Dr. S.

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Everything posted by Dr. S.

  1. The wiki is (a) unofficial and sometimes inaccurate and (b) doesn't say that the risk percentage is based on a simple moving average. What it says is The mention of averaging is only in the sentence talking about the onset of the risk, and while one interpretation of this is that there is a simple moving average behind the calculation, that's not the only possible interpretation. There's no mention of the details of the calculation behind the risk percentage increasing or decreasing. I agree that the current behavior is sometimes unintuitive; spending time outdoors should always decrease the risk and spending time (awake??) indoors should increase the risk. But without knowing the details of the implementation, it's impossible to suggest a specific remedy.
  2. I don't know how the risk of cabin fever is calculated, and maybe it's bugged, but I don't think it's a simple moving average. I have had instances where I slept indoors and my risk was lower when I woke up in the morning than it was when I went to sleep. OTOH, I don't think I've ever seen my risk increase from spending time outdoors.
  3. From my point of view, adding mechanics that force the player to do certain things is the worst Hinterland can do. I think the genius of survival mode in TLD is that it puts the player in the same mental situation as the survivor. There is no guidance on what to do, where to go, or why. Just as if you were isolated on GBI in reality. So it's up to the player to generate their own motivation. Adding artificial external drivers would ruin that. One of the great things about survival mode, in my view, is that it asks the player to come up with their own long-term goals and reasons for surviving. So if "settling in" is boring, choose something else. Whether the environment is rich enough is a different matter. I'd like to see some more things added, like a camera so we could document our runs (along with the existing journal), or a better way to interact with the cairns, or ...
  4. They could add a "Save" button to the current "Confirm" and "Go Back" buttons that appear when you use the "Quit" menu item.
  5. The more I think about it, the more I think there should be an option to start a run in "explore mode" or "goof-off mode" or "relax-o mode" or whatever you want to call it, where you could choose to die or not. (This is how explore mode in nethack works; if you play in explore mode and you die, you get the prompt "Really die? [y/n]".) Of course you can start separate throw-away runs (or save scum) to test things or experiment, but it would be fun to have a run simply for testing and exploration, like if you feel like taking on four wolves bare-handed or jumping off things of different heights to see how much damage you take, or whatever.
  6. There ought to be an accessibility option that turns off (or greatly reduces, or modifies, or whatever is necessary) the shaking effect for players that can't tolerate it in its current form. It could be replaced with a random error added to the arrow's trajectory to simulate the same effect. I don't see this as any different than the other accessibility accommodations.
  7. It's probably best to point people to the Hinterland support page that documents the location of the save files on all platforms, because it does change. (It was different for the recent test branch, for example.)
  8. Save scumming is a standard gaming term that has been around at least since ... the early 80's, e.g. as discussed here.
  9. To add to the map: 1. Get some charcoal from an old fire. 2. Equip it. 3. Use it via the action button (default left mouse button on a PC). This takes 20 minutes and requires the weather to be somewhat clear. To make a mark on the map: use the spray paint.
  10. I spent 30 days in BRR on interloper while doing something similar and it was extremely boring. The moose never spawned, the two wolves at the hunting lodge never respawned after I killed them, and the rabbits never respawned. That region is so small, there's not much place to wander to, and all the shelters are in the same general area. I think by the end I was mostly just killing time in the caves by the lake.
  11. I'd like to see the temperature (air, wind chill, feels like) and weight (current carried, current carrying capacity) added to the "quick status" display (default tab key), which right now doesn't display much information.
  12. You are worrying about something (running out of cloth) that will never happen in one of your runs. In order to get to skill level 5 in mending for the skilled survivor achievement, I spent weeks of in-game time repairing anything that dropped to 99%. When that was taking too long I went around finding old clothes in containers, mending them to 100%, then breaking them down. Even with all that, I never came close to running out of cloth. Just let it go.
  13. There’s no one answer to this because the trajectory of the arrow depends on the range. Longer shots require a higher aim point. I suggest practicing on a fixed target. The sign at the camp office or the target behind the barn in PV are good choices. Also, when in doubt, I recommend aiming a little high. If you miss high you won’t spook the target and you’ll often get a second shot.
  14. The dog could be wearing a harness that could be tied to the rope and ferried up and down.
  15. I do like the idea of more non-survival type activities, but not in lieu of passing time, which doesn't bother me. A while ago I suggested adding a camera to the game so survivors could document their adventure. If this were a polaroid camera, it would fit in with the current lore. You'd just have to make the film packs large enough (like 36 or 48 exposures) to make it worthwhile. People have suggested sleds for ferrying equipment, but I'd like to see a toboggan for sledding. You could have it be (somewhat) steerable and have a brake (that could break!). You could make a game of it by including a speedometer and recording the top (or average) speed, allowing players to compare runs. Also, I can't be the only one who sees all those stones and open doors in the fishing huts and wishes for a hockey stick. GBI is in Canada, after all!
  16. That slope is very steep. That camera angle is almost straight down. The problem is not getting there ... it’s getting back. I probably wouldn’t be able to go back up, I’d have to continue down ...
  17. Would you try to harvest this carcass (and recover the arrow, just to the right)? I shot him from the fire you can see down below.
  18. You have to find them. There’s at least one workbench in (almost) every main region, but forges are more rare. Unless you are playing on interloper difficulty, you don’t really need to find a forge; you should be able to find enough weapons and tools lying around if you look.
  19. Did you check to see if they’re still there, under the snow? I threw a torch in Marsh Ridge the other day and it ended up under the snow. I could see the glow but not the torch and I could pick it up.
  20. It's true, you have to be more careful when you're outside and freezing; you can't simply hunt any wolf you see. That's why I like the change. I agree it's somewhat more restrictive, and I do spend more time warming up than before (approaching day 300 in interloper). But it means I have to be more strategic in my time spent outdoors.
  21. I don't understand this argument. As you point out, the bow is too slow to draw against surprise wolves. So this change is irrelevant to the deadliness of wolf ambushes. This change only affects non-ambush wolf encounters, and there are still plenty of ways to deal with those.
  22. @Serenity, I think it's always been this way. I agree with @UpUpAway95 that it's nice to show them, but it drives me crazy that the game defaults to tools that you don't have (and can never have on some difficulties).