manolitode

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Everything posted by manolitode

  1. Yeah you don't want a non-responsive door when trying to slam it in a charging wolf's face. Have you created a support ticket?
  2. Does this occur no matter how long the door has been for? It's the same with the fence door at Carter Hydro Dam. I created a support ticket and they responded that if you try and close the door too soon after you opened it this will happen because the opening sequence is still activated (even though it looks complete), thereby blocking the closing sequence. I use one click, not hold by the way.
  3. How could I forget, if this mechanic would be implemented for whetstones it should be the same for firearm cleaning kits as it's the same issue.
  4. Suggestion: It would be nice to have the option to sharpen your weary knife or hatchet to 100% with one click instead of the tedious 10-17 times click-and-wait to improve the condition from 50% to 100%. Especially if you, like me, use your tools a lot and perform this thumbaching action at every sunset. Other thoughts: At this point I'm not suggesting the same to be applied to repairs made with a tool and raw materials like scrap metal and cloth, because 1) it's less of a problem since you can improve clothes/cooking pot/hacksaw etc much more with one repair and is therefore less time consuming, 2) it introduces a couple of other problems and I like simple solutions. If it were applied to repairing clothes you wouldn't want to use up an extra piece of cloth for the last condition improvement of your red-and-white maple leaf hat from 98% to 100%. This problem could be solved by having the game block improvements that don't make full use of a piece of cloth. Using the case above it would simply not improve further from 98%. But, I'm not looking for a snowball effect meaning that if you improve one mechanic you'll need to change too many existing and well-functioning ones such as sewing and other repairs. That's why I like to stick to the fairly simple improvement of fully sharpening a tool in one go. It appears to me a both realistic and timesaving implementation. What's your take?
  5. I recently finished a playthrough with the same conditions as above but including Ash Canyon and thought it would be fun to compare some numbers between the playthroughs, though a little less thorough in this last one. Long story short, the numbers for hammers, hacksaws, firestrikers, recycled cans, cooking pots, flare shells and maple saplings were almost identical in spite of the addition of Ash Canyon. There were however 2 major differences. I found 52 skill books (as mentioned in another post) compared to 46 pre Ash Canyon. Gunsmithing was no longer the most common, instead that was Survive the Outdoors!. Also the number of spray cans had greatly increased from 30 to 37 (congrats spray can lovers!).
  6. Though a keen booklover, my guy MacKenzie has his limits. He read about half the books while exploring, then I suppose he got tired from reading too many doublets Never reading a skill book sounds like a fun idea for an extra challenge in the first 10-20 days. I chose to opt out on feats in this playthrough. Perhaps reading no skill books could add some extra flavour next time around. These are his skills at present, as you can tell he's much more of a huntsman than fisherman. But apparently he's also quite able with rifles and pistols even though he hasn't fired a single round of ammo.
  7. The lockers were flooded with guts, cloth and hammers. A month's worth of bear meat was piled in the yard. My guy MacKenzie needed a new hobby. So he reawakened his love for books, gathered all skill books he could find and brought them to the Dam. These are the 52 books he collected. Survive The Outdoors! (fire starting): 7 Stay on Target (archery): 6 Field Dressing Your Kill (carcass harvesting): 6 Small Arms Handbook (revolver): 6 Frontier Shooting Guide (rifle): 5 Frozen Angler (fishing): 5 Wilderness Kitchen (cooking): 5 Sewing Primer (sewing): 5 Practical Gunsmithing (gunsmithing): 4 Advanced Guns Guns Guns! (rifle): 3 This collection of books were found on interloper difficulty, 100% explored.
  8. And I thought badgers were bad, but at least they're not amphibious.
  9. HRV is in the top three favorites maps for me, yet it is a difficult map. Most ice caves entrances are well concealed and til you find them your payoff is limited to (mostly) cattails and reishi. Even when you've become familiar with the map's safe spots it may still be hard to navigate for a while, especially around the center of the map where its different areas conjoin. It's hilly so you're very vulnerable to predators, especially the bear patroling the left side mountain range. I guess these are some obstacles that would breed discontent. Still, I see a lot of love for HRV here on the forum. For its beauty, varying landscape, ingenious map design with all its hidden gems and the overall challenge.
  10. Nicely done! Any interesting loot on the other side of the broken bridge?
  11. If you're being pursued by a predator and enter an open cave they'll follow you. If you try and dwell inside a bear's cave you'll encounter it's owner there shortly.
  12. You can sleep just as safe in any warm open cave as in caves with a loading screen. It applies for HRV as well as the other regions. In fact, the ice caves in HRV may be less safe considering their shaggy inhabitant. In open caves like to sleep behind the cave rock as far inside as you can get, never with active "smell bars" and have yet to experience a wolfy wake-up shitshow.
  13. I mean, if you kept your enthusiasm for the story this far then a few more years ain't impossible to wait and then play 4+5 together? But I'm too eager to see how Kenzie's story unfolds to await ep 5, I'll need to keep the ember burning, sure hope the writing in ep 4 delivers. Speaking of long awaited sequels it's nice to see someone else made it out of Skalitz alive can't wait for their next release!
  14. Will give chapter 4 a try for sure. If it doesn't excite me much then I will enjoy exploring the Blackrock map with my slumbering survivor instead
  15. Agreed, interstellar travel is the next logical step for TLD. Let's include the spaceship in the crafting system. 400 metal scraps, some gunpowder and a couple of moose hides for insulation and off you go!
  16. manolitode

