curtmantle

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  1. Ah ok - I thought it was safe to carry two pieces of meat before the scent attracted wolves but clearly not. Thank you.
  2. I generally play on Stalker and have noticed for some time now that carrying just one 1kg of cooked meat (in one slot of the backpack) is enough to alert nearby wolves and get them tracking me even though the 'stink meter' is at zero. It's the same if I carry one of the stews I have cooked. Is this expected behaviour? I assumed that they'd only smell me if I had at least one bar on the meter - is that wrong?
  3. I have had a similar experience. I tried my first interloper runs a little while ago and was restarting due to quick death and the first four spawns were all Desolation Point, then the next two were Pleasant Valley. Another different RNG issue I have found in my Stalker runs is that the loot doesn't seem to be very random and I will keep getting the same items over and over again in the same run, including the books. My most recent run I was finding so much Dog Food, Accelerant and Wilderness Kitchen books and not any of some other usually common items.
  4. I know - I literally wrote that as the last point in both of my posts. Here is the second one: I know how probability works - I write simulation software for a living. To clarify the cumulative point - what I was describing is cumulative probability but your original response implied that you thought I believed one event impacted the next and you used cumulative to describe that (a cumulative effect) so I responded using the same term. I wasn't describing that, I was describing the odds of failing to light four fires in a row, independently and each with the same chance of success (cumulative probability). My question was quite simple. I managed to achieve something statistically highly improbable twice in a row and it made me wonder if there are other things hidden from the player that affect the chances of lighting a fire. I now regret asking that question, whether due to misunderstanding or whatever and will just assume the answer is no but I appreciate you all taking the time to reply. All the best and happy surviving.
  5. I know it's not cumulative but my calculations are correct. If you have a 60% chance of success, you have a 40% chance of failure. If you fail, the chances of you failing a second time in succession are 40% of 40% which is 16%. This is not a cumulative calculation - the second attempt still has a 60% chance but I am calculating the probability of multiple successive independent failures. To calculate the probability of successive events its the percentage to the power of number of tries. So your chances of lighting two fires in succession is 0.6 (60%) squared or 0.6 * 0.6 = 0.36 or 36%. The chance of failing to light a fire in two tries would be the complement of success: 0.4 (40%) squared or 0.4 * 0.4 which is 0.16 or 16%. To calculate four successive failures it would be 0.4 to the power 4 which is 0.025 which is 2.5% or 40 to 1 in gambling odds. Of course this is possible and I am more than happy to accept that I was in those occasions unlucky but my back-to-back bad luck made me wonder if there was an extra mechanic in fire lighting I was not aware of.
  6. Is the percentage chance of lighting a fire absolute or do other factors affect the chances? I recently started my first interloper run and having found some matches tried to light my first fire and was given a 60% chance. I failed four times and I believe there's only a 2.5% chance of happening - which of course is possible so I sucked it up. I died pretty quickly on that run and on my second run I found matches and a book so this time I had an 80% chance of success - and failed four times again which has only a 0.16% chance of happening. While I acknowledge that both these occurrences are possible it is immensely unlikely back-to-back so it made me wonder if the percentage is just a baseline and other factors affect the final chance of lighting a fire and these are hidden from the player?
  7. I'm a C# developer (non Unity) and it just means that IceFishingHole object was null (empty) so it can't call the method UpdateFishing. It's a definite bug. My experiences so far I have seen Ptarmigans in an old save outside the Mystery Lake camp office. That's the only time so far in a couple of hours play. I have also encountered the rabbit audio bug - the rabbit was caught in a trap outside Trapper's Cabin. One bug I have encountered that I haven't seen mentioned yet: Potatoes disappearing from my inventory. I picked up some potatoes from Mystery Lake Camp Office and took them to Trappers. They were only 5% condition so I cooked them which raised them to 55% condition but as soon as I went outside of Trapper's cabin they disappeared from my inventory never to be seen again.
  8. I have the same problem. Edit: So it seems you click on Buy Update and it will download it for you.
  9. Yeah same here. Il2cpp is a Unity Library. Guess I'll be waiting a bit longer.
  10. I bought the game in December 2021 for less than £10 and I have spent 370 hours on Bear Island. Just take my money already.
  11. 90. Combining these two. Two days to achieving Silent Hunter on my first Stalker run I decide to go to Coastal Highway via The Ravine and put Autowalk on. I stopped to negotiate the single rail on the trestle only to casually stroll off into the abyss. Happened just yesterday.
  12. I have this problem on PC playing with an XBox controller. It seems to happen on indoor stoves but not campfires. Steps to reproduce Click Add Fuel Scroll down to fuel of choice and select The fuel chosen won't be added to fire and the interface will scroll back to the top of the list of fuels Scroll down to fuel again and select This time it is added. Happens every time on an indoor stove for me.