Gun Tech.

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Everything posted by Gun Tech.

  1. The specific instances come from noting no feathers come from normal play. You have to do this to avoid getting skunked even more on feathers, but it's not like "these are the specific instances when you get few feathers", it's the opposite.
  2. Yeah exactly, story mode is fine but it's a one-shot and done in a few hours, so presumably you can get a great idea of how many play survival mode just by checking if they have more than 30h played in the game. That should cover a re-play of Redux and a short challenge or two, so anything above should be replayability. That's better than a poll because in a poll you can lie, or as mentioned be forced to make a choice even though you've played both. But yeah, story games will always be shorter in hours played than Sandbox games with high replayability. It's a testament to the balance of the core simulation that players find interesting challenges after several hundred hours played.
  3. Before the change, which happened around 1.72 ish (I can check) you always got at least 1 feather from harvesting an animal. On Interloper you are heavily dependent on feathers for arrows that you will spend on hunting for meat. If you play another mode, you will never need meat for food nor arrows, and this is why I asked about the mode before. Fishing sounds like it works as intended, if you have fishing skill 1. Then it can take 20h of fishing to get your first fish, and thereafter a very long time to skill up. Once skilled up, you skill up faster from catching more and more fish. Fishing skill books are worth their weight in gold to get over this first hump. On Interloper with the highest fishing skill (5), you can expect 5-6 fish in 6h of fishing, or 6-8 if you use a special technique.
  4. No, crows were debunked years ago and this has never been a thing. They help you locate a corpse or a carcass in bad visibility if they're up and not outside clipping distance, that's it.
  5. This is a reported bug that is well-documented by the TLD streaming community. I've tested out the exact behavior. Or you can test it yourself by killing 3-4 animals at the same time and harvest them without going indoors first. (If you go indoors between animal dying and being harvested you always get zero feathers). If you don't go indoors, you often get feathers from the first animal you harvest and zero feathers from all of the others. This reeks of unintended. (We can't really kill one animal at a time and never go indoors after a kill. Or if we're expected to, it's bad game design.) I had hopes for the hotfix, knowing that the major update is about added features. But this was tested by me in 1.77, and it was still not fixed. It's not fixed in 1.78 [62973] because it's not in the changelog.
  6. Fixes are good, I've been getting 4-5 crashes since 1.74 whereas before crashes were nonexistent. (Windows) I'm looking forward to a fix for the zero feathers behavior, as this is the only thing preventing me from returning to the game. It's just unimmersive to use all your experience to counteract the glitch and still end up with just 8-9 arrows after forging. (Loper)
  7. From 500+ days on Interloper, I can stay fishing in the same hut on day 200 and 400 for a week or two and average 1 fish per 2 hours, plus 1-2 extra fish per 5 hours if I can fish for an extended period without stopping to cook. I've not noticed a difference from the age of my survivor, but I haven't fished much before day 100. Fishing is not really worth it until you get double bearskin coat made; otherwise, those fish will cost a lot of firewood. It's mostly for getting the bear over for an easy kill, hoarding lantern fuel, passing days without passing time, and things like that. Ocean fish are much larger, so that the firewood wasted is constant but you get more calories in return. p.s. GarlicPops, I like your avatar.
  8. Well, it doesn't really matter what function we wish of the caches. I think my only point is Hinterland added a new craftable item, and it would be courteous to inform players what function they intend.
  9. Nowhere in the game is there information about what it does for the player, unlike other crafted items like the Moose-Hide Satchel. Nor have I seen information in the update notes. We're all assuming it's for something, such as preserving condition of the items inside, and then it's unfair to have players build one and pass at least 100 days to find out its properties. The only property I've discerned by playing so far is that it takes 50 stones weighing 7.5kg, and fits 30kg of items. The most important item is flare shells, since they decay fast, there are very few in the world, and the only way to preserve them now is to put them in a spare flare gun to slow the decay. So: Information about decay rates of raw meat, cooked meat, clothing, bedrolls, and flare shells is unavailable until a response from Hinterland. We can't be expected to check on these things manually. I see this as your job.
