Glacia

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Posts posted by Glacia

  1. Im currently living on Bleak Inlet as my long term base for 1000 days challenge.

    I decided to move to this region for the challenge and try something different to fight boredom on my run. I was not expecting anything special. but i was so wrong!

    First of all, the only suitable safe house in the region it's the small cabin near the fallen lighthouse, and it's very good.

    Learn to survive on this region can be tricky and complex, but very rewarding , this is how i survived more than 200 days here:}

    - 50-75% Of your food will always come from fishing. The fishing cabin near the cannery worker residences it's your main source of food, all sticks, wood and fire resources should be used on long fishing sessions. Also, the region features several clear mornings (Maglens can be used to start fires on the fishing cabin).

    Hunt the bear from the safety of the residences, bait him near the house, shoot his head and quickly enter the house. Leave after 10 seconds, repeat until he dies. The bear it's a very good source of food and resources, and it's the only danger on the residences.

    Timberwolves never roam to the cannery residences, if the bear is down, the place is 100% safe from predators.

    - There are 6 pieces of respawning coal (Yes, outdoors) near the burned residence. Respawn is about 10-15 days.

    Gather as much sticks as you can from the surroundings, you can't venture too far without entering timberwolves territory, make safe and quick trips!

    - Beachcomb! , 3 spots near your base, near the fishing cabins and the fallen lighthouse. This is the best and quick spot for beachcombing in the entire game, and you can get a lot of good items.

    There are rabbits and one deer spawning at the lighthouse, hunt them if they are up. You can setup Snares on the stairs that lead to the lighthouse, they usually works and catch some rabbits.

    Keep the cannery clean, you can only use the workbench and miling machine here. You are not gonna travel a lot to the cannery, but keep the place safe in case you need.

    - You can use the 6-stove at the fallen lighthouse to boil massive water supplies or sometimes even to cook faster the bear/fishing meat.

    And about the timberwolves (Tested on interloper settings):

    * The respawn time of the timberwolves it's incredible high and if you clear a spot (Most of the time, the cannery), it becomes completely safe for several days.  The best way to disperse a pack it's using the few seconds where the wolf howls, land an arrow straight to his head.

    * Don't kill lone wolfs, they always free from you. If you kill them, you just make the respawn of the whole pack faster.

    * Try to exploit terrain, climb to small corners of places where the wolfs can't reach you. You can dispatch the pack killing them with arrows this way, however is not always easy due to the erratic movement of the wolves.

    * To clean larger groups of timberwolves, the best idea is carry with you enough kerosene (0.5 lts at least) and some wood or sticks. Setup a quick campfire (If it's possible, windshielded) and try to fight them using the campfire as a limited protection.

    * Never underestimate them, always carry some bandages with you!

    Once you clear a spot from timberwolves, the spot becomes safe for sticks runs or overall exploration!

     

    And of course since it's a hard region, you should bring several resources before starting to long-term:

    - A LOT of fishing tackles.

    - Prybar for the fishing hole.

    - Enough cloth pieces for repairs or bandages.

    - Common high tier clothing, weapons, resources, etc.

    • Upvote 4
  2. On 3/3/2023 at 4:37 PM, hozz1235 said:

    During the Aurora, or when in Glimmer Fog, the Handheld Shortwave may pick up errant signals that could lead you to supplies and locations that you wouldn't otherwise find.

    My bad, thanks for the info!

    Anyways, maybe the signals are different between aurora and the fog, leading to different supplies or information. It's just my speculation though, maybe just the fog it's poorly done and executed as a system.

  3. 9 hours ago, peteloud said:

    Every now  and again, perhaps once an hour, I hear a puzzling sound.  It starts off, for about 1 second, sounding like a person snoring, or a snarl from some animal. Then the sound disappears.  There is no animal anywhere near to cause the sound. 

    Does anyone else get the sound?

    There is an Easter egg in the game since the DLC update, several players have heard Cougar sounds around various spots in the world. It's more common to hear cougar sounds at night on Pleasant Valley or Blackrock, but it's unknown if the sounds are random or region-related, because there is very little evidence.

