dbmurph22

Members
  • Posts

    227
  • Joined

  • Last visited

Everything posted by dbmurph22

  1. dbmurph22

    Timberwolves

    Bingo. I actually think wandering around too much is the wrong way to story the story mode, but I got geared up pretty well by the side questing. Thanks for that added bit of info, ajb.
  2. dbmurph22

    Timberwolves

    If you're running a bit short of ammo maybe you could do some free exploring before your next goal in story mode? I was able to find a fairly significant haul of ammo, rifles, revolvers, flare guns and such. And I didn't seem to encounter them too, too often when I was just free ranging.
  3. I'm avoiding spoilers too and I like this approach/thought process. Part of my concern is that people will just avoid the new region. There's no motivation to encounter those risks to go there. However, it seems they will be heading to others before too long, so that would null that out. And by that time hopefully we can figure out how to deal with them. And....I guess there's the motive to go there now. It's sort of meta, but.
  4. I like the revolver ideas in this thread. I agree it would balance nicely with the Timberwolves and new region addition for interloper players if added with certain dire conditions. That said Jeff and jhickie have good thoughts about interloper being sort of dragged into the gunpowder age. It's just too bad there's no other way of countering the Timberwolves as far as I know, that would work but still be difficult and fit interloper themes. The revolver is far and away the best thing. Fires don't really work in my experience and decoys, nah. The main difference from reg wolves is the meter and you get more than one at a time. So there's a big divergence right there to start off with - but THEN on top of that also the fires and decoys do nothing. Has anyone tried farting in the wind? Maybe that will work in interloper. Perhaps they will add non-gunpowder interloper deterrent in the future when they start to spread to other regions. Maybe craftable giant stickmonster scarecrow type things or giant gut slingshots.
  5. I think a large aspect of this game is a strategy game with a lot of push your luck, risk vs reward elements. That's a little bit what I'm going for. But to really harness the push your luck the player probably needs a bit more info to make it a push your luck element rather than too RNG/accounting for all probabilities. Maybe there could be some sort of indicator that a structure is "threatened".
  6. And I think the aspect of "rage generator" for the reasons you propose is actually a positive. I would demand a good practice of spreading out storage and let's face it. Some of these long runs are crazy ridiculous long. It was never meant to be so.
  7. I really appreciate the response. However, you must have misunderstood some. I probably didn't explain it well. I'm not proposing the act of them falling down or on fire - not an "act" of decay, but just status and representative graphic. Just at some point on some loading screen maybe on changing reasons or waking at some dawn there's an RNG that certain structures would be replaced by something similar to the burned out houses you see now. The idea isn't about the danger proposed by getting collapsed on by a house or something, but the world would shrink or decay in some sense over time just as would be fitting in the quiet apocalypse and death of this world.
  8. If you disable timberwolf spawns in a custom game will regular wolf spawns take their place at Bleak Inlet?
  9. dbmurph22

    Hey Buddy

    I can't confirm, but my guess is that you can still only spawn in Hushed/FM/TW/PV/DP as usual. They can't be that diabolical.
  10. dbmurph22

    Hey Buddy

    One thing that makes them difficult is not being able to utilize fire. Obviously having a revolver helps, but in interloper.... I thought maybe the display graphic had something to do with it given regular wolves have no graphic (besides the slo mo struggle as Hilayla pointed out). I wonder if they could remove the graphic and implement some other indicator by their behavior to show how close you are to breaking the morale. Probably. But for now, who knows, I'll give it time and see how I feel. Maybe it just needs a little time and patience. We'll see.
  11. dbmurph22

