gotmilkanot

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Posts posted by gotmilkanot

  1. To be honest, I think it is quite OP though. Even without Well Fed, I never had any weight issues on Interloper (except that one time in my run when I got stomped by a moose twice). Now with the backpack and the moose satchel, I can carry up to 40kg so all the more reason for me to not get Well Fed - I don't even need 45kg when I'm only carrying below 30 on everyday basis.

    Not that I'm complaining, though :)

  2. 1 minute ago, melcantspell said:

    @gotmilkanot That is SO cool and helpful! Thank you. This might save many virtual lives ;)

    BTW just after writing my last post, I got one lucky shot in - the bear did not charge right away, but ran away instead. I carefully crawled to the shed once the distance was reasonable.

    Now I shot the bear for the third time and there are no blood stains on the ground, but I did see the arrow in his shoulder - will it bleed out anyway?

    It might, just don't go indoors before it's dead (you can check the bear kill count in your journal to verify). If you can stay warm, try to use the Pass Time function and pass an hour or so while you're OUTSIDE.

  3. 6 minutes ago, melcantspell said:

    Thanks for the tip with the outdoor shed. Which difficulty do you play on? It's hard for me to believe the bear will not run straight into the shed if he runs straight to me while I stand on that cliff (although it is of course not unreasonable to expect that a bear could get up there in real life). Right now, I don't really know how to get there (bear will attack me on sight if I just wait on the cliff until it gets to its den, so I can't just wait and try to make it to the shed).

    It was on Interloper. What I did was get the bear to stalk me all the way back to the shed, and just when it's about to reach the shed, I ran up to it to trigger the charge and then quickly ran back to the shed and crouched into the safe zone. The rest is as shown in my screenshot.

    • Upvote 1
  4. Just now, LoneWolf5841 said:

    True but it requires an Aurora which may or may not occur whilst being in BI I made a thread on this before stating that the cleaning kits should be attached to rifle and revolver availability and not BRA. Also loot can be at least influenced slightly by setting the empty container modifier to high and loose items to low overall there's more loot than low BRA but not pilgrim and voyager amounts.

    Oh yes, now I remember stating in that thread that I'm okay with the kits enabled altogether with the firearms option.

    • Like 1
  5. 12 minutes ago, LoneWolf5841 said:

    I used to play exclusively stalker before the addition of custom but ever since it's addition I've played exclusively custom as I always wanted to play interloper but absolutely hate not being able to get a rifle so custom solved that issue the only problem is baseline resources availability has to be set to medium (or high) or you won't get a cleaning kit so unfortunately loot is plentiful.

    I'm now too used to low BRA setting on Interloper that I can never handle the mountains of loot you get on lower difficulties.

    The milling machine in BI can also fix firearms apart from tools so it's still possible to fix your firearms even without cleaning kits in low BRA setting. Maybe it can be an interesting strategy/challenge if that's your pleasure?

  6. 6 minutes ago, LoneWolf5841 said:

    In the other thread there was some who disagreed with the addition of feat progression on custom so I assume they would absolutely hate if feats progressed on custom so it being an option would allow anyone who wants it to have it and if someone doesn't then they can leave it off only to have feats progress on the preset difficulties. 

    Lol, most of them only play on official difficulties so the feature wouldn't even affect them so *shrug*

    Personally, I've never played Custom myself (only played on Voyager and Interloper) but I wouldn't mind if people can earn feats in custom games. Doesn't affect my gaming experience in any way.

  7. @LoneWolf5841

    Sorry, I don't quite get why it needs to an option to enable feats progression on Custom. I think it should just be implemented or not implemented (which is the state of the game now). Is there actually anyone who wouldn't turn on feats progression in custom games if there is such an option in the game?

  8. I disagree with the idea because I feel there's no need to turn the already grindy part of the game (feats) into a grind-fest.

    IMO, a more practical idea would be to simply turn on feat progression on Custom. But I know there are some people who are really against this (I don't know why when it doesn't even affect them) so I shall not go deeper into this.

  9. Best way for me was lure him all the way to the outdoor shed that has the work bench, and get inside the warmer part. The bear will literally stop at the entrance for you to get an easy headshot. If it doesn't die in one hit then simply pass some time on the same spot right after your shot. It should drop pretty near the shed and you'll have an easier time tracking/ harvesting him.

