ArchimedesLP

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Posts posted by ArchimedesLP

  1. Wow, this looks excellent!

    Cougar: Really love the idea of a punishingly tough enemy needing multiple encounters, but there are ways to avoid confrontation until you feel ready.

    Cheat Death: I think this a great idea to help people learning the game. If you forgot to drink water or didn't check fire duration before sleeping, it can be a bit overwhelming that you have to start completely over. This lets you learn about a few more "run-ending" mistakes per save, reducing restarts.

    Misery Mode: Great to see more official support for us masochists! :D Hmm, I wonder how hard this will be if we immediately cheat death 3 times on spawn(yes, there may be something wrong with me...)

    • Upvote 3
  2. Very cool! As someone who started playing just before Thompson's Crossing was added to PV, this is like a peek into the distant past 🙂

     

    I've always wondered something about the development of Mystery Lake, maybe this is the right forum to ask it. The upper area behind the lake(accessed via the rope near the cabins) has an odd quirk: while you can find Fir and Cedar limbs, there are absolutely no sticks. I'm curious if this was a conscious design decision, a minor oversight that was never noticed and/or corrected, or if there is perhaps some other reason. Would love to hear if anyone has any insight on this!

    • Upvote 3
  3. 12 hours ago, piddy3825 said:

    Now, please figure out another way to use a frying pan to create a makeshift bridge at the cannery in Bleak Inlet!  

     

    You mean this? Also, someone did a frying pan version that should be easier to execute reliably.

     

  4. On 4/22/2024 at 12:16 PM, piddy3825 said:

    I do love the mountaineer's hut as one of my favorite bases and also love using exploits like this to accomplish tasks in the game that are otherwise impossible to complete without the use of mods!  quick shout out to @ajb1978 for having introduced me to the "curing in place" glitch so many years ago!  

    I actually tried to use "curing in place" for this first but unfortunately it only works "indoors" and the defined indoors area for the hut is a rectangular solid that excludes the triangular roof!

  5. Some additional ideas for robust, seamless integration with existing saves:

     

     - When loading a saved game, if the burn clock doesn't exist, it is initialized to the current value of the game clock.

     

     - When loading a region, if there is no saved burn clock value, the (existing) game clock fire calculation method is used as a fallback.

  6. One more thought, I forgot to say that I'm thinking about taking this series to 500 days, that's part of the reason I'm so interested in this. It would be pretty fun to do all those crazy treks and would give me something to work on instead of just whiling away the time in ML.

  7. First of all let me just say that I expect nothing. I'm probably the only person in the world who cares about this, and therefore it wouldn't be justified to put any Dev time into this unless someone is really interested and wants to make it their pet project for a few hours(Also I know everyone is very busy with TftFT and bugfixes etc.)

     

    So some of you may know that I'm currently doing a permanent fire challenge on youtube. I have a fire named Frankie that I've kept going in the fishing hut in ML for 75 days so far. The gameplay loop is basically fueling up to 12 hours, then going out to harvest wood, hunt, loot regions, etc. on trips that last 12-24 hours(more on that later.) On return I refuel the fire and then usually sleep. I can get deep into MT, PV, CH, BR, or BI, do some stuff, then return within the 12 hour time limit. I can also use the burn bonus from cold temperatures to spend more than 12 hours away from the fire in ML. I was planning to use this burn bonus to do crazy 23-hour trips to do stuff like summit, HRV, and even the Far Territories.

     

    The problem is that the burn bonus does not work when you have gone through a load screen from where your fire is. So for example, I can spend twenty hours chopping wood in Mystery Lake and then return to Frankie and she is still lit. But if I step into Ravine and do the chopping there, Frankie would go out by the time I return(this nearly happened when I discovered this issue.)

     

    I've spent a lot of time thinking about this and I believe I'm come up with a relatively straightforward fix. The idea would be to track a stat that would just be theoretical burn time of a theoretical fire(at all times.) So it would just be a clock that would run from the start of the game, increasing at 1 minute per minute when inside and at warm temperatures, and increasing at 1 minute per 2 minutes when at cold enough temperatures for maximum burn bonus(and everything in between, using the same calculations that already exist for tracking burn time on existing fires.)

     

    Then, whenever a region is unloaded, the value of this clock would be saved. Later(no matter how many region transitions in between) when the region is reloaded, when updating any fires it would be done with this clock(comparing against the saved value) instead of the game clock.

     

    If you made it to the end, thanks for reading! I'd be happy to provide additional details or clarification if anyone is interested in this. And even if it does get done, I know it probably won't be for a while until things with Tales start to quiet down. Looking forward to exploring the Zone of Contamination soon!

