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About GothSkunk

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  1. COngrats! Now go for 1000 days survived!
  2. The game goes to great lengths to prevent save-scumming working in Survival Mode. But obviously, it can't be perfect. If you save-scum to circumvent a bug, I'm okay with that. But if you save-scum to avoid an undesirable outcome, damn right I'm going to frown and shake my head. Are you a bad player? In my opinion, yes, you are. But you are free to play the game how you see fit, and my opinion should not matter to you.
  3. Birch Bark tea helps recover condition over a 2 hour period. I can't speak to how much and whether the recovery rate differs from difficulty to difficulty rate, but I can safely say in my current sandbox, which is custom tuned for slowest possible condition recovery, one birch bark tea recovers *about* 5% total condition every serving, over the course of two hours.
  4. Obligatory "not a game developer," but I am an observant player. I've never had this experience with a bear, but I have had it with branches, cedar/fir limbs, and sticks occasionally. Particularly in Timberwolf Mountain when living at the Mountaineer's Cabin. I'll clear out all the sticks and branches for firewood, and then go for days in-game without seeing any more spawn. Then I exit game, restart game, exit the Mountaineer's Cabin, see no sticks or branches, do a 360 degree turn, and suddenly there's branches and sticks everywhere. What I've noticed while playing this game is that if something needs to spawn in the game environment, but has not already done so, it will not do it as long as you are looking directly at where it is supposed to spawn. The moment you look away, (and in the case of wildlife, if you are a "safe" distance away) it will spawn. I suspect this has to do with maintaining immersion. After all, having wildlife spawn suddenly in front of you while you're travelling would be an excellent way to remind you that you're playing a game, and I suspect Hinterland wants to avoid that. I suspect that's what was happening in your clip. The bear was supposed to spawn, but because you were looking directly at its spawn point at first, it couldn't. Then once you looked away -- once the spawn field was no longer in your field of view -- the game spawned in the bear, judging you to be a safe enough distance away to not trigger an immediate charge.
  5. You keep saying this term, or some derivative of it: "flawed in design." I do not think it means what you think it means. Players are warned by the "Danger: Slope" indicator when they're walking up or down a slope that could cause them a sprain. They're also warned that they are at greater risk of a sprain when they're overencumbered. It's working as intended. Asserting that it's a "flawed design" in the manner that you're doing is akin to someone drinking from a container that specifically says "Do not drink," or eating the tiny silicon packets in a pack of beef jerky that specifically says "do not eat," and then complaining when they get sick. And yes, saying "yeah, it does work" is absolutely a proper answer and argument, because it demonstrates that I understand what the game is feeding back to me, and I make me gameplay choices around that feedback. I minimize risk by avoiding steep slopes wherever possible. When it's unavoidable, I accept the risk that I might get a sprain, all the while looking for the shallowest section in the slope to avoid it. The problem is not with the game design; the problem exists between your keyboard and your chair.
  6. Never fallen off, but it always scares the hell out of me whenever I cross it.
  7. Mr. Moose would like a word with you. Painkillers remain one of the ingredients to cure broken ribs. Without them (or rose hip tea), Broken Ribs cannot be cured. All aspects of risk in videogames involve RNG. It's called a "sprain risk" for a reason. And yes, there is a way to avoid it. There's a "danger: slope" indicator that appears in the lower right portion of your HUD when you're walking up a slope with too steep a grade. Certainly, it makes travelling certain routes risky, but it is absolutely avoidable. I have no sympathy for gamers who take a risky route and complain they got a sprain. You were warned. If the sprain mechanic didn't exist as it currently does, the only way to get them would be from wildlife attacks and falls. You should be thankful that this game is as forgiving as it is, for being a game set in a wintery apocalypse, there's zero risk of ever slipping on the ice and injuring your wrist, ankle, or hip as you try to brace your fall. I believe the sprain mechanic exists as a way to counter that. Can you honestly say you've never been out walking and just rolled your ankle by accident? It's not a pleasant experience. It does work, you're just not giving the mechanic the respect it deserves.
  8. This is what, Bleak Inlet? Isn't there a small camp in the mouth of the delta? Could something there be activating during the aurora?
  9. For what it's worth, when I applied the savescum trick, it took me twelve syrups to get the badge. Which meant, over the course of my three saves, I averaged 4.3333 syrups per game. Compared with the frequency of Chip spawns, in my opinion that is nuts.
  10. Like I said, it's cheesy, but it works. I did it myself out of frustration, because it's my third Winter's Embrace save game and I have hardly found any syrup between Milton, Pleasant Valley, and Coastal Highway. It doesn't spawn out in the open like the chips too. It's most likely to spawn in kitchens, but sometimes it can spawn in locked lockers. That, and I also went to the summit of Timberwolf Mountain in my first save, but there wasn't any chips OR syrup in the plane, so I felt kind of slighted.
  11. The other thing you can do, although this is a bit cheesy, is to savescum. Best done when entering an indoor structure and forcing that autosave. You can then consume all the syrup you have in your inventory/search the building for syrup, eat all of it, immediately leave the game WITHOUT SAVING, then load back in to the game. You will spawn in at the point where your last autosave was, which was when you entered the building, so the syrup in the building will not have been consumed. You can then loot it again, and eat it. The game merely keeps track of how many syrups you eat, regardless of the means you use to get them.
  12. 1. What difficulty level are you playing on? 2. Are you carrying meat on you?
  13. So many cairns in TLD have not had their stories written yet. Could we get one -- just one, preferably in one of the coastal zones -- added or changed to be Stan Rogers' , with the tagline "Long forgotten and lonely"? Especially on this Canada Day?
  14. I'm in sort of a situation. I'm on day 925 of a custom run with a difficulty level something in between Stalker and Interloper. I've got a broken rib I've got no painkillers. And I'm in Timberwolf Mountain. Despite being used in the same manner as painkillers, rose hip tea is not a valid treatment for a broken rib, so.... I'm stuck. I can't get out, because I can't climb down into Pleasant Valley with a Broken Rib. I'm just living on borrowed time at this point.
  15. Personally, I would like to see it where wildlife does not respawn at all in a region as long as you occupy it, and only starts respawning after you leave. Force people to move around more often. Don't know how that'd work with fishing huts, though...