    Hey Buddy

    Is it the mechanic of the wolves or the display. Meaning if the pack morale was functioning but you didn't see the morale graphic would you feel differently?
  12. This was updated a few months back. They felt it was an exploit and giving easy headshots so they changed that mechanic. You could do a forum search on decoys for more relevant info. Good luck.
  13. Have to use the air horn or run to the cannery to make explosives.
  14. I'm not sure if this has been discussed. I promised I looked! So in 2017 decay was introduced and you see that in the custom game settings with the spawn rates and such. And of course the items get less viable as the days pass (lower condition). I believe it may add to the game and experience to have structural decay. What I mean is that over time some buildings, caves, or other similar locations could becomes impassable or eliminated as time passes. It doesn't have to be drastic, but it could add to the sandbox nature of the game and add some conjecture or extra risk management, plan b making. I'm free to be totally off if this is a bad idea - or already proposed. What do you think?
  15. This is actually a decent one. Though the weight issues with the exhaustion are sort of sneaky now as it is.
  16. I did say I wish there was an alternative to the strats of perching or finding a retreat spot, but it's actually not terrible unless it's just too watered down. I mean there's some strat to finding the locations which give you that opportunity. I don't think it's a killer overall to have this in the game and as it's been pointed out, the pathfinding implementation almost makes it necessary, but there's other ways to balance it in terms of bear behavior and spawn locations/variability. I think what could make it potentially unsatisfying is if there are too many easy locations to get these potshots together with being able to lead the bear to them with their current behavior mechanic and no other impugning circumstances (weather, wolves, etc). It might be fun to add some variability to when the bear follows vs charges (some more aggressive bears) and maybe further increase the random spawn setup. I love the how in certain regions the game will randomize the bear spawns like in Mystery Lake. And as I said, decrease must maybe the occurrences of readymade bear killing spots. I think this may have been what happened with the train car, but all they did here was remove a perch, but the retreat strat is still there to take its place. It's pretty difficult though given the amount of perch/retreat locations and all the possible paths for the bears. Would be difficult to balance.
  17. That said, I get the term "satisfying." One feels like an elegant, efficient way to game the situation and the other feels like a stuttering, chipping away method of gaming the situation. I kind of wish there was an alternative to finding a perch or finding a safe retreat spot for killing bears, but maybe that's just the natural conclusion/strat to this type of subsystem of the game.
  18. Having to shoot and run and hide, then shoot and run and hide again is not ideal. Though being in a forsaken hellish snowscape is not ideal as it is.
  19. Yeah it seems kind of random, huh? Hinterland getting their full on I guess they are always tinkering with details of who knows what and where at any given time. Hope you find another good bear shootin spot. The ones in ML and PV are pretty easy so maybe they were cutting it down a bit. GL
  20. Hi Eric, I can delete this post if it makes you too upset - just let me know. I've been annoyed at plenty of things, so I get it. Still, this is what the situation made me think of and I thought it was humorous...also I'm probably older than you). That said, I hope you get it figured out or at least find out why. I know small changes like this can affect greater strategy and tactics. Good luck.
  21. I think Pilgrim is fantastic for just a little relaxing immersion and just living the life and exploring Great Bear, with a little RP, and no stress.
  22. I started playing right in Voyager. But I've played Pilgrim a few times (oddly) after starting Interloper play, just so I could understand some map locations slightly better. Not spoiling yourself with maps is the best way to enjoy the game, especially early, but after you switch to the "knowing the maps / play hard modes" style I felt like I wanted to know some of those map details slightly better in some spots. So I played some Pilgrim there.
  23. Good luck! I like the mixing it up. Watch dem wolfies.
  24. Thanks Rancid - these have been a big help. I've even watched a few playthroughs of some of them. Bits and pieces. Good stuff. Thanks again for posting. Trying to think of what all could have been done with the survival/ sandbox mode besides base difficulties, custom settings, and these challenges. I guess maybe you can put in some sort of arbitrary narrative overlay. Maybe I'll think of something else, but these have been helpful. If you or anyone think of more, please keep popping them in here.
  25. Awesome. Thanks! Yes, this is some of exactly what I was looking for. Anything related to a custom game mode, community made challenge, or a way to play around a certain idea. Thanks for these. Interested to hear more.