DaGnome91

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Everything posted by DaGnome91

  1. In each region I can come across, I settle for 1 main camp with cloth, leather, pelts, saplings, charcoal, wood, food, water, medicine, tools, bedroll, oil, toolboxes, etc (basically everything from the area), and a secondary camp far from the main (usually out of the ways) with only clothes, boots, a few pelts, few tools, few medicine, some water (2-3l) and some food. Sometimes, for big regions I go for 2 or even 3 secondary camps. For instance, in PV my main is the farmstead, and my secondaries are : the Cave up the Hill (near WR cave), the abandoned prepper's cache, and Community Hall. In CH, on the contrary, I only have 2 bases : main in Quonset Garage, secondary in Jackrabbit Island House. Finally, sometimes I just don't plan to really come back, and just leave things as they are. It's the case in DP, where I can go back to the camp I once used as main base in the region : the Rikken. No secondary. For FA, I originally planned to have a secondary in each cabin and the main in the Hangar, but I decided against that finally: Mindful cabin is too much out of the way, I don't go in this quarter of the map anymore, except to hunt a bear if really needed... and then again, I'd prefer to stay in the crashed heli... Justin's is a nice place to stay, rabbits abund, you have 2 wolves patrolling nearby, wood is not a problem too and you have a cave just a few hundred meters away. But, it's very close to the hangar, so, again, no. That leaves me with main in Hangar and secondary in island's cabin. Basically, having only one camp is like playing sedentary: you can do that, but it's pretty tough except in pilgrim settings. You are very quickly short on supplies... I'd say it's limiting yourself, so good for a challenge, but not for your everyday run
  2. Inventory, then drop one... it's tedious. I decided to trust my memory
  3. I don't really get how you count, here we are today on the 29th of March, so basically tomorrow will be the 30th, hence tomorrow we'll get the download... so, how come you count to 2 ? What, am I counting too fast ? Or is my eagerness not taking the whole day into account ? ^^
  4. Well, you'll get parts 1 & 2 at the same time, I'm guessing around 8 Go, may-be a bit more... Basically, you'll be downloading the whole game
  5. Vaughn's all the way, the lighter weight is a blessing for every ratpacker out there
  6. Acorns you'll get in the Transfer Pass, just before arriving in the FA region. I chose "Other" : I have so much coffee and arrows within my stocks, there will be no need for me to look for acorns and make some new arrrows, except may-be for the new thing to look for But, still, the first thing I'll go looking for is the handheld shortwave receiver along with the first transmitter to start the tale. I hope the first transmitter will be in FA ^^ By the way, I don't know about you all, but I'm finding maple saplings in abundance whereas birch saplings are not that abundant... I usually count 1 maple for 6-8 birch and right now it's more like 1 for 3. These proportions, along with not-so-large numbers have me thinking that thousand days will be more and more difficult to attain, what do you think ?
  7. Ahah, no, actually, you can say it's not worth all those sprains when you first look for it 😁
  8. Well... when I read this : I understand that everything new will be accessible in my active run. It's the last part of the last sentence that keeps my hopes up... May-be I'm wrong though, and carrying too much hope for only one man Then again, I saw your post asking for clarification, I say let's wait for an official answer...
  9. They actually just said 13 hours ago that prepper bunkers and acorns will spawn after the update, even on an existing run. Same goes for the added clothes and the Signal Void Tale It's written here :
  10. I think you're missing the stump... try and click all around the stump at the location! I found it hard too because your cursor changes only after a few seconds staying at the same position, so clicking around has been my technique
  11. The difference is in the scent: if you harvest directly from the floor, you have no scent on you until your harvesting is finished, whereas if you harvest from inventory you have the scent on you from the beginning and can lead a predator to you...