  10. MrWolf wrote a good post, +1. I used to never use them, didn't see the point. But this year I started using them and found quite a few uses for them. You can duck in them temporarily while killing a Timberwolf pack or a moose, and it will give you a few seconds of breathing room in complete safety before they come back for more, so that you can observe and pop out to get a hit. It's pretty hard to find the right spot, but they can be used to prolong fireless outdoor Workbench crafting sessions. In CH and DP which have no outdoor caves, they can be used to cook with a low-temp fire, letting you ward off cabin fever by getting cold slower, and this is the general use if you need multiple cooking spots + outdoor fire bonus and the nearby indoor location doesn't have that. Another general use is to place one mid-way between two indoor locations. In BI, which can be excruciatingly cold and windy even with the best crafted clothing, you might have to, to not run out of warm-up bonuses just from a hunting trip checking the moose spots. An important note is that you are NOT safe from bears in a snow shelter. You can light a fire in front of the snow shelter where you can do cooking without leaving it, if the ground is flat or leaning towards the opening. When exiting, you won't step in the fire and get burns. The game will place you on top of the snow shelter to avoid this.
  11. This is what you do when you grind the Blizzard Walker badge, and then you find out it wears down on it too fast - BTW sleeping in the back of caves also counts against cabin fever, so this saves a lot more firewood. And yes clothing/bedroll will ruin with time - guesstimate for the normal bedroll is ~100 days indoor usage? And ~50 for the bearskin bedroll. Some tough clothing might last 200 days from a 100% repair. I've repaired selected items such as spare ear wraps, thin wool sweater and socks and they last at least 60 days indoors, probably more (ear wrap could be less), but I've never repaired a spare bedroll. After a while you have more bear skins than you know what to do with, and they don't ruin so it's best to use them when the time comes.
  12. In my experience this only happens if you leave it outdoors for a long time. The sneaky part is the outdoors part of caves, apart from that I often leave the bedroll in the back of a cave, fishing hut, or right inside the door indoors to snag some warmth or sleep without finding a bed in the dark.
  13. For myself, I'm happy with just a feathers fix, you can work around it but it's unimmersive. And then some bears and moose freeze, and some wolves especially Aurora wolves get in a loop with dancing and barking. Apart from that something added for very late game, if it's possible. Maybe some quality of life fixes like having to carry two kinds of matches to avoid misclicks eating matches, and sane ordering of fuel for fires. But more than anything, I'd like the option of random spawns for wolves and important loot like tools and matches. It would make us feel new to the game again. ❤️ No more standard loot/travel patterns and be set on day 3, you'd have to observe where to go and really get immersed in whatever cards your run holds...
  14. So weird! For me it's perfect for around day 100, looting the world is done, cooking 5 arrived, and you're ready to ramp up your hunting and fishing. Weather and temps are reasonably clement there, you can find your prey from afar, and two easy bears that come along nicely to your fishing hut doorstep and say "I humbly offer my meat to you Sir" It has two drawbacks that I can see - no proper caves for sleeping off Cabin Fever, and if you let them run and bleed out, animals can run so far away that you'll never find them. But in my book it's one of the better regions Home Region, dunno. I establish bases in all regions and then it depends on if I have something to do if I stay 5 or 20 days (max). After that it feels like overstaying my welcome a little bit.
  15. I reported this bug a while back from a test I did; in my case a rolled out bedroll in a nearby fishing hut was destroyed. I think this is related to wildlife being able to attack you while sleeping, and damage is randomized between your body, clothing, and bedroll. It may be that the struggle doesn't discern whether the attack interrupted a use of a bedroll, but instead always considers the nearest rolled out bedroll part of the gear involved in the attack, even if it's quite far away. When attacked while using the bedroll, it's understood that the bedroll can take damage.
  16. Yup, apart from the warm cave, it's worth checking out the whole area to see where you can and can't go.
  17. Warm clothes with good Protection and coal, plenty of bandages and lichen, 30 rounds or arrows depending on how well they dodge your shots, snow shelters are good for if they get the upper hand, and then the usual stuff. And casings, lead, and gunpowder (although on Stalker there should be quite a bit of that inside BI). Also some mushrooms for the rotten sardines :D If you go in by Forlorn Muskeg, you don't have to bring a rope (but normally there's always one by the outlook door).
