Glacia

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About Glacia

  • Birthday 04/17/1998

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  1. I know this question have been already a common topic since the game exist, but several things have changed with new resources, mechanics and extra difficulty layers like the newly introduced Scurvy affliction. So if we take everything you need on the long term, beachcombing and a resonable fishing source it's a must; you eventually run out of cloth, leather, arrow resources and other essential stuff. Even if you fish on lakes to prevent scurvy, you can't survive forever without renewable cloth and arrows (Mostly, the second). Actually i find coastal highway much more punishing and tricky than other 'hard' regions, because cabin fever, long travel distances and the lack of forge/milling machine are a great annoyance. It's anyways the go-to for most players, but i think living on desolation point or bleak inlet let you survive infinitely without ever needing to leave the region: - Easy beachcomb to get all needed resources and also food. - Easy hunting and less risky than other regions. - Forge or milling machine for infinite tools. - Small regions = It's easy to quick move and avoid any damage, even on bad weather. - At least if you have the essentials tools and clothing, you can keep them forever. If we even go further, bleak inlet offers the best fishing spot shared only with the timberwolf mountain hut, a cabin a few steps of your home. This is something desolation point can't offer, and also the six stove on the lighthouse enables the best efficient cooking in the entire game because it's windshielded and outdoors to get the bonus duration. So bleak inlet it's harder but much more rewarding once you get the idea than DP, making it 'arguably' the best region by far in the game for the long term, and desolation point the second best but with a much easier experience surviving here. What safehouse you use for the very long term?
  2. Thanks for the effort and happy holidays everyone!
  3. Historically accesories have worked as a very rare loot and also only ear wool wraps/crampons/moose satchel existed, creating an interesting and balanced situation for what you can wear on that slots. The DLC have introduced 3 news accesories with different effects but with an overall bad performance vs the BiS (Best in slot) accesories. The belt and chief holster are pointless vs the moose hide satchel, ear wool wraps have becomed completely useless even on early game and ballistic best it's more niche as ever. The DLC have ruined the accesory slot progression So... if we see the items, ¿Why we can't just equip all at the same time? My idea it's something like an extra slot on the right side of the interface, new accesories slots related to the another body parts: - Head: Ear wool wrap - Inner Torso: Improvised Insulation - Outer Torso: Ballistic vest (If this even becomes possible, a nerf/change it's mandatory) - Pants: Foreman's belt - Boots: Crampons/ Improvised crampons - Hands: Nothing for now. - And the current two accesories slots, now called 'Miscelaneus': Moose hide satchel and rifle holster. This is something you could do IRL, and i think this change can make the tales rewards more interesting and overall makes progression better. Actually you don't get more warmth with a system like this since the highest value it's 4 (Two insulations), you just get better weight management and other minor features. Getting a bit of additional weight capacity isn't a crazy idea considering the DLC have introduced a lot of new items.
  4. For what can i understand, rudiger it's trying to extract, research or use certain aspect of the mind for an unknown reason. The workers discover the truth late, and the security chief fails to destroy the machine, so this is likely the reason why an epidemic disease have expanded around the island and killed every worker of the project. This says nothing about what rudiger's knows about 'the world that is coming' and what exactly the machine does, but it's a start. I really like the lore of the tales because it is not so obvious and several theories or explanations can surge.
  5. Update after update i have changed a bit my thoughs about the trader, because i see the direction of the game and perhaps the trader makes sense for a lot of things. The most notably it's offering non-renewable resources like the new cooking ingredients, but it can offer a lot of interesting stuff, we are still missing a lot of content of the dlc. And i think they are adding an NPC, even if this breaks the inmersion a bit (At least for the 5 minutes you interact with it). Games evolve and sometimes offer unortodox content to give variety and new gameplay experiences, thats fine after all.
  6. I don't think they are gonna change the already existing resources (Like plants respawning or new items). Think about the traditional northern people, they survive without getting scurvy because they know how to prevent the disease. The first thing that comes to my mind it's 'Fish meat'. Fish meat doesn't have a noticeable amount of vitamin C but you can get a bit from certain parts of the body, so you don't get scurvy since you have a minimal vitamin c source. However and even if fish have nothing to do with the scurvy, i don't think HTL it's just putting a limit on how much can you survive without dying from lack of non-renewable resources. I like the idea, it reminders me the Nutrition system on project zomboid and other survival games. Until certain point late game runs become more and more repetitive and this changes the things a bit, forcing the player to have a diverse and nutritive diet.
  7. Does anyone have finded yet a windshielded spot for safe fishing? I think this is a feature designed around regions without fishing huts, but largely useless on stalker/loper, unless there are safe spots to fish with a campfire and do not care about the wind.
  8. Excellent ! And while not being a bug exactly, this change it's very welcome, most players prefer the classic crafting of the bear hide rather than being easier