  12. There is also a vast lake in Forsaken Airfield, with a pack of wolves and a herd of deers, a roaming bear and a possible moose. Remember you can't start a fire on ice (nor lay your bedroll on it), you even have that problem in 2 caves around the lake! It can be used in the rest of the map, but still some places are just like empty fields: no wood limb and no stick either! So you'd have to carry around sticks to light those fires. And then, count with the wind: on a totally barren and empty field (and there are a few), good luck, cuz' the whole region is windy (very much indeed) Still, it's an option
  13. PV is nowhere as difficult as Forsaken Airfield, except for the frequent blizzards. Still, sometimes, you find yourself in such a fog or blizzard that if you don't have the slightest idea where you were going, you gonna run in circle, or worse : stumble upon a predator. The only way to escape these conditions is simply to retrace your last steps and move on in exactly the same direction, or go on without changing direction, hoping for the best I'm not kidding, the place is unforgiving, being much much colder than PV, with BI-equivalent winds, and long-lasting blizzards and fogs more frequent than anywhere else. Add to that : the place is HUGE (bigger than PV), there are very few safe places if you don't know where to look, some places are totally barren (which is hard to navigate) and devoid of any wildlife (which is hard to thrive on). Nevertheless, it's a beauty in itself and a real challenge to live in. I just love the place
  14. It means very simply that the regions introduced by the DLC are hard to live in. It also means that with all the redistribution of ressources, loot, and spawning points, if you don't really know what you do, you're gonna die a lot ... again Of course, a new run in Pilgrim mode would still be quite like a walk in the park, so don't worry about that. Still, the new region is tough by itself, don't venture there without any tool !
  15. Transition zones could have their own poll, I think. In that case, I'd put Ravine and Transfer Pass at the top (you can actually live there "forever" quite easily), then Keeper's Pass North, Crumbling Highway, Keeper's Pass South and Far Range Branch Line the 4 of them at approx the same level, and finally any cave system in-between 2 regions where you cannot live for more days than whatever food you enter with. Anyway, FA is a big unforgiving but nice piece of a region, I have to say it's a really cool place to wander in
  16. Hello @Glflegolas Found 1 rope, can't really remember where though... and I'm even not sure I didn't bring it to FA! I agree it's weird to not have ropes but rope-climbing spots but on the other side : each of the 3 climbs can be done without rope. By going through potentially dangerous territory (1 with bear, 2 with wolves), you can simply walk to those rope-climbing spots.
  17. A small set-back for a nice update, can't wait for the 30th of March (more or less, I understand that)!!! Thanks for the clear and detailed info!
  18. FA is really a nice and complete region. There might be only 2 things missing: thin ice in some parts of Shoulder Lake, and some kind of higher plateau accessible only by rope-climbing, but it might have transformed the region in something else altogether! An outside workbench would have been nice (Junker's could be out of the trailer) but I don't fully see the balance between Cabin Fever and Hypothermia if it were to be, so I'd say it's ok like that. For me, it's a really hard region in different ways than others, and something new that we didn't have so far. Transfer Pass is small right now, and has few renewable ressources (food can get scarce : around 30 cattails, 2 rabbits groves, 1 wandering doe or deer, that's it if the moose doesn't spawn) but I'm waiting for acorns to transform the station in a real transition base with small stocks of everything. As it is, I'm really eager to see the other regions, because I'm very much liking what I'm playing so far!!!
  19. Sudden Washout it is, I tried to translate by myself first but then went to different wiki to verify As I said earlier, it's a cave just north of a rope-spot, uphill and crouched against the western wall. The rope-spot is due north of Grib's cave if you stick to the western wall, if I recall correctly (but you pass just in front of a bear's hideout). From Mindful Cabin, go full west then just stick to the western wall, and you'll get there eventually.
  20. If you read through the memento notes, one will give you hints to where you should use the key you got It's a "fault" that can still be corrected @peteloud : you can always trace back your path, I'm pretty sure 😋
  21. Yes, to each lock its own key... if you stumbled upon closed boxes, there is a note and key somewhere waiting for you, in the same region (so it seems).
  22. Yes, that's what I mean precisely: there is room for something on the plateau behind Justy's Hovel up to the SE corner... And like you, that rope spot in Transfer Pass has me wondering "how can we get up there? And where does that 'route' come from?"