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About Jimmy

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  1. "Hey buddy, mind putting some of this coal in your pockets? Cheers!"
  2. Kudos to @ThePancakeLady for giving a good summary of the truth of Type I Diabetes. Many people are only familiar with the far more common Type II, due to the rapid growth of the disease thanks to our modern diet and lifestyle. It's valuable to recognize that Type I means zero insulin produced by the body, zero cures available for the disease, and zero chance of survival without treatment. As to the original question of the topic, in my mind there's no question about it. If Astrid has the insulin, she should use it on Dmitri. First and foremost, the insulin is absolutely useless to someone without diabetes. Also, it has a limited shelf life, which is quite likely drastically worsened by the storage in sub-zero temperatures for who knows how long. Insulin should be stored between 2-8 degrees Celsius, or at room temperature for typically up to a month. If it freezes, it's likely useless, since the large delicate peptide structure of insulin is damaged by the conversion of the water suspension medium converting from liquid to solid form, bending and breaking the amino acid chain out of alignment. I'd wager this scenario would see Dmitri's insulin dosage double or triple from normal as much of the vial's potency would have been lost. A case could be made that this one vial of insulin, if rationed, could control the insulin levels of dozens of Type II patients, compared to a single Type I patient. However, this vial is Dmitri's property. Denying it to him is a death sentence. Is the situation hopeless? Possibly. Should Dmitri be allowed to die for the good of the group? There's only one person who should make that choice, and it's not Astrid. Only Dmitri should be the one to decide how long he wishes to prolong the inevitable. Perhaps he has the strength of will to survive by whatever means possible. Perhaps he will choose to weigh his odds, and decide to follow the example of Captain Lawrence Edward Grace "Titus" Oates, saying to his companions, "I am just going outside and may be some time", making the sacrifice of the one for the many.
  3. So, y'know how you usually carry a pot around with you in your inventory? Y'know how you mostly live on a high protein diet? Y'know how every toilet is clean enough to drink out of? Well, this pot is a steamer, because, well... ...so yeah, enjoy your next meal out of that one.
  4. 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.
  5. 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).
  6. 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.
  7. 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.
  8. 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.
  9. 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!
  10. 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.
  11. 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.
  12. 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!
  13. 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.