  9. Yes, but sadly i don't seem this very plausible, because HTL it's likely gonna be focused on the next IPs rather than expand an already big and polished (And by the time, finished) game. In any case, we still have more than a year of content and new gameplay to enjoy!
  10. First attempt: Failed Avoiding cabin fever, a blizzard moves on and makes me waste my last flare. Even surviving the night, i dead shortly after trying to return to the residences due to the cold and hunger. The main concern of the challenge, no matter what region, it's the matches and fire ignition sources. Every flare it's gold and should be used on specific scenarios. Also, hibernation and saving food/antibiotics it's another highly advisable, albeit not necessary, strategy.
  11. Now on day 20. My trip to the far part of the region was sucessful, however i don't have a lot of options. The last days i spent the time beachcombing thanks to many blizzards and this keep me alive (A lot of fish). Also i find more clothing, but at this point it's useless since cold isn't my concern. This is the main problem of the run: I only have a marine flare. No more matches or other ignition sources, this means no way to eat safe food or boil water (This is less important thanks to my massive supply of bottles on the lighthouse). Also, im getting cabin fever. This is very dangerous because i can't use the bear cave (Even with a bedroll), since the bear it's alive and wandering. I can't use the cannery complex without drawing the full pack of timberwolves, so my only 'reliable' option it's travel to a relatively-safe cave in other point of the map. Even with this, if a blizzard moves on, im likely not gonna stay warm without campfire (And i can't make more). Making an eternal campfire sounds interesting on paper, but makes the run incredible hard if not impossible since now firewood and fire resources are not a concern. My only hope to survive it's getting flares or matches with beachcombing and stay healthy before this happens. The best scenario: - Survive cabin fever without a lot of condition loss. - Keep healthy for a few days without using my last flare. - Get al least one more flare with beahcombing. Repeat the process.
  12. With a calm dusk, i started my travel to explore the last part of the map. I leaved a campfire near a carcass to defrost it while i explore the rest of the region; soon i realized this was a dumb idea. The high winds started and my campfire blows out, but i find several good items: - 12 reishi. - 36 rosehips. - 18 cattails. - 6 pieces of BBT. With the night coming and likely a blizzard, im stuck on a cave waiting for the next day. I can solve my hunger for now, but i have one less fire source. Hope the next blizzard wash something usefull on the residences.
  13. The biggest problems of my challenge are the following: - Soon, im gonna get out of matches/flares. If i can't find more and saving what i have for very specific reasons, im gonna end unable to cook anything or boil water. - I have no food and a few ideas about what i can get to eat: * At least i have found two deer carcasses safe from predators but i need to waste one match (In the best scenario without wind) to get the Meat. This is likely my only solution for short term. * There is an small part of the map that i haved ignored, the one near the FM cave with several BBT spawns and maybe some resources, even a hunting den. However, it's dangerous and very isolated. My best scenario it's get enough food to stay a few days and wait for a lucky beachcombing cicles, with al least one fish spawning. The problem it's the matches and i am completely vulnerable to food poison (No reishi or antibiotics)
  14. I managed to survive 7 days and this is what happened on my run: Day 1 (Spawn) My spawn was the isolated island near the cannery, luckily safe from timberwolves and nearby a shelter. Midnight and without bad weather, i looted the trailers all the way to the residences avoiding the cannery. Day 2 to Day 4 Beahcombing and looting everything i can get, i decided to explore and loot the map places for a single time. Since there is nothing else of interest and full plaged with timberwolves, i have no reasons to come back here and rushing the areas it's the best idea before the cold gets worse. I managed to explore the isolated cabin, the cannery, the secret mountain path and other interest points without being attacked. I waste 2 flares to survive the cannery before returning to the residences. Day 7 (Current day) With relative safety, there is no longer more manufactured food on the map and very few ways to get more (No blizzards, no effective beachcomb). My core resources are the following and with this, my problems of the next 43 days: - 3 Matches and 2 flares. Enough to make fires for some time, but the best scenario it's get more flares with beachcombing. - Decent clothing at least to survive and avoid frostbite. - Prybar, sadly useless at this point with everything looted. ¿Maybe as a last resource for melee struggles? - No medical resources besides painkillers and bandages. - Enough cloth, firewood, scrap metal and common resources for several days. - I reallized that lines for fishing needs a workbench, so i can't fish. This really changes the challenge and im not sure of what can i do. - 5 herbal teas and hunger bar at 10%, no more food and beachcomb items are unavaliable right now. - More than enough water and four cans for relatively-efficient water boiling at the lighthouse.
  15. Unlike what most people thinks, BI have several stick routes with a very good number of sticks scattered near the residences (Also safe from timberwolves). Sadly, you can't get the distress pistol on Interloper at the lighthouse. And without workbench, you are completely passive and vulnerable to predators. The only food source (Besides beachcombing) it's fishing and the very rare rabbits. Otherwise a pistol shot can secure the bear kill, making the challenge trivial. 4 pieces of coal respawn outside the residences, but with high respawn rate (15 days). Anyways you are not gonna explore a lot and coal it's just another fire source, you really don't care about the temperature of the campfire/stove. Also, FM cave it's disabled for the challenge since it's a transition cave.