DragonXIII

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About DragonXIII

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  • Birthday 09/15/1984
  1. I wonder if maybe there's something else going on. @Timber Wolf, did you happen to note the condition loss from the tools themselves during your extensive testing? Maybe the knife is meant to be the "best" not because it is significantly better than other tools during the struggles, but because it is made for the purpose and therefore degrades less through this use? I don't know, just thinking out loud maybe. Anyways, excellent work!
  2. The new episode is live, and I really hope that anyone who's watching these enjoys it. We're getting along fairly well so far, but I am definitely starting to realize how ambitious a goal a 1-year survival is on any difficulty. Not that I think there's a problem actually doing it. It's clear to me that near-indefinite survival is possible on any difficulty (except maybe Interloper). No, the ambitious part is recording it in such a way that there's still plenty of content, but that the series itself doesn't actually take a year to complete. I'm either going to have to start playing longer stretches offline, or start recording shorter segments of footage (over a longer in-game period), and then stitch those pieces together to make an episode. Anyways, those are thoughts for another day, but if anyone cares to share their opinion on it, please feel free. For now, please enjoy this episode of The Long Dark.
  3. I don't disagree that if one kind of crafting is going to give you a tangible, long-term benefit, then other types of crafting should as well. But if that's the case, then what about crafting clothes? Doing that enough, you'd expect to become better at it, make clothes that are more durable, that lose their condition more slowly. Tools as well, like the improvised knife and hatchet. Maybe the issue isn't with the fact that crafting hooks, line and tackle doesn't provide a bonus to fishing. Maybe the issue is with the fact that crafting arrows provides a bonus to archery. What if there were another skill on the list? We can call it Crafting. Now, I know that the items we craft in the game fall into numerous different categories, requiring various skills and disciplines in real life. But for the sake of simplifying game-play, let's keep all crafting in one group. As you level up your Crafting skill, the items you craft become better and better. Tools lose less durability per use, items that decay over time lose less condition per day, and items that can "break" become less likely to do so. Now, this skill would almost definitely have to be the hardest to increase the level of, because it would definitely be the easiest to exploit. In the end, I think it would be better if crafting things didn't raise other skills at all, though I am glad that arrows raise your archery skill cause I'd never be able to level mine up without it lol. But, in all honesty, crafting your own hooks, line and tackle won't make you better at fishing, any more than crafting your own arrows will make you better at shooting a bow.
  4. I think it has to do with the difference between how "new" deer carcasses are generated in the game world, vs how the pre-generated ones are. The pre-generated carcasses have meat, hide and guts in them, which will be at a varying degree of decay when you harvest them. BUT, the decay mechanics don't kick in for the pre-generated carcasses until you interact with them. If you just leave them alone they'll remain intact indefinitely, like any other item with a "condition" in the game. For new carcasses, the decay mechanism kicks in as soon as the animal dies, whether you killed it or a wolf did. My guess is that the wolf's "eating" cycle is simply an acceleration of the game's decay mechanics, rather than a separately coded type of event. It cycles through the parts of the deer a piece at a time, causing their condition to decay rapidly. If you scare the wolf off before it's finished, whatever parts haven't had their decay accelerated yet will remain so you can harvest them. If you leave it, and wait until the wolf is done, everything will have been ruined by the time you get there, as you have seen. My advice? If you've got a weapon, take a shot at the wolf's head while his eating. Worst case, the shot scares him off and you can have your turn with the carcass. Best case, you've got a whole deer AND a wolf to harvest.
  5. @togg Thanks for the feedback! Interloper is definitely on my agenda, I've specifically avoided playing it just so that I can record my very first attempt. I can't guarantee a relaxed approach at that point though lol. I'm also planning a Naked Stalker run and a few of the Challenges. Probably not some of the longer ones like Nomad or Whiteout, but Hopeless Rescue and The Hunted 1 and 2 are definitely in the cards. On a more general note, while I do agree that my outburst at the end of the second episode was uncalled for, I am not sure I agree that playing and commenting on the game in a relaxed way is 100% necessary all the time. Everyone has their own style of playing, and everyone certainly has their own way of talking. Certainly, the game does lend itself to a quieter, more introspective approach, but there is still plenty to get excited about. Everyone approaches these things differently I suppose. I hope you'll come back and enjoy some of my future episodes.