    8B2285E8183AA9F7D132EBCAEDB3292736C76D90

  10. 7 minutes ago, UpUpAway95 said:

    I think it is a residual oversight.  When they first brought in the rifle/revolver toggle, they forgot that ammo wasn't spawning with BRA Low.  They changed that when the community pointed it out to them, but forgot about the cleaning kits.  I think adding in the firearms repair to Bleak Inlet might have been an attempt to rebalance it, but making the cleaning kits spawn in association with the rifle/revolver toggle makes much more sense to me.

    Ah I see, I don't play Custom so I didn't know about the ammo not spawning issue. That fix might've been the reason why I found an odd revolver round in HRV on my Interloper run, though. But again, the ammo crafting materials and gun skill books still spawn in vanilla Interloper so at this point, I'm not sure what's intended and what's not.

  11. I think the reason why the gun cleaning kits don't spawn in BRA Low is because vanilla Interloper also uses the same loot setting so adding them in BRA Low would cause the kits to spawn in vanilla Interloper as well, which is probably not the devs' intention.

    But I don't see why they won't add the kits altogether with the rifle and revolver spawn option. So the request is totally reasonable.

    • Like 1
  12. I never bother sleeping in those "fake" caves in AC on Interloper, there are plenty of warm outdoor spots elsewhere in the region where you can sleep without a fire + cure hides/guts/saplings.

    Some examples include the "cave" near Wolf's Jaw Overlook on the way to the gold mine, and Climber's Cave. I've slept through nights with ongoing blizzards in those locations before, with just 22°C clothing + normal bedroll. No need for an overnight fire, no need for double bearskin coats (though I'm wearing one + mackinaw) or the bearskin bedroll. Those are way too heavy and not really necessary.

    The outdoor shed with the workbench in Miner's Folly also has a warmer segment - the one you need to crouch to go in. Never slept there overnight before but it's warm enough to sleep/pass time without a fire during the day.

  13. 1 hour ago, Salty Crackers said:

    The Long Wool Scarf might see some use in its current form due to the fact that it decays the slowest of all non-craftable headgear, so for the loper going for the 20 year run, it might make sense. Otherwise, totally inferior to the wool toque.

    I'm pretty damn sure the long wool scarf doesn't even spawn in Interloper so wool toque is the only winner here.

  14. @ManicManiac

    If you're already aware, then it's all good. But since OP asked for an option (which I view it as something similar to turning off the limping feature that we already have in-game), I don't see why not.

    Those who like the new shaking visual effect, good for them - they can have it on. And for those who don't, simply turn it off.

    Or personally, I could work with smoother animations instead of the current jerky ones that we have now. Again, not a big deal for me so I shall not argue anymore, unless we want the thread to get locked.

    • Like 1
  15. 6 minutes ago, ManicManiac said:

    I find this to be an odd response...
    I think that trying to tell me to do something that I'd consider to be overtly foolish and counter to good strategy is not really a good argument.  :D

    :coffee::fire:

    Because I still think you are not aware of the new shaking effect that came with the Darkwalker event update.

    So instead of me trying to describe the effect here, it's better to see it for yourself.

  16. But do you still get the benefits of crampons if you wear them in the inner slot? Because from what I observed, the Sure Footing buff is shown as active only if the crampons are worn as outer layer. It might just be a visual effect, though.

  17. Bears are now afraid of fire, and they will LITERALLY stop in front of you to get an easy headshot if you're near a campfire or a lit torch on the ground. If they don't die in one headshot, then just pass an hour or so at your fire and they'll drop pretty much near the area. No more trekking across the map to find the carcass.

     

    • Like 1
  18. Maniac, next time you log into the game, strip your survivor naked so you can freeze faster on whatever difficulty you're playing > once you're freezing, grab a bow and go to a wolf > let it charge and try to shoot it in the face. You'll notice it's not the same as the original swaying effect that was added back in the revamped rifle update.

    Like I said earlier, personally I can live with the change (no big deal) but the implementation looks silly. It's almost as if my survivor is having Parkinson's disease and I can see how it can be disorientating for some players. The principle itself is fine, no problem, I just wish the new effects were done more smoothly.

