Ruruwawa

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Everything posted by Ruruwawa

  1. Too bad about the no-show moose. I've been hoping to hear how deadman feels with a moose cloak + wolf coat. On the other hand... Never expected to read that in a deadman thread!
  2. Ah, the freedom of Milton Basin. It must feel great after so long cooped up in that tiny cabin. Time to get a moose!
  3. Golden Joystick named their 2018 pc game of the year was announced today, and it's a single-player sandbox survival game with an actual ending. Not wandering away due to boredom, but a resolution of your situation: sandbox over. I've played that game and I found the ending quite satisfying. I'd love to spend my sandboxes working toward a resolution of my TLD survival situation.
  4. @Drifter Man congrats on 60 days! Amazing achievement (and patience)! Wow! This is exactly the problem: not enough reward to balance the risk of long outdoor exposure once you've geared up. I don't have feelings about CF risk because I rarely see it, even on Interloper... I'm the outdoorsy type. But my games end in boredom too. Wouldn't it be awesome if there were new things to discover (like an extremely elusive NPC! A hammer to repair your shelter. A working two-way radio. Etc.) only after day 100, 1000, etc.
  5. This is certainly true, but the same could be said of most other TLD afflictions. Cabin Fever risk rises when the previous 6 days had, on average, fewer than 5 1/2 hours spent outdoors. More precisely, since cabin fever risk is recalculated every hour, when fewer than 31 hours (~22%) of the previous 144 hours were spent outdoors. The 22% number comes from @Timber Wolf's testing. Short term rises and drops in risk are just trading an outdoor hour six days ago for an indoor one today (rises), or the reverse (drops).
  6. In the deadman code cabin fever is actually enabled. I just thought that meant the custom settings are wrong. But it looks like it CF ON in custom settings means voyageur style. Good discovery!
  7. This little tidbit totally changes my opinion of Trappers, because I never liked cooking outdoors there. Not even the outbuilding (when it's there); it's too close to wolves and moose. Thanks!
  8. I had a pie spawn in the greymothers house in Milton. And not only had I already looted the house, I'd broken down everything possible for wood, tinder and cloth.
  9. I have managed to goat over that route, but it's really wolf-y and sprain-y. So I normally just go around.
  10. The recycled can and cookpot, like the bedroll, can be accessed for placing from the radial menu. So if you mis-click, it just goes back into your inventory. But if I have a bedroll and it's daytime, I prefer to sleep for an hour. Usually that triggers the night-vision buff and I can find my way far more easily.
  11. It's hard to see any gameplay upside to the complexity of the dual recovery rate system. My preference would be a flat % per hour, waking or sleeping -- provided your health is good and your needs are covered, of course. 1% per day (1/24 of a % per hour) is more extreme than I care for, but that's personal taste. What I'd love to see is a big simplification and a wider range of custom settings, especially at the low end. So true. Currently we need to set At-rest Recovery to None because the low end of the scale is still very high. And that disables tea's Improved Rest buff. Tea is still useful but less so than any other hot drink.
  12. The stim-healing thing seems contrived to me too, even more since it's limited to 9 stims in the entire world. Even the starvation exploit seems more legit, since in real life people can go weeks without any food (and quite a bit longer with 800 kcal/day). That said I'm not a fan of the starvation exploit in TLD: it takes a lot of the challenge and sense of purpose out of the game. So I've been doing a little testing with the two "no healing" settings in Custom mode. First, At-rest Condition Recovery, aka healing during Sleep. On the Low setting, 9 hours' sleep restores 11 - 12% condition, sleeping in a cave in a bedroll, no afflictions or empty gauges. Even this lowest setting can provide too much recovery to take the starvation exploit out of play. The other setting, Condition Recovery, seems more promising. On Low, with no afflictions or empty gauges: I recover a flat 0.25 condition/hour when awake. If you could manage 16 waking hours without afflictions or empty gauges, you'd recover 4% per day. (Medium recovers twice as much.) I really like the tactical flexibility of healing via the Condition Recovery (Low) setting. with zero healing from sleep. Healing is very slow and comes at the expense of your daytime objectives, so condition is still incredibly precious. For example, traveling to a new location. Freezing means both condition loss and no healing, so now you have even more motivation to stop and make a warming fire. On the other hand healing is no longer finite so it's possible to take a bigger risk occasionally. For example, trade some condition to take down a bear then spend several well-fed days recovering. Or spend weeks recovering from a bear mauling.