  6. @cekivi I was under the same impression. It seems likely that the knife was at least intended to be the most effective for struggles, since it is prioritized when carrying multiple tools. You're probably right about the balancing being thrown off unintentionally with the addition of the hammer, but the only way to confirm that would be to run the same tests in a previous build of the game. @Timber Wolf Now all we're missing is exhaustive charting of how wolf struggles are affected by the various protection %s from clothing. With 14 clothing slots and however many available clothing items per slot, that should only take you the next year or so, right? lol Seriously though, to address the issue of sharpening, I have a very simple method. One knife and one hatchet are designated as my "mains" and receive all the sharpening. All other knives and hatchets get used first, and I just allow them to break and then harvest them. As for "when", I typically just wait until they are close to their breaking threshold. For knives and hatchets, I believe this is 15%, then sharpen as much as I can with the whetstone(s) I have. Like others have suggested, if I find myself idling with no other tasks to perform, I will pull out a stone and sharpen whatever, as long as sharpening wouldn't raise it over 100%, I hate the thought of wasting my whetstone's durability, no matter how slight.
  7. Can't you already eat only a portion of something? I mean, I know it's not something you do prematurely, you have to start eating first, then press esc to cancel eating, right? I do it all the time when food stores start getting low and I only need a few more calories to get me through the night.
  8. No problem, glad to help. I personally do the same. I'd like to say that I always maximize the longevity of my meat and fish by following my own advice about storing it uncooked until it hits 50% before cooking it. Unfortunately, I am very bad at remembering to check its condition frequently, so on a few of the occasions that I did, I came back to food that had fallen well below 50%. Cooking it still made it edible, but I feel like I lost efficiency by leaving it uncooked. Now I typically just cook it as soon as I get it before storing it outside. Yeah, lose some longevity, but I don't have to monitor it as closely.
  9. Just pulled some hard numbers off the wiki page. I won't list every type of meat and fish, but I will give Lake Whitefish as an example. Uncooked Lake Whitefish decays at a rate of 33.333% per day when stored inside, and only 3.333% when stored outside. When cooked, it decays at 12.5% per day inside, and only 1.25% outside. All meat and fish follow this same pattern, with only slight variations in the base decay rate. So it's easy to see that storing it outside is clearly superior.
  10. Always store meat and fish outside, whether they are cooked or uncooked. They decay about 10x more slowly when stored outside, but will still decay more quickly than packaged foods. Cooked food also decays more slowly than uncooked food, about half I'd say, but I haven't actually done the math. Also remember that cooking meat or fish adds 50% to its condition. So, for best results, store it outside and uncooked until it hits 50% condition, then cook it (back to 100%), and throw it back outside.
  11. There's some ego involved, I am sure, and the desire to be good enough at something that you can say "yeah, I play it on the hardest difficulty". But more than that, there seems to be a general feeling among a lot of gamers I talk to that the hardest difficulty in a game is the way the game is "meant to be played", and if you can't play on that difficulty then you're wasting your time. I don't personally accept that philosophy, it's just something I have come up against a lot when talking to other gamers. If the hardest difficulty in a game was truly how a game was "meant to be played", it'd be the ONLY difficulty. The only reason to include multiple difficulty levels is because the developers accept that not everyone is going to want the same level of challenge. Another thing that I've seen quite a bit is games penalizing players for choosing an easier difficulty. I haven't seen it with TLD thankfully, but how many games out there have achievements that can only be unlocked by playing on harder difficulty levels? Not just achievements either, in some games the game itself is unnecessarily punishing to people who play on easier difficulties (constantly making fun of you, not allowing you to progress pas a certain point, etc). This just reinforces this idea that many gamers seem to have that the hardest way is the only way.
