet this game is not). Even those who know it's not that, some make those immersion cries and are still maybe missing (IMO) some understanding of the game's nature. There is a lot of things in this game that don't make sense as was brought up earlier with things like the torches. And there are so many more in any given playthrough where you're like "I shouldn't have it this good." There are other artificial limitations...just like one playthrough someone was discussing not being able to just take the birch bark off the trees. There really are so many situations that are just nonsensical in most realest of real terms and sometimes some inconsistencies within its own economy (but hopefully not too much0 I like thinking about how this game works because it's very interesting where it hits and what it's doing. Most of us already know the whole bit of "this is a survival game, but not a survival sim." A survival sim would be extensive, so much minutiae and tremendously boring. Staying alive is boring work. What this game does is create representations, not copies, similes or whatever. And even for the boring bits. So we get the representation of the boring routines, but it's not a copy of the full experience. It shouldn't be. That representative terminology helped me tremendously. Okay, let's get past that. Going to post tangential thoughts. Some of the "inconsistencies" of the game (at least as it relates to a position of reality) work well in conjunction with considering some of the more fantastical elements of the game. Right from the first disclaimer screen we get info on the wolf behavior. We have the IP. The auroras. The ending of episode 3 (not going to post any spoilers). This game and universe functions very, very well as sort of a surrealistic endeavor. It cross cuts and is couched in a very gritty and realistic scenario and world. Being outdoors. Touching snow, trying to make a fire - almost more real than the day to day life of most, but it's a representative setting with this slight surrealism. There is almost a detailed impressionism in the whole endeavor, to me. The art style is also consistent with that, but I'm not even sure it was intended to be as such. Holding this all together is an individual first person strategy game. What is flowing on screen is a visual board game with decision making and choices. So there is stats and qualities and numbers and such, but they don't always make complete sense, but do they make sense and are they compelling as part of the strategy game. Yet, they still have to be faithful to be representative enough of the setting and experience to keep you engaged. So it's a fine balancing act that's crossing all those elements so I think it's fine to analyze whether certain elements are working in that manner and capturing what's needed to keep the world going in that manner and also being a good game. But I don't like it when there are repeated immersion complaints that either are about "real" survival (many know this) or even immersion complaints that are maybe even overly nitpicky missing the overall POV of where this game is trying to hover at. We all think this is a great game and otherwise we wouldn't be here. Yes it sometimes isn't perfect and at times there are bits that aren't working perfectly. But it's somehow caught lightning in the bottle with this little niche and that's why I think the IP is really liked and they know there's something to it (and keep persisting with it). This mish mash of semi-surrealistic elements, representative survival, a strategy choice making game, and an experience all in this super real, but not always really real world in the snow and grime and outdoors and growling dangers. And "immersion" or maybe we can just say engagement, is a two way game. Thanks for reading. Also I like brooms. I laugh when I think someone thought they could keep this dusty dirty place clean.
  13. Not many know this but.... If you have gunpowder, two cooking pots, a rosary, some arrowheads, some mouldy pork and beans and the blood of a timberwolf you can craft the Holy Handgrenade at Spence's prior to encountering the beast.
  14. I used to find a hammer sometimes behind Spences, against the shed on the outside. But I haven't in a long time. Then again I haven't been playing a lot.
  15. Two nice heat concepts are that outside temp can more affect shelter temp and that after fire is out shelters retain some of that heat for a bit. What are your thoughts on those alongside your above ideas?
  16. Okay, so I wasn't going crazy. I think I saw the casings for both vanilla Interloper and the custom stalker ish settings. But for the custom loper with firearms they weren't there.
  17. BI is also cold, doesn't have really great shelter and loot is low to okay at best. I mean it's worth it on Interloper just because travel, exploration and narrative, but not much else to counter the TW danger. However, given it's the only region now with that kind of wolf it is exotic. (Any of the Orca mythos even moreso!)
  18. When I originally posted I was thinking vanilla loper as I started a few new loper games and dove right into BI on a death trip, but later I also finished exploring the region on Loons' current stalker birchman settings, so it might have been that. Or both! Now I can't remember.
  19. We have the MH Satchel we can craft. The idea that there could be certain types of packs that carry certain things better is kind of interesting. Not sure if it's too fringe and specific though. I only mean that even if it's a cool idea to sink that amount of nuance into one small portion of gameplay. Like some of the thought processes though.
  20. Wouldn't mind seeing a bit more to add to the variety. Some good ideas here. But I'd much rather see some work on the existing animals to add to the variability and eliminate bugs and erroneous things. And too many additions challenge the minimalism of the game. That said, beavers sound cool. Would love maybe another additional smaller animal to add to the rabbits. Also there is one thing to keep in mind as they keep expanding the game with new areas, new items, new animals. That is the amount of elements and options make things easier and can challenge the tightness of design. A good way to maintain that but also variety is to somehow limit the selection for each game but keep the variety of the selection pot. I guess that means in simple terms I wouldn't be against an RNG game generation in which certain things are excluded (or minimized) but you don't know what. Even to the point of if they keep adding regions....but on game generation some are not accessible (i know that sounds a bit extreme) (and obv of course you can always do that manually). But if there were 3 more animal types in the game, 8 possible, but each game only featured RNG 6, I like some of those design ideas. But that's just me. Thanks for posting your wishlist thoughts.
  21. My route in Forlorn is also to Poachers, across ice, to Spence's. Wolf contact is very rare until Spence's unless you are careless and hit one of them on their outer route portions. I know it's a route that many take. You go from Poachers to next Big Rock (you start in a perpendicular direction from Poachers with a slight bent in the direction to ML) to Hunters Blind to next Big Rock and then to the outbuildings of Spence's. There's actually also very little weak ice - just follow the fingers of the next little "island." The hillside route just out of the ML area has more goodies I think, but it's more wolfy.