     

  4. 17 hours ago, diggity said:

    And when I did get insomnia, it didn't really do much.  In fact I just slept thru it as normal, or so it seemed.
    So what's the point? It's mostly just annoying, a somewhat cool effect but that's it.

    And this quote from the Project Lead is misleading: "...so you can watch the Glimmer Fog roll in from the relative safety of your cozy new cabin!" (Shacknews, Dec 3 2022) There's no hiding from the fog in the cabin, so how is it safe?  What am I missing?

    Glimmer Fog it's likely a feature designed around the handheld radio rather than an interesting game mechanic. The glimmer fog activates the handheld radio and at the moment we don't know if Aurora have the same effect.

    Likely the glimmer fog it's a mandatory event to trigger the handheld radio (And only the fog, not aurora). This could explain why the fog doesn't have a big impact on gameplay, if it's more of a Tale-related event than a serious feature for the survival.

     

    • Upvote 1
  5. Coal can respawn in a few outdoors spots, even if it doesn't seem possible.

    There is a burned house at the Cannery Worker Residences with 5-6 respawning coal pieces every 10-15 days. Likely there are more spots around the world with 'Outdoor coal' respawning, and sometimes it's very usefull.

     

    coal.png

    • Like 1
  6. 4 hours ago, Lohaan said:

    I went there on my Stalker run on about day 100 and, ever nonchalantly waltzing in there with the idea of crafting some bullets in mind. Licked my wounds and got out of there by day 2.  Gonna plan a lot better before I go back there. 

    Blackrock is by far the worst region in the game, for several reasons.

    I like the idea of a "big risk, big reward" region, but blackrock feels incredible unrealistic because of the massive timberwolf population and packs scattered around the map. Unlike Bleak Inlet, in blackrock  most of the time you can't avoid the packs and ending ambushed is very common. 

    Even the timberwolf migrations are rare, very few places on the map are actually safe.

    Everything about blackrock could be interesting if the region were rewarding, but isn't the case. The ammunition craft it's decent , but the overall loot is sparse and noisemakers/ballistic vest are almost useless items. 

    Also, the incredible Isolation of the region makes the "ammunition trips" unviable, of course you can carry 200 bullets with you around the entire world map but, ¿It's worth the risk?

    Bleak Inlet have a better map location, near most important regions and notably, very close to the upcoming new DLC regions. Also TW packs are easier to handle or avoid here! 

    • Upvote 1
  7. 20 hours ago, Serenity said:

    I think the bunkers should still be there in Interloper. Just empty

    Or with minimal loot, like most places in the map on interloper.

    I really dislike the cut content of interloper games, feels incredible artificial and breaks a bit the game inmersion. Isn't just about the bunkers, also some houses on CH town are burned and so on.

    This is even worse with the DLC update and new items, there is not a single item variant avaliable on interloper games. This means that you can't access to certain contents of the game unless you play custom loper or other settings :(  And of course this is gonna get worse with the upcoming content in the year.

     

    • Upvote 1
  8. 2 hours ago, Kain said:

    I'm guessing this will have no impact on Interloper plays?

    We don't know if the bunkers are gonna be avaliable on interloper.

    Old bunkers (Except the PV one, near TWM entrance) were never avaliable on interloper, it's likely the new ones will follow the same rules.

    But... maybe the bunkers are now related to the Tales or certain new game features of the new patch, if this is true, bunkers should be avaliable on all game modes.

     

  9. I have nothing against delayed patches and content, it's something that just happens for several reasons. 

    However i think the DLC page should be updated and the release times changed a bit. I find a much better idea something like "8 to 16 weeks, subject to change" than the current 8 weeks. 

    And please, take all the time you need, even if this means delay more the release date of a update, but don't release unfinished, bugged or problematic updates because this really damages the players experience.

    The DLC release was almost a disaster because it was released early, full of bugs and problems and without proper patch notes (And other things of course...) 