     

    -Arc

  8. 30 minutes ago, conanjaguar said:

    I’ve torched from the park to Trapper’s multiple times, it’s about as easy as it gets. You can also camp out in the cave between the ropes (which has some guaranteed firewood) if things get windy. I was also about to say guaranteed matches, but really, you only ever use ONE match in this challenge :D.

     

    Yes, it's not bad if you have the option to camp out in the climbing area cave(and the transition cave.) But according to OP's rules they can't make new campfires, only use existing fire locations. I don't remember for sure if either of those caves have existing fire pits. That's a long way to backtrack if you make it 80% of the way there and then the wind blows your torch out.

  9. 8 minutes ago, LunarLime said:

    To an extent, yes.

    I'm going to need to strategies somewhat when moving however. Some places I won't be able to go, like climbing up ropes.

     

    Definitely the restriction on firestarting locations will make things difficult, but I think you can still get some ropeclimbs in as long as it's carefully planned and you always retain the option to backtrack to your last fire.

     

    Milton is a tough place to start, to leave you'll need to transport the fire all the way from the farm to the broken building in the basin, or from the park building all the way to trapper's. I'm not sure which is more difficult.

    • Upvote 1
  10. Oh good point. I remember seeing that on the roadmap and being worried about the possibility of a fire update unintentionally breaking my permanent fire run...

     

    I think this is a pretty reasonable thing to drop. While firestarting could use some changes and improvements here and there, it's not exactly necessary and wouldn't be particularly exciting to most of the players compared to stuff like the fishing and cooking updates and new wildlife/gear.

  11. I was one of the people who (privately) thought there was no way you would make the 8-10 week release cadence.

     

    But you know what? I still bought the expansion, and I'm not unhappy. Hinterland is a reliable company that has demonstrated they will do right by their customers. I'm perfectly happy to wait a bit longer for the content, especially if it means a bit less stress for the people working so hard so that I can be entertained.

    • Upvote 9
    • Like 2
  12. 2 hours ago, Leeanda said:

    I'd like to see how you did mountain town and ash.  Mountain town I find particularly annoying as I'm a hoarder.🙂

    Climbing Area Skip: https://youtu.be/XMrh5J0kWXk

    Multiple shortcuts including Homesteader's in AC: https://youtu.be/sa7w_MgCZGg

    The Mountain Town skip is very useful for bringing a lot of heavy gear in, especially if your base is Paradise Meadows(the shortcut comes out near there.)

    I'm working on a video now that will show how these can be done without getting any sprains. The sprains usually aren't a big deal but they can be annoying especially at the beginning of a run when you don't have bandages yet.

    • Upvote 1
  13. I've been working on this route for a while! I knew how to reach most areas in the game without using the climbing ropes. After I discovered the Climbing Area skip(which opened up Milton and most of HRV to rope-free travel) the Summit was my next big target. A couple big breakthroughs recently: The skip up to deer clearing means we don't have to go through Ash Canyon anymore, and I found a much more direct route past the rope climb near Eric's Falls(my previous route went alllllll the way across the face of the mountain over to Secluded Shelf.)

    Curious to know what everyone thinks! I'm (relatively) newer to the game with most of my playtime in the last 1-2 years so I'd be interested to hear from anyone who knows what this was like in the past. I found a couple of obscure references to people trying this years ago but it seems the game has changed substantially since then in terms of sprains and what slopes are even climbable. The general consensus seems to be that the old routes no longer work.

     

     

    • Upvote 9
    • Like 2
  14. On 4/21/2022 at 7:55 PM, Glflegolas said:

    Your biggest enemy is going to be wind. One big gust and it's all going to be over.

    I keep safety fires in windproof locations when I'm transporting the fire to a new location via torch.

    So far I've mostly lost to predators: Usually I don't have an issue with wolves and bears but the additional challenges here have forced me to take risks and put me in bad positions I wouldn't normally experience.

  15. I'm doing daily videos in a new challenge of my own invention: Everflame. Rules below!

    I'll be playing in NOGOA(No One Gets Out Alive), a tough custom setting, but you can run the challenge in any difficulty you choose if you want to try it!

    Rules:

    • (1) After starting your first fire/torch, all subsequent fires/torches can only be started using fires/torches.

    • (2) You must start your first fire/torch within the first six hours of daylight.

    • (3) If all your fires/torches go out, you immediately lose. (Your character despairs of their long-term survival.)