panda_gamer87

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  1. I noticed this as well. Normally in certain regions, a ravaged deer carcass typically spawns (free food the player doesn't have to earn). This is very helpful since it can take some time to get the first firearm or bow for hunting on a new playthrough. However, in my last few playthroughs, I noticed 90% of the carcasses aren't spawning. At first, I thought maybe the GMs decided to reduce the number of carcasses simply to make it harder, but if they are actually suppose to spawn, then this is quite the annoyance.
  2. PS4. Most of the time, I just lose a few hours of gameplay. However, there was one time when the save data was completed deleted from my console (I believe it was 50 days).
  3. Yes, I've noticed this a few times as well. I started a recent playthrough in mountain town. Typically, the paradise farms house key spawns on a corpse behind the house or in the barn nearby. However, the corpse didn't spawn and the key didn't spawn anywhere in mountain town, so I had to skip searching that house. And my playthrough didn't spawn any corpses at the pleasant valley crash site. Which I don't think has occurred before.
  4. Yeah, I never noticed it before either. But after the ash canyon update, I stopped playing for a while and recently started playing again after the perilous constraint update. Then, I noticed this thing happening with the crows.
  5. This has happened several times in the last week alone. I will play survival mode, then when I'm ready to cut the game off, I'll send my character to bed (since sleeping typically triggers a saving screen). Yesterday, I was exploring end of the ravine (area before bleak inlet) and I went into the red watch tower and had my character sleep in the bed. After confirming the saving screen, I turned off the game. However, today, when I loaded my game, the save point had me start in the radio control hut ( which I visited before going to the watch tower). This is a serious issue. EDIT: playing on ps4 console
  6. I've noticed something strange occurring in survival mode, like a glitch. Usually, you'll hear the crow sound and if you look up, you can see them flying off somewhere (I suppose maybe to go circle around a corpse). But it seems at times when they fly over the character, they sudden start flying around the character (even when the character is sprinting, they are still flying overhead). It's almost like the game is trying to have the crows circle around the character like they would a corpse or carcass. This glitch needs to be resolved. Obviously crows shouldn't circle around something that isn't dead.
  7. If you ignore a carcass, sometimes it disappears when you leave the area and returned. I assumed it was dragged to a bear cave (otherwise where are those skeletons coming from) or something triggered the despawn timer.
  8. Yeah. I've seen wolves. especially timber wolves glitch through vehicles and even buildings.
  9. I really want to see a legitimate throwable weapon in the game. The only thing that is considered a throwable weapon are stones and not only are they not lethal, they are pretty much only effective against rabbits. I have had times when I had to fend off wolves with torches and stones, and they don't really get scared. I've thrown as man as five stones at a wolf and barely managed to chase it off. Thus I think throwing darts should be implemented. They would be more likely to deal a lethal blow or at least cause bleeding. There could be options to scavenge darts or forge improvised darts. And if you take a rabbit out with a dart, you can avoid watching their faces as you break their neck. Not to mention, you could basically reuse the throwing mechanics for stones, but just swap the mesh with a dart. The damage rating would probably be like half of what an arrow does(unless you get a critical hit), but be more effect against smaller targets (i.e. rabbits). Though wolves would have a higher fear response and you could pick up the dart and reuse it if you miss. Like an arrow, if you land a hit, it would either be reusable, but deteriorated or broken. I also think caltrops should be implemented, not as a weapon per se, but a deterrent. I believe they would be a great tool to make timber wolf encounters more interesting. Most people, probably fend off timber wolves with flares and torches (if you have marine flares great), but you probably don't have the convenience of lighting torches every time or getting your firearm reloaded. And if the weather is bad, then forget it. However, this is where the caltrops come in. You could quickly grab them and scatter them around, causing the wolves to be more hesitant. Then you'd have more time to evaluate your next move. Obviously, if the wolf steps on the caltrop, it gets injured. The injury would be small, probably the equivalent of a sprain. But it would at least cause a slight hindrance to their movements, making them slower. Then, when everything is over, you can pick up the undamaged caltrops and reuse them. This would also be a tool that can be scavenged or forged. However, caltrops would pretty much be ineffective against bears, deers, and mooses, because bears have thick paw pads and deers and mooses have hard hooves. Rabbits are so easy to catch, would anyone bother using caltrops against them (probably to watch them run around scared)? And obviously, if the character accidentally steps on the caltrop, they'd get a small injury. So there is the possibility that it backfires. Both tools would be lightweight and should at least have similar durability to an arrow. And this suggestion is more for laughs, but I'd like to see a new improvised weapon implemented that is a sock full of rocks. If you land a clean hit on a wolf, it gets stunned. Then you could just run for it and not waste ammo or torches. And even if it doesn't hit the wolf, it still might be scared off. You could also select it during the wolf struggle and it should at least be about as effective as a prybar (because sometimes you don't even have a prybar). Obviously, once used you've got an unusable bloody sock that you wouldn't want to wear anyways. But if it misses, then you could probably reuse the sock, though it'd be deteriorated.
  10. Depending on how much damage is inflicted during the wolf struggle, the wolf will die later on due to blood loss. However, I have come across a naturally spawned wolf corpse once in a very out of the way place.
  11. It typically spawns on a corpse near the farm or in the truck. I've never had it spawn in out of the way locations
  12. Items that have been used until they're decay rate is in the red, sometimes show up as ruined. I imagine that they still may have another use in them, but often times they are in a state in which repair will be difficult or impossible. Same for clothing after an animal attack.
  13. While snow shelters do provide a small warm bonus, they are still quite exposed to wind and such. The best way to not wake up with frostbite would be to wear super thick wool clothing or sleep in a bear skin bed roll which provide like 12 degree warm bonus.
  14. I would say it depends. A fresh piece of raw venison will cook and become fresh cooked venison. However, a rancid or mouldy piece of raw venison will cook and become gamey venison. The fresh cooked will last longer than the gamey cooked. However, for purposes of having food to travel with, you want to cook the meat to reduce the scent indicator.
  15. That still doesn't seem right. I'm certain I've been able to choose whether or not to load from an autosave file or the checkpoint in survival mode. The checkpoint shows up after a certain time and it says you have survives so many days and hours.