  19. 4 hours ago, acada said:

    Are we sure that crampons are always 100% when found? On my Voyager run I have picked them, put them on on inner slot. Then went through the mine using two down ropes to moose area and Stone Shelf cave. I have not encountered any fight except shhoting moose which does not touched me. Now my crampons are 98%

    Is it possible that there is some other decay definition? I would expect walking with crampons on rock bed of the cave could be breaking them fast. Because I walked with them through the mine (which contain veeery cold water) and in the cave. And 2% down is not nice on item which may not be repairable.

    https://thelongdark.fandom.com/wiki/Decay

    From the wiki, we know that a clothing item has 3 decay rates - stored, worn inside and worn outside.

    When stored (i.e., you're not wearing them), the crampons still do decay but EXTREMELY SLOWLY even on Interloper (which has the highest decay rates) so on lower difficulties, it's almost negligible. But they still do decay.

    And as already noticed by some of you, the crampons definitely have wear and tear when you're wearing them, and that decay rate is of course going to be faster than when they're safely stored in a container or your inventory. Take note outer layer clothing items decay even faster during animal attacks, falls, blizzards, etc.

  20. I believe OP and a few of the others are experienced enough and are aware of the original weapon swaying effect when freezing - which was fine the way it is.

    The new shaking effects that seem to come with the Darkwalker event update added the extra shaking of the screen, making the movements very jerky.

    It's more noticeable in Interloper gameplay because you're freezing almost all the damn time, and almost non-existent to some of the posters (not naming anyone here) because they simply don't play Interloper - come on, you hardly ever freeze in lower difficulties - and perhaps are not even aware of this new change.

    Personally, I'm down with it if Hinterland wants to make life harder for Interlopers but I have to say the implementation was really bad - so bad that I initially thought my game was bugged when I first experienced it. Or at least be more transparent and include the change in the patch notes rather than doing ninja adjustments and confusing the players.

  21. 2 hours ago, Salty Crackers said:

    Interloper decay is 200% Stalker decay, so them lasting 12 years in an Interloper save is around 24 years in Stalker. I'm not sure exactly how you would measure decay when being used, though. Further research is needed.

    The decay rate of crampons when stored is extremely slow even on Interloper that it is almost trivial to worry about them getting ruined over time as long as you're using them sparingly i.e., not having them on all the time.

    However, I do think they decay at a noticeably fast rate (though I don't know how fast) when worn all the time. There's also the risk of them getting damaged in animal attacks so unless there's a way to repair them, I'd suggest just carrying them in your inventory and only put them on when you're about to climb ropes. Sprains, although annoying, are extremely easy to deal with and you shouldn't be wearing the non-repairable crampons just for these.

    Edit: By now, I've had mine for more than a month in-game and I've been carrying (storing) them in my inventory and only wearing them (even as outer slot) when I'm climbing ropes. They're still at 97% till now.

  22. I still do think they degrade naturally like any other clothing item although it may be at an extremely slow rate that it's almost unnoticeable to the player.

    My reasoning for this is from watching a video of Rational Bassist (the player with a 12-year-old Interloper save) getting the crampons on his long run. By the time he found them, they were already at 12% so surely there must be some natural degradation going on there.

    In that run, he has survived for a total of 4433 days by the time he found the crampons, which have degraded by 88% (this is assuming they always spawn at 100% at the start of the save) indicating that they have a decay rate of roughly 0.020%/day when stored. I went to cross-check using my own Interloper run where I found the crampons on Day 160(ish) and they were at 97% - the math checks out when I used the same decay rate as above to calculate.

    Again, this is just my speculation - we definitely need more data from other Interlopers to confirm about this (reason being each game mode has its own decay rates, with Interloper having the fastest). So it'd be great if anyone playing Interloper could share on which day they found the crampons and the condition at which they were found.

     

    • Upvote 2
  23. I stay away from those outdoor caves in AC once I've looted them - they are a total trap on Interloper. 

    Meanwhile, there are actually a couple of outdoor spots in AC that can keep you warm without a fire (similar warmth bonus to two-layer caves) and also cure hides/guts/saplings. The cavelet near the Wolf's Jaw Overlook and Climber's Cave are some examples (there are many more if you explore enough) - I managed to sleep through the whole night w/o a fire while the blizzard is ongoing with just 22°C clothing warmth and a normal bedroll. And this was on Interloper.