    I find this new update a lot better, not just for the new content but also because it have the correct patch notes and all the info the players need, it's a good chance to earn again the trust of most players, who have been dissapointed with the first DLC patch.

     

    It's always better to have people complaining and arguing about delayed updates than players dissapointed with a bad, bugged or unfinished patch! 

    • Upvote 3
  10. 17 hours ago, Leeanda said:

    I actually need some ideas for something to do while I wait as I can't settle into a proper run until after the update....  So if anyone has any experiments or anything they want testing just give me a shout.

    Raft it's a chill and fun game to play, very different than any other survival game.

    Many people also play Grounded, one of the best survival games around right now.

    • Like 1
  11. 3 hours ago, Dan_ said:

    Availability of pelts is the only thing the wolfskin jacket has on the bearskin coat, but a quick weeklong trip to PV and you have your four bearskins

    Now you just need a single bear skin to craft the coat, so wolf skin coats are even worse :(

  12. 2 hours ago, CrazyLazyCat said:

    Overall I think animal clothing is too heavy, on my current gameplay on Voyager I completely gave up bearskin coat for double wolfskin and didn't notice any diference on temperature drop, and saved 2kg of carried weight. I also never crafted Deerskin Pants due to beign twice as heavy as a snow pants and barely an upgrade.

    Maybe the world will get colder and force me to rethink, IDK, i'm close to day 300 and feels like temperature is not a problem at all

    If i can remember well, Voyager does not feature a world temperature decay at all, or it's just a very small amount that you can't notice. 

    For a example, Interloper features a 0.5 C drop every day for 50 days, up to a maximum of 25 C decay at day 50 (cap).

    • Upvote 1
  13. Also i forgot to mention the manufactured clothing avaliable on lower difficulties, which makes animal clothing pieces even worse or meaningless.  Unless you like the fashion of the item, there is little to no reason to use it because you are not gonna feel a change.

    On my old 450 days stalker run i have never used a single piece of animal clothing at all, using the best manufactured clothing i can even stay inside a fishing cabin during a night blizzard and fish all the night! 

    While this post is more about torso pieces, every animal clothing have their own balance problems on most game difficulties, im gonna expand a bit the idea later 😅

    • Upvote 1
  14. With the DLC Update, the bearskin coat became easier to craft (One hide versus two).
    We don't know exactly the reasons behind this change, but it's likely making the things easier for new players. Several changes have been made to make things easier for the new players, like the mementos, which is good on their own of course.


    The problem lies about the game balance and resource management, historically the bear coat was difficult and slow to create! , hunt four bears for the double coat always was something hard, slow and risky (But incredible rewarding).

    Because it was so hard to craft, wolfskin coats were a popular 'mid-game' item, easier and faster to craft. Earlier or later, at least on interloper or custom settings, you replace the wolf coats for the bear ones, but there was a big time window in your run were the wolf coats kept viable and reasonable to craft.

    The same applies for the moose hide coat, being a decent 'Niche' item if you want to craft it before the bear coat.

    Wolf and Moose coats have becomed largely useless, now you can always target first the bear coat, craft a wolf coat is no longer even reasonable on early-mid game. Maybe if you have nothing else and just one bear coat you can craft a wolf one, but this is far from being a justification of the current status of these items in the game.

     

    My suggestion is rebalancing the animal clothing a bit, and let the survivors choose wisely what animal clothing piece suits better his game style and strategy.

    Exactly:

    Wolf Skin coat:

    Weight:  3 Kg > 2 Kg

    Mobility penalty:  15% > 5%

    The wolf skin coat isn't exactly useless, it's just completely outclassed by the bear skin coat. The bear skin coat however is very heavy and have a massive movement penalty, and the wolf coat is a little lighter. Improving even more the weight and movement penalty, the wolf coat can become an incredible item for players looking for a balanced and light-weight build, Saving 6 Kg and 30% movement penalty.

