AdamvR

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Everything posted by AdamvR

  1. [personal response] Thank you. I see that the last part of the title has completely derailed your answer. Not sure what "spin" is. Also not sure how to change the title if it is misunderstandable. You might note, that Leeanda did not misunderstand the question, but responded on it on point. When it comes to assumptions, I might add, that you made quite a few assumptions about me here in this post... [/personal response]
  2. Thanks for your explanation. I did not jump to a conclusion, but asked a question. Why I think it might still be the case though, is that all of my tickets this year are open (black), only the ones from 2021 are resolved (green) Have not heard a word from support this year, while in the tickets from 2021 we always had a discussion, providing further data, etc.
  3. It is about the ID of the opened tickets jumping by 46.000 within 3 weeks. Even after the 'notorious' Tales update in April (?) it "only" grew by 4.000 in 5-6 months. This is way off the chart... (The list above is only the tickets I submitted; there are some resolved ones on the bottom of the page, from years ago...)
  4. still seems weird: twice as many support requests in the past month, than all in the whole life of TLD...? I mean, if this jump was after the Tales update during the summer, that I'd understand... but now...? the merch store could not have triggered that many either, I think... maybe some malicious bot from a disgruntled player...? There is no captcha before submitting a ticket... Is everyone all right at the studio @Admin...?
  5. What happened since 23 October...? Number of support requests tripled...?
  6. oh, thanks for pointing that out... then no update... but my steam has downloaded something for TLD today.... this is what I see in properties: but inside the game the build ID differs... I'm suspecting some conspiracy... Edit: at closer look, the properties says October 23, not November... So no update. Sorry for false alarm! I wonder what has it downloaded then...
  7. I've had the same idea when I encountered them a few weeks ago as started to play again after 2.23. Followed the exact same logic even ("small game"), and the fact that various indigenous peoples do use snares to catch these birdies. Since then I've gotten convinced, that it is not necessary, or even, better without: - the birdies are more valuable than the rabbits (you can turn them into non-smelling food + the down is pretty useful adding a few more degrees, especially at the beginning of a run). - Giving them "for free" via the snares would be a bit of an overkill I find. - The best way to hunt them is using FH Arrows and a bow, which you can get at around day 5-6 in a new run, unless you find one earlier; or are so unlucky (as I was) to not find a maple branch for weeks... - Even if they seem tricky at first to get with the FHA (I sucked pretty hard trying to hit them at the beginning) - you can get very accurate with really just a bit of practice, and finding the way you can do it best. No need for crouching either! I've levelled up my archery by hunting these guys (and rabbits). For hints on how to hit them, see the spoiler area. Good luck! Nevertheless, if a snare option comes, I'll give it a try. But, to be honest, even for rabbits I prefer the FHA, rarely use the snare after I have a bow. It just takes some practice to get to the point of taking down the whole coop.
  8. The game seems to have gotten updated today morning, but no release notes yet...
  9. This is pretty amazing… if I get it right, you still need to be within the weight limit to be able to catch it…, so all it helps with is to save some fatigue… quite a big risk for little gain I think. looks awesome though:)
  10. @ManicManiac: maybe it was the same Moose travelling with you? and you kept meeting it because you have not killed it in the previous map? Quite a persistent one, for sure:) I observed the number of moose to be fine, meeting one every 30-40 days on average (?), which is around what I had before I think... They definitely did not immediately respawn after shooting...:)
  11. Also, maybe it is just on my screen (and not there in the game to check it) but it seems to sway in one direction more, than the opposite one. Like as a huge magnet pulls it and releases it repeatedly. i start to buy into @acada’s idea, that something like that (ie a huge magnet) could be inside the hill near the mine and affecting it. that could also be responsible for the increased aurora activity…
  12. I have the same problem. It seems to be a generic rounding error. A common workaround for that on the programming side is to use integers at the back end, and only divide them to float when showing on the screen. For all other calculations it should be maintained as an integer (in grams for eg) If at the back end it is an integer, there will be no rounding error.
  13. It must be magnetic. If it was a gravity thing, it would change the axis compared to the building (it would go around). See also: Foucault pendulum. 😉
  14. Ok, that does it... I'm suspecting for a while, that the way how wolves respawn have changed in one of these latest updates. For years I've had the experience, that once you clear up an area, you get some peace at least until the carcasses despawn, (about 4-5 days). I could even help it by not (fully) harvesting the carcasses, so they stay on the ground longer. I have the feel that it is no longer the case, they are coming back almost instantly, while their "previous reincarnations" are still lying around. I've noticed it first in FA, with the kennel of 4 under the island house still taking their well deserved rest, some new and very vivid guys shown up between them... There were also other suspicious situations. Most recently, as I'm entering the Pier in BI: - there were 4 Timberwolves patrolling the yard. I sneaked up on them with a bow: 3 laying on the ground, one got away. - took some of the meat, slept an hour or two in the chamber behind the rope, then climbed up with the goodies and starting the circle: there are again 4 T-wolves aggroing from below. (I actually had to drop the meat before jumping on the boat, so there was nothing smelly on me). I took down 3 with the rifle, one got away again. I am about halfway doing the circle: there are again 2 whining around. By the time I've reached the end of the peer: 3. Has anyone else noticed that respawn logic may have changed? or is it just my perception? is this intentional? Thanks for your insight!
