Glacia

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Everything posted by Glacia

  1. Not really, but i don't expect it to be in an easy place. If it's not that hard to reach (Being easier to reach than milton trailer), it have a workbench so can serve as a temporary base for certain tasks. You don't need to live in the bunker, just travel to use the workbench sometimes. Something similar happens with the cannery worker residences, you don't go to the cannery everyday, just one time every various weeks to craft and then go back.
  2. The bunker near spence it's actually a great addition to the game. It doesn't matter if it's empty, it's a safe and warm place with a bed and you can cure stuff here. Also 12 scrap metal pieces to loot in safety, for the forge. It's very near the forge/workbench so if someone wants to live long term on FM, now it's more doable. Before the only reasonable 'base' was one of the transition caves. Im pretty sure the same applies to HRV but ten times better, acting as the only base for the region.
  3. Indeed, the amount of loot refreshing every blizzard it's considerably high and likely unbalanced. However the loot tables are good, the problem lies about the frequency of the items washing at the coast (Every blizzard). This system should be perfectly balanced if items wash every 2 or 3 blizzards than after every blizzard, but anyways im not sure if a change is needed. Beachcombing it's mostly for very late game and at this point you just play for a challenge or casual fun; If you get a lot of items isn't that bad anyways, you already should have everything at this point.
  4. Likely it's pure random but im experience right now different common loots. For a example, when i started on my run at day 350, quality tools spawn very frequently and even more than one in just a blizzard (Im playing at bleak inlet). However im not getting any quality tools for a lot of time, and im getting other loots like ketchup chips more frequently. I have experienced this with other resources like leather or marine flares for a example. MAYBE the new system works in a way of 'Rounds of certain items', like you get several quality tools or other resource in a small amount of time, and then it becomes very rare to let other resources wash more commonly. This makes sense to give a diverse amount of renewable resources over time, but however i can't prove this.
  5. Painkillers are very common, and Antibiotics very rare. Emergency stims are not avaliable on interloper, but they are rare on lower game modes. Currently beachcombing it's incredible overpowered on stalker/voyager/pilgrim, the loot it's just very abundant and good, there are people even looting 3 hatchets from a single canoe. This is different on Interloper, the loot tables are very balanced and now everything it's easy renewable. Also as you say, the new system it's more inmersive, diverse and fun to play! Someone on reddit have posted a full loper beachcomb data, on this link: https://imgur.com/a/e6Hs4HS
  6. Antibiotics can wash, but rare. About renewable fire, marine flares are common and matches/firestrikers very rare. You can get all avaliable clothing pieces on Interloper from the different containers on the coast, except for the ear wool wraps.
  7. Isn't confirmed still, but unlikely. The reliable source of scrap metal it's dismantle quality tool for x3 pieces, scrap metal it's incredible rare to find alone.
  8. Im curious if anyone have been found Antibiotics or reishi, i haven't seen them on Interloper or Stalker. I mean.. fully exhaust reishi takes an incredible amount of time. But in the hypothetical case of doesn't have any reishi left and you get parasites, you are inevitable dead, because antibiotics/reishi isn't renewable anymore.
  9. Exploration night at my home, Bleak Inlet. Still waiting for the tales on loper to discover the alpha bunker
  10. It's a new feature, once you visit the far territory you can start as usual on new runs choosing the DLC regions. It makes sense because exploring from the entrance and knowing the connection and paths can help you a lot in your gameplay.
  11. I suspect region may change the loot, it makes sense to loot marine flares on bleak inlet. You get common flares on interloper? I haven't see one yet.
  12. Also, marine flares seems to be a common drop, not common as sticks/reclaimed wood but not rare. I have looted 3 in one round after a blizzard at bleak inlet, this is more than enough to keep the fire for fishing without spending matches. And of course flares can be used for the intended reason: Fight timberwolves. Not very usefull outside BI anyways.
  13. I mean easy and/or not challenging. For a example TWM isn't a trivial location. Not sure if trivial have the same uses on english anyways, at least on spanish means easy.
  14. Yes but the tales UI it's bugged, not sure if it changes anything about gameplay anyways. For working UI, play custom with standard interloper parameters.
