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  1. A good strategy early game is to lure a wolf away from its typical patrol route towards some deer. If you can get the wolf to approach a deer from behind and then sneak, the wolf will switch from tracking you to tracking the deer, then charge it and take it down. From here, simply throw a rock at the wolf, and then run away. The wolf won't return to the killed deer, and if you can lose the wolf it will eventually return to its regular patrol route, meaning you'll be able to harvest near 10kg of meat from the deer as a reward.
  2. I don't really understand what role alcohol would serve in the game as it stands. Rinsing wounds? We already have big heavy bottles of antiseptic that do this. Treating cold? Plenty of people have already commented that this is factually incorrect. Giving buffs? Seems like it'd be more likely to add debuffs from the true effects on a human body. In reality, alcohol is a poison that interferes with the healthy functioning of the human nervous system. It also has the side effect of being a pleasant and moderately addictive substance when consumed in small doses. Traditionally, alcohol has been used for millennia to avoid spoilage of foodstuffs and as a recreational substance. In the current game, however, simply lacking presence of alcohol on Great Bear Island isn't cause for adding it unless there's some legitimate role it fills in game which adds to the survival experience. The argument that it's unrealistic not to be present is about as relevant as the lack of basic food staples such as rice or flour (or pancakes).
  3. Also, in general the formula for return on investment seems to be a base of 1:2 ratio of time to break down the item vs. the burn time of the objects gained. Eg. A 15 minute crate returns one reclaimed wood, which burns for 30 minutes, whereas a 1 hour crate returns four reclaimed wood, which burns for 2 hours. So would you prefer to have more wood per item, but also add extra time per item too? Personally, I wouldn't. Fuel scarcity is a core balance of the game difficulty, after all.
  4. Hopefully people here can keep it classy, and given that this one's been around since 2017 without being locked I'll take it as tentative proof it's not a verboten topic. Otherwise, my own conclusion from the figures we've seen show that Hinterland deserve well-earned praise for making a commercially viable game. I hope they inspire more budding developers to take the leap and make their own vision come to life, seeing that it can produce a quality piece of art as well as earn a living wage.
  5. He clicked on a fallen tree limb, selected the option to break it down, and froze to death during the timer when a blizzard caught him.
  6. There's a set of four possible loot tables for Interloper difficulty. Players have used trial and error to figure out the static spawn locations of the major tools and created spreadsheets for them. Note that this significantly spoils the surprise and feeling of danger inherent in Interloper. That being said, play the way you find most fun! Don't click me if you don't want spoilers! To answer your specific question, Forlorn Muskeg always has a hacksaw spawn in every Interloper game. There's four different locations, however, so good luck!
  7. Let's start by assuming the 3.3 million is our baseline. Let's then assume $20 CAD is maximum price paid per game copy sold. Let's then guess that two thirds of the sales are when the game goes on sale. Let's round the sale prices out to be half price average. So 2.2 million sold at $10 CAD plus 1.1 million at $20 CAD is $44 million CAD. Let's take 10% away for sales taxes, 30% for the cut for the online distributors, and 10% for miscellaneous expenses related to the game's sales such as advertising. From that remaining $22 million CAD, divided out since 2012, we have a bit over 3 million CAD per year. Take away a third of those profits for rent, outgoings, licensing fees, loan interest and other business expenses. Put a quarter of the remaining $2 million CAD profits per year into savings, since sales will inevitably fail to cover expenses sooner or later. From that $1.5 million CAD per year, divide that among 25 Hinterland staff. The mean annual wage would equal $60,000 CAD per year. For reference, programmers in Canada make $52,000 CAD per year on average, though this varies depending on experience. Finally, note this is all wild-ass guess-work based on assumptions made by someone who doesn't have intimate knowledge of the games industry.
  8. Nope, carrying capacity is too important a resource to worry about extra clothing. Now, one thing I do encourage is crafting backup clothes until there's a half hour left before it's complete. A second set of deerskin pants, or an extra bearskin coat, which doesn't decay with time? Well worth the time.
  9. In keeping with the Long Dark's minimalist survival aesthetic, I thought others might find the Primitive Technology channel interesting. Primitive Technology The creator focuses on basic skills for survival such as shelter building, fire starting, and tool making. He's based in far North Queensland, Australia, so the environment he bases his creations in is tropical rain-forest. Uniquely, his videos feature only ambient natural noise, with all instructions in the closed captions of his videos. So if you like chilling out, listening to the tropical birdsong and crackle of a campfire, whilst learning practical skills, feel free to check it out!
  10. Jimmy

    Better Campfire

    How about a new bonus instead? Fire Starting Level 3: Campfires have 3 cooking spots. Fire Starting Level 5: Campfires have 4 cooking spots.
  11. I like to store my meat in them. Keeps it fresher. But seriously, I agree with you about storytelling. Bethesda does a lot of the same style of storytelling in their games too, creating a diorama using corpses and game objects to lead the viewer to piece together a story out of it. I love these fun little easter-eggs in the game, and hope the team continues sneaking them into the future builds. Corpse next to open can of low condition half-eaten pork and beans, perhaps?
  12. Yeah, I'm on my second run now, I'll post whether I come across any unusual spawns. So far it's got straight Interloper level gear, though. This run, I got chased by wolves from the Bunkhouses all the way to the foot of the climb up to the Muskeg Overlook. It's not that big a deal, though. There's a few deer around that you can use to shake off the wolf once you get there. So long as you keep moving and have a torch in hand, the risk involved is minor.