  13. Good to know I was wrong about that. Thanks (and phew!).
  14. Not even going to check for a rope in the Ravine? Distress pistol + a stim seems pretty nice to have. Cattails too.
  15. I did it a couple years back, but I haven't heard that it's changed. Back then, only structures were required -- no caves or cars. I think ranger stations do count, however, despite no loading screen. As for suggestions: Do it on pilgrim. Not to make the play easy, but to avoid burned-out buildings. AFAIK, those will prevent you from finishing the achievement. For me, the last location I found was that little cabin tucked back into the hills northwest of the Log Sort in CH. Never knew it was there.
  16. RIP Deadman #3. Great run! Regarding the low rabbit spawn vs. results from the other thread, I wonder if the Deadman settings are the culprit. Wildlife Respawn Frequency is set to "low", right?
  17. This was my conclusion after playing around with the Wildlife Detection Range = Far used in deadman. Deer are almost a dot on the horizon before they are outside of "run away!" range. The hunting bow is so weak you'd need one of those aim-high-into-the-sky trick shots for a hit.
  18. This was my experience too. Also, broken snares seemed to be the result of trying to trap rabbits when they were tapped out. I say "was" because it's been more than a year since I've used snares, and the rabbit snaring thread seems to indicate that the mechanic has been tweaked recently. I really hope snares are more productive now because want Deadman #3 to enjoy a comfortable retirement in the Ravine.
  19. Maple found, salut! But will it cure before you hit 100k calories?
  20. Even when you know the zone well, it's problematic. I call it the 'rat in the plumbing' zone because that's how it makes you feel. Narrow paths you can't bypass and with wolves set to Very High, those paths are full of 'em. It's why I ran the Deadman wildlife settings, to see if there was enough room to skirt the wolves without engaging. Not unless you are very lucky or spend significant time (= condition) on finicky uphill mountain-goating. They didn't spawn in every choke point on every run, but enough that you'd likely need to fight your way through, teasing apart the multiple wolves for the fights. I hear ya. On a couple of the runs (I'm up to 6 for FM now) there were no wolves at the Shortwave, but also no maple. BUT, did you check for maple near the rope on Marsh Ridge (rather, several meters to the west of it)? I saw maple there on 2 runs, in addition to the pair near the open cave.
  21. More on maple... I brought my test run back to FM to finish sweeping the N side of the map. At "Shortwave Overlook" (far side of the tower from hat creek) I found this: I also found 2 maple in Marsh Ridge itself. Repeated with two more sandboxes, both had maple at Shortwave Outlook and Marsh Ridge. You may be very close to your maple, @Drifter Man!
  22. THIS is the game I've been searching for! #mooseweildingmaniac #iwantsit Still no maple, eh? I haven't been playing Deadman because nonstop micromanagement is -- very much -- not my thing. But I got curious about stim locations and swept 7 sandboxes through Broken Railroad to check the claim of "up to 3" stims. (Not real deadman -- Deadman loot and wildlife settings and everything else as easy as possible.) Still lots of wolves and they still attack but they have rubber teeth, so I just punch them on the nose and move on. The lack of saplings was one of the first things I noticed. Being an archery devotee, this was a big 'uh oh!' for me. So I started noting sapling locations too. And sometimes maple was harvested by someone else before I got there. The greedy bastard! Bottom line for BR: I strongly recommend against going there before you make your bow. Every bottleneck in zone has at least 2 wolves patrolling it. The lake side of the maintenance shed consistently had 3 - 4. (15-20 cattails on the lake, though.) The most reliable maple (above) is between the cave by the hunting lodge and the lodge itself... but you have to pass pretty much every wolf in the zone to get to the lodge. One run I had a maple south of the train tracks near the Landslide -- FM side -- guarded by wolves, naturally. As for stims, on all 7 runs I got exactly two of them. One in the BR "ravine" and another in the lodge. The ravine was surprisingly Deadman friendly: stim, 2 or 3 carcasses (one is wolf), lots of fir and cedar firewood, 10-20 cattails, and 5 coffee in all 7 sandboxes. It's narrow with lots of debris so there's probably a decent spot for a sheltered fire too, although I didn't check for that. BYO rope! I took one of these sandboxes to FM, and on to Winding River for a bedroll. FM gave me several birch. On the high path near the WR cave I found 3 maple. I think you searched this spot already, so that's not much help, sorry. Good luck with your search!
  23. @Spakerman Gotcha... good strat!