Jimmy

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Everything posted by Jimmy

  1. My personal favorites for ending is Perseverance Mills, or Blackrock Federal Penitentiary. Jeremiah says Perseverance Mills is a "shit nothing town a few hours north" of Pleasant Valley region. He also says it can be reached by a road north out of the region. I assume the most likely connection for this road is the current End of the Road location. Currently we have no real idea where Blackrock is located. Purely based on the current maps, we can assume it would be east of Mountain Town region on the road past the Crashed Prison Transport Bus, and west of Pleasant Valley on the road past the Long Curve.
  2. Technically, unless the loot tables have changed in this version, there is renewable cloth from beachcombing along the Coastal Highway and connected waterfronts. The only resource not confirmed to be renewable are antibiotics.
  3. I'm sure he just wants scritches and cuddles, poking his head through his doggy-door.
  4. To be precise, they still stop at the invisible barrier on the barn. However, unlike previously, wolves don't flee unless you climb up the ramp to the bed area. Be careful not to move past the center support pole if they're coming from the broad side of the building. It can trigger a fight if you get too close. Also note that the wolves can clip through the wall now, so don't get too close to the side of the building.
  5. "Hey buddy, mind putting some of this coal in your pockets? Cheers!"
  6. 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.
  7. 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.
  8. 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.
  9. 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).
  10. 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.
  11. 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.
  12. 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!
  13. 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.
  14. 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.
  15. 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!
  16. 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.
  17. 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?
  18. 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.
  19. I can't throw reclaimed wood into a fire. 'I'll just save this for making snares. After all, there's plenty of sticks around, right? No need to waste this, I'll just pop it in this container... oh, huh. Already full with 20 kg of reclaimed wood? ...Time to start a new container!'
  20. Good to know! Must mean the loot tables are different on Custom compared to Interloper, even if the rarity settings are the same. Interloper has no bedroll spawns in Forlorn Muskeg, so I'd assumed this custom game would be the same. If you're hunting bunnies, Marsh Ridge and Muskeg Overlook are the locations to be. Since snares are a flat percentage per day chance of catching rabbits so long as it's within the spawn area, with enough snares you're guaranteed enough calories per day. That's why I tend to save my reclaimed wood for snares instead of burning it.
  21. Yeah, I've done this one. I got 44 hours on my first try but died due to resting too long and getting dehydrated while asleep. I can probably beat my previous record fairly simply with a bit more attention. However, there's a few things you should note if you plan to try this challenge in the Forlorn Muskeg: - 0% chance of a heavy hammer spawn - 0% chance of a bedroll spawn - 25% chance of a magnifying lens Thus, for semi-permanent survival, you'll need to rely on stealing deer kills from wolves, and trapping rabbits. Without a bedroll, there's only a single bed in the Muskeg region. And unless you get the magnifying lens, your supply of matches will be your measure of how long you can survive. Since you'll lack the means to craft a bow, you won't be crafting wolf hide coats or bear hide bedrolls. This means cold weather will be your biggest challenge past the initial month of survival. Setting up camp near Marsh Ridge will rely on making a snow shelter, and that means cloth, which is a rare resource in this region. Also, unless you're spending time each day repairing the shelter, eventually you'll run out of cloth. Now, theoretically, infinite survival is possible. If you have the magnifying lens, you can set up base camp at Old Spence Family Homestead, using snares to harvest rabbits for infinite calories. However, in practical terms, the rabbit spawn areas are simply too far away from this location. A better option might be setting up a snow shelter near your rabbit field, but this runs the risk of shelter decay, and also means you'll be travelling back to use the workbench each time you have a haul of broken snares. So, it would be doable, but incredibly tedious.
  22. I agree. In terms of mechanical penalties, wet and frozen clothing causes faster item decay, adds extra weight, and reduces clothing warmth bonus and protection from frostbite. The mechanic is in game to encourage strategic use of weather (do I go out in a blizzard and get my clothes frozen but avoid risk of wolves?) and there isn't a real need for an additional item diluting the loot tables. If your clothing is wet, you can spend a common resource (matches and fuel) to fix this.