  15. Note that for the first time in 9 years, firestarting is now fully renewable (Maglens have clear day requirement). While flares are not very common, finding a few can bring the survivor the bit of fire-starting needed to endless survive and without needing the requirements for the maglens. Also it seems matches are also renewable on stalker, so even easier!
  16. Confirmed loot for Interloper: - Marine Flares. Not sure if common flares are avaliable.
  17. @AdminMaybe it's a good idea to close the post for new comments? Most players already give a constructive feedback and the topic has becomed problematic, just people blaming each other.
  18. Experienced players almost never face cabin fever because of the adapted playstyle, and even if you get it, you can cure relatively easy. That's my point, cabin fever isn't problematic or hard to deal, but offers nothing interesting to the game. I think people complaining or asking for removal, just do it because they find the feature as an annoyance, not because they have problems to deal with it.
  19. Correction, i mean "most players" rather than just players. Indeed several systems have been requested to be removed but no one like cabin fever.
  20. Just keep searching at unusual places, tools usually can be found a bit hidden or in less common spots than before. For a example a possible hacksaw spawn is in the car outside PV farmhouse. Anyways there is a chance to find tools in "old" spots, and all common supplies.
  21. It is not a bug, they changed the ilummination of the dam. Unnoticed anyways, but several changes have been made before without a patch note, like the new icons of meat. Actually i like the change, mystery lake it's a trivial region and encouraging the players to carry a light source makes sense.
  22. An small note: The update also refresh the spawn points of bleak inlet. Before the only spots where near the lighthouse and cannery worker residences, now you can find beachcomb spawns around all the coastline of the map. Other regions seems to have the same spawn points as always.
  23. You can find canoes with 2 fishes nearby on loper, and also some reclaimed wood. It's random, but most times you can get the fish.
  24. Interloper new loots: - Quality tools (And likely normal ones too). - Fishing books, i have looted 3 in less than 10 days. Not sure if other books are avaliable. - A lot of clothing, even quality pieces like the aviator jacket. Almost exclusive to chests. If aviator jackets can spawn it's likely most clothing pieces can be found, if not all. - Ketchup chips. - Carcasses, so free hides/guts from wolf/deer. Cured rabbit pelts can also spawn, i have never see a rabbit corpse. - Notable changes to loot include an abundant source of fish, more saplings, wood and cloth/leather (Both cloth and random clothing to dismantle). Scrap metal spawns as usual. Unconfirmed loot for interloper (If anyone can confirm, please leave a repply): - Matches/Firestrikers. - Improvised tools (Normal ones are not avaliable ofc) - Arrows or arrowheads. - Flare guns and shells. Note that both are avaliable on loper but not confirmed via beachcomb. - Several other resources. Please post your discoveries so we can update the wiki! 🥰
  25. Cabin fever is the only feature that players have been requested to remove since the first days of the release. It is not fun, it offers nothing to gameplay but an annoying experience, it is even absent at 'easy' game modes and on harder ones the veterans know exactly how to fully avoid it. Cabin fever was created to encouraging players to explore and not staying inside for longer periods, in a game where the premise is 'Not rules, you play and do what you wish'. Cabin fever it's against the core concept of a 'Sandbox' experience, not a single player likes it and it offers nothing to the game. However i understand the devs idea, this was created to restrict a bit certain ways to play. The 'well fed' bonus was added to prevent players to do Hibernation, and it works perfectly, not just encouraging to stay healthy but also rewarding the player for doing it. In all the years of the game several players have suggested changes to cabin fever, included: - A 'Sanity' need, much like Green Hell or other survival games. This could be the best option but a very complex to add/balance, this is because we are likely never gonna see this addition. - Nerfing or changing cabin fever on harder settings. This makes the system even meaningless. - A reverse system, very like well fed. Like if you stay 'Motivated' (For a example, stay outdoors or move X distances, do certain tasks) give you a buff like 'Motivated'. The buff for a example could give the player a bonus of stamina regain, less fatigue drains or a bunch of usefull things. This encourages players to stay active. This in my oppinion is the best choice if the devs want to keep the 'cabin fever' system. And of course removing it, it's still a very requested choice and with the current status of the system i see no reasons to not do it.