  12. I don't think it's harsh at all, it's honest feedback, and I appreciate it. In my own defense, I don't normally freak out over not finding certain items where I have come to expect them to be. I accept the fact that there's a lot of randomness in the way various loot generates. In the first part of the video, which was unfortunately unusable, I talked about how I hadn't found much food while exploring the map. Rather than freaking out, however, I took it as an opportunity to try something new, fishing. I don't normally do a lot of fishing in TLD, preferring to hunt and trap for food. I guess that all I can say regarding my freak-out over the rifle not being at Trapper's Homestead is that it was just a shock. Maybe it's just that I've always been lucky in the past, but I have never not found a rifle somewhere on the Mystery Lake map, often after I have already found one on another map, since I don't normally start on ML. Also, I normally play on Stalker, I basically jumped to Stalker directly from Pilgrim shortly after starting the game, and I've never really played Voyageur before. I guess it just shocked me that I'd always find a rifle somewhere when playing on Stalker, and then one would fail to appear on Voyageur. But, I will adapt, and I will keep what you've said in mind for the future. I can't guarantee you exactly the low-key, contemplative narration you're talking about, I can't not be myself after all, but I will try to control future outbursts. As I said in the video, I believe that my current plan, to spend 2 in-game months on each of the game maps, is the one I will follow. I have some ideas about order, but as you said, it will likely depend heavily on how things go. For instance, having no rifle may force me to move from ML directly to Forlorn Muskeg, since there's a forge there that I can use to craft arrowheads. A big part of the appeal of this game is that there is always more to do, always something else to try. It's what really keeps me coming back to the game and prevents me from getting bored. Thanks so much for your feedback, and I hope you'll check out my future episodes.
  13. What was your rifle's condition at the time of the attack? I have noticed that the condition of my rifle drops after a bear attack, even if I didn't fire it, so it's possible that your rifle was pushed past it's "breaking threshold" and broke. I've never had it happen to me, but I imagine it is possible. Someone may correct me, or maybe your rifle was in fine condition, and that wasn't a factor, but it's all I can think of at the moment.
  14. So, I really didn't expect that this episode of my TLD series would turn into my first vlog, but sometimes things happen. I'd love to hear peoples' feedback on this series. Let me know what I'm doing right, let me know what I'm doing wrong, maybe give me some ideas for what to do in the future. All comments and criticisms are welcome. Specifically, I have some ideas about the direction I want to take this first challenge of the series. Surviving a year on Voyageur is all well and good, but how should I do it. The easiest way, as I mention in the video, is just to spend 2 in-game months on each of the 6 maps. But is that really the best division? Should I spend more time on some maps and less on others? And what order should I do them in? Let me know what you think. Enjoy!
  15. You're absolutely right, and the draw for everyone is different too, so no two people are going to be drawn to a game for exactly the same reasons. Which is what makes the tuning values on the various difficulties such a tricky beast. On the one hand, Stalker is probably hard enough for most players, without even throwing Interloper into the mix. On the other hand, some players find Stalker too easy, but don't quite want to kill themselves on Interloper just yet. Your question about why people want this game to kill us as hard and fast as it can is an interesting one. I seem to recall reading somewhere that the most vocal members of the community were the "hardcore survivalists", even though they actually represent a small minority of the total players. So, it's not really that everyone wants the game to kill us faster, it just appears that way because the people who want a harder game are the ones who are the most active within the community. Hinterland responded to cries for a harder mode by creating Interloper, and there's no reason to think the game should ever get harder than that. Now, I love responding to other peoples' suggestions, and discussing them at length, but I hate making suggestions of my own. It's because I always play Devil's Advocate. I see both sides of the argument and my own ideas sometimes get confused because I can never 100% decide which side I come in on. The proposed feature of this thread, starting a new game with and affliction, is 100% about realism and added challenge. I've argued in another thread and in my most recent TLD let's play video that realism does not necessarily make for good game-play, but there are people who are going to want it. Maybe make it an option? Like, you're starting a new sandbox, you get to the "Choose Your Experience" screen, and below the difficulty selection pictures is a check-box. Something like, "Enable Hardcore Mode", or something like that. Check it if you want, or don't. I can't imagine that telling the game to start you with an affliction or some condition loss would be a particularly difficult bit of coding, since they are already features of the game, but I don't really know cause I'm not a programmer.