  15. The weather is crap there, for sure. I actually like that extra challenge, but understandable, if someone does not. It can get extra bad if you are going there later in a run, after a few hundred days... One thing I found helpful is that during the night the weather is usually calmer (what a coincidence... 😉), and often clear with moonlight/aurora. Exploring it at night is quite a viable option. It is usually coldest at dawn, and can be brutal... I did a start there in my current (Stalker) run, just to see if it is even doable, and it was surprisingly okay (once you know what you bargain for, and have some familiarity with the map itself). You can find everything, really, but everything is paced out, so it is forcing you to traverse the whole to get settled. Also, the weather is less brutal in the early days, but still challenging for sure. Starting there without knowing the map would hardly make anyone fall in love with it I think... I only left, because I wanted to get the technical backpack (although I was also completely OK with the 40 kgs capacity; did not per se need it. just like to visit AC) + also wanted to do the Tales. On my way back actually, I really love that map - as odd as it may sound to some...:) I hope they make glimmer fog optional, and @Leeanda can also visit it:)
  16. yep, it is a great waypoint. In addition, it can also help warm you up if a blizzard catches you nearby. Other purpose I have not found for it, either, I'd rather not carry meat for long distances (i.e. to cook it there and then move it to a third place).
  17. The house you just described (Justys Hovel?) has a double fireplace. Also, the ruined house mentioned by @Leeanda exists, with a double fireplace. If you exit the hangar near the car, and walk in the direction of the control tower, keeping it on your right when just passing it, you’ll cross the runway and a frozen river. Following the same direction you arrive to the ruined house with the fireplace. Nothing else there though… near the huts I’m also cooking outdoors: by the hangar behind the blue car, on the island there is a shed which is almost fully protected from wind, and also the one with the most gorgeous view on the ridge has some more or less protected cooking place between the barrels. But indeed, nothing like the big stoves of Milton… I’m usually lighting multiple fires when the weather permits, to get the most out of the calm time. You can quickly cook up quite some bear/moose/fish for the coming days…
  18. I had to look for my jaw under my desk… perhaps this post rather belongs to the ‘Tips for new survivors…’ thread…? any video of attempting and surviving this?
  19. That does not sound very nice @Jalos... I've started a new run after the latest update, and have not encountered the error yet (in 200 days or so). I have not tried my run from before the update, but now I'm a bit afraid to... I've also avoided some of the things that I suspected as being triggers for this avalanche, like building stone caches or opening the cache in the boat next to Angler's. So not sure if it is related. Support used to be more responsive before, I agree..., all my tickets since the DLC started are "Open"... Hope they'd be able to catch up with those as well, I'm sure HTL is working hard on resolving issues/developing the new content for the Dec release...
  20. I was wrong then:) Thank you @Admin, for clearing this up.
  21. Happy to hear, I'm here for the same (some discussions I have seen to have "escalated quickly" - and wanted to avoid that) I'm sorry for that, yes, they are really difficult to spot... I myself have the same, often just hearing them and looking frantically around, where to find them.. It is funny we draw opposite conclusions from the same experience:) I've tried testing it, but could only make pictures and cannot do much more now - maybe later. Also, the findings are inconclusive, as on the below location, they are only halfway in the snow, not till their necks, as in others/the video above. Yet, to me it seems that there are two different collision layers, one for live birdies (a few inches below the snow surface); and another for everything else (at the snow surface). 1) Before 2) 2 out 3) After 4) Items on the same spots (all are clearly above the snow)
  22. They are hard to see and shoot at, that goes in pair with being inside the snow, even when moving around. To me, the alternative of the current one by adding a dig in/jump out animation would feel more weird; but it might just be me. They primarily come out of the snow, when startled, run to take up speed and fly away. To me the devs having created a separate collision layer for the birdies; carefully adjusted to be just under the top layer to make the ptarmigans' heads stick out sounds like an effort taken with a purpose, rather than by accident. Also, they only did this on those (fixed) locations where they can be encountered, unlike other animals which can be met anywhere (or chased/lured to anywhere). We could only test the hypothesis though, with matching videos of birdies and other animals walking on the same spot. We do not have to agree, I feel I must point that out for the sake of peace:) So it is ok if you see it differently.
  23. AdamvR

    ice-window?

    I thought of it as a small lake close to the top of the mountain, like in a depletion surrounded by higher levels - in a shallow caldera-like depletion, (or inside a crack/cave with an open top - that could explain the lack of snow). A visual and unique reward for reaching the top and crown our TLD experience as its development closes... As such, it would not be deep, so hopefully no vertigo. The bridges in AV are more scary I think - at least to me ...
  24. That I had too, it was a regular wolf in (u)PV. It died on a slope, so I attributed it to that, but could be a general error. That is I believe different from the ptarmigans hiding in the snow, which I think is deliberate. [It seems consistent in every area where I see these guys, it makes sense to me, and I just cannot imagine that during the 100s of hours of the development and addition of them to the game nobody had asked themselves: "Hm..., shouldn't these guys be walking on top of the snow, instead of just a bit under it, so that only their heads stick out when they sit down?"] see also: they are actively hiding in the snow, on purpose, and HTL did a great job in adapting that IRL behavior to the game. source.: googling ptarmigan in snow They make little holes to hide inside, this is what remains after they leave: