panda_gamer87

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Everything posted by panda_gamer87

  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.
  16. The autosave slots for survival mode have disappeared. In addition to the checkpoints, there are usually about 3 autosave slots available. While playing, I will see the in-game saving animation (typically it appears after sleeping, entering a house, or a wolf struggle). However, recently, if I cut off the game after seeing the autosave, when I next get on to load my game, I start at an older save from 10-15 minutes prior. I'm not sure why the save file doesn't load properly. Also, if I select load, I no longer get to choose which file to load. Typically, you can see your last checkpoint and the 3 autosave slots, but now you can't. What's going on?
  17. Yes indeed it would. That would require players to spend more time thinking about resource management. If a player gets carried away and over hunts the wildlife population, then they put themselves at greater risk for starvation. I agreed with the suggestions you implemented. Also, in regards to the animal trapping, if you suggest that other animals be allowed to reproduce through trapping and breeding, what type of enclosures do you imagine the game should implement for housing larger animals like the deers and wolves?
  18. I actually don't think it's a terrible idea. Most containers in game have weight limits and can only store a limited number of items. Plus you may not want to have to divide up your items, because you have some stuff in the metal container, work bench draw, dresser, and lockers.
  19. what would be the use in-game? They already have old man's beard lichen that can act as an antiseptic bandage.
  20. I doubt they intend to add batteries for several reasons: you can't recharge batteries, there are several light sources already, and flashlights work during auroras. Tents would be nice, but they may not implement it because they want it to be difficult to find shelter. Also, you can make snow shelters (I don't think most people realize this or utilize this feature) and they are pretty easy to craft.
  21. I'm not suggestion that they implement breeding for the larger predatory animals, only rabbits. My intent in making this suggestion is to: firstly, add an intricate system to the game to make it more detailed oriented and secondly, allow this system to serve as a temporary stop-gap measure for resource depletion. However, I don't expect rabbit trapping an breeding to be given high parameters, so as not to eliminate the eventuality that resources will deplete and starvation is imminent. I understand your point about the maple tree tapping so I have nothing else to add. And the bear trap idea probably does seem to easy. I'm sure there are many players who only use settings for pilgrim or voyager. However, I made this suggestion to provide more strategic and tactical elements to the game for players using high settings like interloper or high difficulty custom settings.
  22. Who mentioned using charcoal as a heat source for blacksmith forges? Also, I do understand how wood charcoal works. It also has other applications such as using bamboo wood charcoal to obtain activated charcoal to create a lot of health products. However, I'm sure the developers are aware of how wood charcoal works. If they haven't implemented it already, they may not intend to because they want it to be difficult to create high temperature and long duration fires. I noticed via some experimentation with fireplaces that you aren't allowed to create a fire exceeding 12 hours in duration and the max temperature reading was 80 degrees celcius. Since they created parameters with these limitations, something would have to motivate them to add wood charcoal to thee game and reduce these parameters.
  23. To replenish the rabbit population via breeding.
  24. I have several suggestions for new game features: rabbit trapping, bear traps, and maple trees taps. 1. Rabbit trapping - I believe that actual trapping should be implemented (especially since there is a trappers homestead in Mystery Lake). I believe this would be sufficient with the following implementations: an outdoor workbench that spawns in Mystery Lake and Milton since I believe these regions have the best rabbit populations. 2 new craftables: a live rabbit trap and a rabbit hutch. The hutch should have a capacity of 4-6 rabbits. Since the hutch would be quick large, I think it'd be unreasonable to expect the player to craft it indoors and move it outside. Especially since the doorway may not be wide enough. Like craftable clothing, I think these items should be things that can be crafted in increments. I believe there should be 3 stages to trapping: setting the trap and obtaining rabbits, breeding rabbits in the hutches, and releasing the rabbits to replenish the wildlife population. You can choose how many rabbits to release from the hutch and either continue breeding or harvest the remaining rabbits. Also, there should be a new manual added to learn about trapping and a trapping skill. A rabbit pellet craftable that can be made using cattails, reishi mushrooms, and rosehips. 2. Bear traps - a tool that can be forged with scrap metal and can be placed, like snares, and used to immobilize bears. Unlike a snare, you don't need to leave the area and wait 12 hours. The trap itself would have some durability, but a bear would likely be able to free themselves (though not unscathed) after a few hours. Suitable to place near bear caves or other areas were bears appear, wait for a bear to be immobilized and then shoot it. Though there should still be a low possibility that the bear will break free from the trap and maul the character. 3. Maple tree tapping - since there are maple saplings, actual maple trees should be available in game. Tree tapping kits can be crafted and consist of 2 items: a metal spile which can be forged using scrap metal and tubing that can be crafted with gut. To set up the tree tapping kit, the heavy hammer can be used to hammer the spile into the try trunk. The tubing can be attached by hand, and an empty jerry can will act as the collection vessel. There should be some in-game indicator to notify the player when to harvest the syrup. From there, the syrup has to be boiled, which will produce sugar grains that need to be removed (I imagine some sort of animation needs to be added showing the character using a spoon to scoop out the sugar). The sugar acts as a consumable that must be added to tea or coffee (increases the calorie intake by 60). Then once the syrup and ready for consumption, you just collect it from the cooking pot and it turns into a jug of maple syrup in your inventory.
  25. I do think there should be an ice box. You'd think that a frozen carcass would have a low decay rate, but sometimes the meat turns rancid in less that 48 hours. Dropping meat in the snow is a decent idea. I've done it before. However, sometimes meat goes missing (I presume because of thieving wolves). The aurora events don't generate enough electric current to power appliances and the connection isn't stable. Plus sometimes it takes 8 - 10 days to spawn an aurora event when the setting is on medium (for custom). Waiting that long to use electricity for a few hours would be a waste.