    NPC's

    I like this idea as it could reward you for hoarding. The 20 spray cans, 10 simple toolboxes etc that just lay around in your storage by the end of the game become useful as trading material. Even better if the NPC is very much into cat tail heads
  17. manolitode

    NPC's

    I like the solitude of survival but wouldn't mind if the community got to try out an NPC interaction setup in a challenge mode. There is plenty of opportunity to create intriguing quest stories in the long dark world outside the storyline. Not as in a whole football team of NPCs but rather aiding one passive NPC in need. There is room for appealing short stories, why not try it?
  18. Interloper is very challenging for many players and it's a whole lot easier once you learn a couple of given match spawns. There is on average about 3 matchboxes per main region. Without giving away too much, Timberwolf Mountain is a nice starting region for finding matches early, if you're familiar with the region.
  19. While I listened to the menu music the other day I was thinking how the Crossroads theme had grown on me lately so it was a funny coincidence that you brought it up It's nice to hear that you can connect many of your TLD memories to that song. Makes me curious whether Wintermute and Crossroads would be considered equal by someone who hasn't played the game and attached them to emotion. The songs do seem to have been cooked in the same pot. Strings and piano, length of 2:50ish, starts very minimalistic, crescendo around 0:55 and diminuendo around 2:20 for both songs. I know there's many more variables to why you like a song or not but it will be interesting to see if they use the same blueprint for the episode 4 theme. Guess we'll both have to readjust again when that time comes As for other changes over the years, most of them have been very welcome, at least in my opinion.
  20. Finding a moose carcass spawn. Still haven't seen it myself, a couple ot thousand hours in.
  21. Great idea, I really like it. Time function is problematic but not an impossible problem. You could have the option to accept all time consuming activities, "Player B wants to chop branch, 55 min, accept?". Or that you have to stick together and join in on waiting, harvesting meat, crafting etc, which is a more restricting option. But it means you would have to communicate a lot and tolerate the frustration of being bound to the other.
  22. @Bean Glad it helped you, I hear artificial sunlight "replacer" is one of the few treatments for it. Wouldn't it be comfortable if Hinterland's next implementation was phototherapeutic lamps (forget all about episode 4 etc)?
  23. @Stinky socks very true indeed, and 9 out of 10 of the good people of Fairbanks never have to sleep by their caves since they know better than spending more than a day indoors crafting protective clothing from moose intestines.
  24. Real world Cabin fever is the popular name for seasonal affective mood, a depression condition caused by the body producing more melatonin when it gets very dark outside. It is relieved by being outside in the sunlight. It is far more common in the northern latitudes. For instance, in the population of Fairbanks Alaska it is estimated that 1 out of 10 inhabitants suffer from the condition.
  25. Adding information to @Serenity's list: * TWM summit: if you don't find matches and accelerant lying around in the plane they're in one of the crates. * BR maintenance yard: Up the inclined plank, sometimes you find wool ear wraps there. If you go down again, up on the plateu the first crate you encounter on the floor usually contains some food. The crate just outside the office room sometimes has content too. * Spence Farmstead: area under the bed. * Do we have any in Ash Canyon?