    - Moose Hide coat:

    Warmth Bonus:  3.5*C > 5*C

    Windproof Bonus: 4*C > 5*C

    Protection: 20% > 25%

    Unlike the wolf coat, the moose coat have been always a niche item. Very few survivors like this clothing piece, not only because the moose hide satchel it's a mandatory item and you are not gonna spend the hide on this item,  but also because the bear coat again completely outclasses this item on every aspect.

    The Moose hide coat it's supposed to be a kind of protection piece, and it just have a 5% extra bonus than the bear coat. The 10% less movement penalty may sound interesting, but isn't enough considering all the other stats are incredible bad. Even the wolf coat can be better than this!

    With the better suggested stats, the moose coat can be a good choice for players actually looking for the protection of the item, but still balanced stats overall. If the survivor is not using a light build, chosing between two bear coats and one bear coat/ one moose on outer torso it's now reasonable.

     

     

    (I also attach an image with the current stats of the items)

     

     

    pelts.png

    • Upvote 3
  15. Hmm, favourite region for what reasons? ¿Longterm? ¿Challenge? ¿Aesthetics and general feelings?

    For a gameplay perspective i find coastal highway the best region ever made, it haves everything you need for a long term run or even a short stay. Here you can learn most of the aspects of the game, it's a diverse region with several resources and features and overall the most complete in terms of gameplay.

    Also, the islands and overall asthetics are awesome, it's a very cool region.

     

    If i ignore long-term plans, i find Bleak Inklet the best region overall. Incredible challenging but rewarding!

  16. 1 hour ago, Master_Arne said:

    Something fishy is going on in Bleak Inlet...

    Interloper loot tables and some mementos on this settings have been bugged since the DLC update, even with patches there are still a lot of bugs.

    For a example, you can still loot firearms, ammo and other items on fresh interloper runs. The loot tables are not working at 100% and i think mementos are related:

    (Copied)

    Hotfix v 2.04 (10574) (Dec 7)

    Today's fixes listed below are for Steam PC/Linux and Epic Games Store PC.

    • Fixed objects and textures appearing at lower resolution than intended when the game detail is set to "Low." Low-resolution textures can also be manually addressed by re-applying High or Ultra visual settings, which might have been reverted in the Expansion Pass Update.
    • Fixed an issue where TALES FROM THE FAR TERRITORY did not initialize correctly for some players when launching on Steam.
    • Fixed a number of locations in the Airfield Region and Long Rail Transition where players could become stuck.
    • Fixed an issue where items spawned unintentionally in Memento Caches on Interloper games. Items will consistently spawn correctly on new games.

    It seems there are still minor bugs related to the mementos/loot tables, we are likely gonna get a fix on the next patch :coffee:

  17. A bit late but here my 2 cents about the topic. 

    I agree with most players about goating is an intended game mechanic and sometimes risky, making an interesting gameplay feature.

    However there are goating spots with risks and others with almost zero sense, you can literally walk a vertical mountain like spiderman. The best example that comes to my mind is the shortcut at AC, you can fully skip the entire map and go to the mine avoiding everything, and there is no death risk, just a guaranteed sprain.

    I don't think there is something wrong with goating, but i think changing a bit some places of the game to avoid cheese strategies or shortcuts can be very healthy. Adding a tiny rock can completely block a goating pathing, and this is a lot easier than changing how to game mechanics work. 

    Maybe adding a few rocks on impossible paths it's the best option, while leaving the risky ones still "goatable" 😅

    • Upvote 3
  18. 1 hour ago, Shadox said:

    Just for clarity, i dont complain about the difficulty of the new Map. I do like it alot, and it has a very interesting design.  But it does show again how much of a bad design Cabin Fever is. The last thing you would do when a snowstorm is raging outside, is getting crazy because you need to stay in your warm shelter.

    I haven't tested it yet, but maybe the nearby cars/vehicles offer windshield to let a campfire burns outside and allow you to sleep on a vehicle. Also, im not sure if the stairs behind the hangar (The secondary entrance) offer windshield.

    Cabin fever seems tricky on this map right now, but surely there is a good spot to cure them if needed.

    • Upvote 1