  18. I've looted HRV, the new Aurora Elevator Mine in CH, and the cannery workshop on Loper in 1.74, and didn't find one. It would seem revolvers were removed a few updates ago and put as a Custom option instead. But you can't prove a negative; the real proof is a clip of someone finding it (recently). Until then...
  19. Yeah, directions are random, there are even neighboring regions that are 180° from each other It's a bit weird, because to make it correct you just have to adjust a few rotation numbers for the regions. I wouldn't be surprised if the creatives dismissed the devs with, "because then sunsets are not as beautiful!" So now instead they probably have a big headache with many adjustments and counter-rotations to make the regions work across Story Mode, Challenges and Sandbox, and making it all work with the maps. If a compass were added, it would only have to have an adjustment for each region, i.e. lie to you to fix it. But then, the 2D maps in the game would probably have to be adjust with a third factor because north wouldn't be north.
  20. Timberwolf packs can be overwhelming, if you haven't practiced them before. I see many players who take their chances with animals and don't observe and interact to find out how to control them, but instead just try to shoot them, maybe take a struggle, and maybe die. Risking your life in this way I have to feel is the wrong approach to long-term survival. T-wolves will also dodge your shots; don't aim in front of their nose, but hitscan the shot in from their bum and try to get some kind of hit. They stop and growl at a fire (or a dropped, lit blue flare), and run away when you aim at them. They will loop back, giving you some kind of a long-distance shot when they return - you must fire before the stop and growl. Once bled, they will die. And they will only nip at you, which means if you have good Protection on your outer clothing items, your clothing will take the bulk of the damage. In this way, four T-wolves can actually be easier to deal with than 1 normal wolf, which could take a big chunk of health, and heal up and be ready to attack you again. The packs stalk around a number of preset spots, which means you can select where to fight them, or go around. You can crouch past them, even if it's a narrow passage. This also means you can build a snow shelter if you want to hunt them, and dive back into it if they get too close in a fight. Once their morale is broken, they will leave you alone for a while. If you kill all of them, they will open a spot for a new pack to appear. If you leave 1, it will be sad and lonely and afraid, never attack, and hold a pack spot for longer if you need to carry stuff back and forth. I thought long and hard about risking my 500-day Loper run on day ~300 by conquering Bleak Inlet. I prepared a base in the Ravine Basin cave with lots of arrows and bandages, and built snow shelters midway between bases that I established. The bases meant that I could double back from trouble, and the midway shelters cut distances in half. Looking back, I overprepared; I killed 5 packs with less trouble than I got from the cold and windy weather. But I wanted it to be as safe as I could possibly make it because of the all-or-nothing 500 days goal. You can watch me play very cautiously and with the greatest respect for the packs in this Youtube series. Knowing what I know now, I would still go in with some respect for the packs, but be able to follow this play with more confidence.
  21. Got the 500 days achievement I'd saved for Interloper yesterday! After streaming this character for over 300 hours, I feel like I know this world and its inhabitants perfectly. It was quite the adventure - although I made sure to take good care of Brody. ❤️ He started out cautiously, making sure to survive the first weeks when you're at the highest risk. It was 500 days on the first try or bust! There would be no retry or blame or excuses -- this was to prove I had what it takes. That made permadeath hyperreal. But soon he had a bow and arrows and some tools to his name. No falling into the trap of overconfidence now! Survive! But at the same time, he had to hunt to put plenty of meat on the ground. He had heard those stories of wildlife drying up soon... On day 100, things were in order, clothing was great, and most of the regions had been looted out. Dare he go into the Inlet recently opened up? Just a quick peek. A moose right as he stepped in! He had to hunt it. Limping away from a moose stomp, he left plenty of meat for the next visit, and came back with another moose hide. Then, a late looting of Milton and Hushed River Valley. Horrible weather, cold and either high wind or blizzard almost every day. But the job was done apart from the Valley and the Lake. On the way out, preparation to kill Sketchy. No Ice Cave wolf this time. But a Milton Moose. Soon, the bear+wolf skin coats were swapped for double moose-hide cloak for improved sprint. A period of hunting and fishing ensued, to bring all skills to 5. Fishing took a long time. Mending was left at 4 -- 5 would be a sign of cheesing and wasting cloth. Day 300. Truly running out of things to do, and he would not hibernate. Not one single day. All the regions had bases (food, firewood, water) in all the major locations. All had been conquered. Except... Bleak Inlet. If he were to conquer Bleak Inlet, he must make sure to live through it, or this permadeath++ goal would be ... deleted. That could not happen. For a week or two, a base was built in the Ravine Basin, with extra bows, arrows, tons of food, water, firewood, bandages, and medicine. Even though he knew every corner of it by heart, it was given the utmost respect. Location by location, bases were built throughout the region, 5 Timberwolf packs slayed, with an Aurora Bear, two moose, and the wolf in the workshop. He had done it! He had lived over a month in this, by this point, extremely cold and incessantly windy region. The world was his. After this, a period of hunting, fishing, forging, and upgrading the bases with more firewood ensued, and again at the point when there was nothing to do. Day 440. He had reached his goal of 200 wolves killed, and 2 tons of meat. What would he do? Moose. They were the remaining challenge. Would he risk his life again? What other option was there? He couldn't really pension himself off in a fishing hut, lovely though fishing is. Over 50 days, he travelled the world looking for moose at each spot. They were very hard to find, and it was taxing to stay a few days at each spot with markings with nothing to do and still get no moose. Twice again back into Bleak Inlet, another Timberwolf pack slayed, but no more moose. This long and dangerous journey finally brought him to Hushed River Valley. Finally, another moose! Once harvested, time was nearly up. Rushing recklessly back to Broken Railroad for a chance of one final moose, Lucky Number 13. Moose marks on day 498! If he would just get another moose in time. Puttering around the house and forlornly harvesting a wolf and limbs. Finally, the 500 days were up, and no moose spotted. Oh, well. He had given it every chance. He slept, and opened the door on the morning of day 501. Before his eyes, the majestic sight of that king of animals, the Moose, had graced these grounds with his presence. There was no-one around to hear Brody's sigh, which must have lasted for two and half minutes. He reflected on his adventure. 229 wolves killed with 10 wolf struggles, 23 bears, and 12 moose. 2454.1 kg of meat for later. All in all, he felt he had made good use of every single day, and not fallen into the trap of passing the days. The few instances where he had been in danger came back to him. The Aurora wolf as he was harvesting a bear on a slope in the night. The wolf struggle as he was expecting a blizzard to take the bear guts back to the mine in Desolation Point. The first moose stomp in Bleak Inlet, when he felt he had no refuge either there or in the Muskeg. "But I got him", he chuckled to himself. There was no-one to hear him chuckle. There was no-one to see his adventures. There was no-one.
  22. Everything about it is lovely, apart from weather. I spent over a month in there after day 300 on Loper killing everything and had feels like -40C in the afternoon with the best clothing possible(!) Infinite wolf meat, 3 moose spawns, couple packs of matches, quite a few saplings, and two new fishing huts with big fish. I came extremely well-prepared though, it is dangerous. Bring enough to build a couple snow shelters and a bearskin bedroll as well, and 30+ arrows so you don't have to take big risks trying to find where the wolf ran off with your arrows. Provided you know the map by heart, I think it might very well be worth it to go in there early mid-game - just after making arrows and coats! That way, you might get all the benefits without the horribly cold and incessantly windy weather.
  23. I think it's OK. Adds to the apocalyptic feel. And don't forget that a corpsicle is a container. You can give him a name and say good morning everytime you wake up and ask him what he wants for breakfast and put it inside of him (and laugh insanely as you slowly go crazy by his presence and your profound loneliness while thinking about all the chores you have to do every day and the auroras working up your electromagnetic hypersensitivity).