Renegade30

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  1. Thanks for the response @Patrick Carlson. We'll keep our fingers crossed for the future.
  2. Perhaps don't create arguments that are centered around trying to derail what someone is saying and they won't close you out. I was making suggestions to improve the problems I see in the game and you essentially instead tell me that I should just quit playing interloper and suggest very obnoxiously that I just want everything my way. If you had instead directed your attention to the mechanics of the game I am talking about and away from trying to get one up on me I wouldn't have become defensive. Take your own advice.
  3. My point is that travelling and doing constructive things like exploring new locations actually causes cabin fever indirectly. This is cherry picking and goes to show you don't understand, maybe you should try and get past the 1 week mark in interloper to see what I mean. I just said I spent a good 30-50 days doing not much of anything, much less than I did in my example in mystery lake, but because I had a snow shelter where I spent my afternoons sleeping, cabin fever was not an issue. If I wanted to I could have stayed around the camp office, fishing day in day out, going to the cave for periods of time and completely avoided cabin fever. Instead I wanted to explore, which indirectly gave me a chance cabin fever, which is crazy. This did not happen unexpectedly either, I knew I would have to 'spend time outdoors' at the end of it, I am just resentful because I was actually doing engaging and interesting things in the game which is the antithesis of cabin fever. I talk about reality because the current implementation is both nonsensical and illogical. Who would think that in a survival game the only way to survive is by sleeping in a snow shelter, adjacent to a warm and safe building? Or spending time in a dark cave in a bedroll while a blizzard is happening, instead of in a warm bed? Lots of people die in the game due to cabin fever because they don't understand the mechanic and those that do are forced to play like an insane person with no survival logic. Games should reflect reality in as much as the rules of the game are rational. What I mean is if you spend 6 hours to only get 5 days, then that is indicative of you doing things in the game and not sleeping\passing time. If I spend 15 minutes to get 5 days then that is indicative of me hibernating. I meant for all these tasks to be looked at congruently. Why should duration be important? I think the number of tasks and variation of tasks accomplished should be. Distance traveled can not be equated to just spending time outdoors. If I travel from one region to the next in interloper there is a very high chance I get cabin fever because I spent slightly longer indoors to warm up and regain my condition while I travel over several days during the 5 or so hours where I won't get instantly frozen. Travelling indicates you are exploring, where as I could have spent 5 days hibernating in a bedroll inside of a cave and not get cabin fever. What is formidable about this? It is just annoying. So your logic is that because a single mechanic (cabin fever) breaks a whole system of mechanics (blizzards, outdoor temperature etc) I should just not play that difficulty, seriously? I love the blizzards, outdoor temperatures, lack of decent clothing etc. Some of my first posts on the forum, before interloper was a thing, were arguing for a new difficulty where weather was the enemy, not wolves. Interloper is what I always wanted from this game. It's not that I want to stay inside, its that I don't want to spend my time sleeping in a cave, snow shelter or fishing hut when I could be going out and exploring instead, just because of an arbitrary ratio of indoor\outdoor time. I enjoy playing interloper, I do well with the difficulty, and cabin fever presents no serious challenge, but it forces me to do things that are both not fun, repetitive and illogical, which in my eyes breaks the game more than hibernation ever did. This is why it is self defeating. EDIT Wow, you're toxic, what is your problem? Are you just being hostile for the sake of it? First you say I am not skilled enough, then you say I should play a lower difficulty and then you say this. Are we not allowed to make suggestions or want to play the game in the way we want to and just accept the way the game is? If you're looking for an argument then forget it i'm done talking to you.
  4. Ive got nearly 300 hours and have survived 70+ days in interloper as a personal best, i love the difficulty and i have no problem dealing with cabin fever. That is not my argument, you should read my other post aswell. Cabin fever was brought in to prevent hibernation gameplay, that is the reason for it, it should do this without preventing regular gameplay. My argument is that when you play on interloper it is impossible to stay outside for more than half an hour in game time before you start freezing, so losing condition as you go place to place is inevitable. Also, depending on the region, blizzards can be there for more than half of the day, which is a good challenge because it prevents you from making long distance travels. All this reduces your condition quite a bit to just travel a short distance, so you have to rest for 8 hours at least just to regain condition enough to continue. So instead of exploring and pushing my limits and playing in a fun, logical way i am forced to peform uninteresting tasks to negate cabin fever. I have to now go back to the camp office so i can sit in a fishing hut and i may aswell fish while i do this. So now i will have more food which forces me to hang around longer due to smell and weight, doing repetitive tasks like reading in a cave during the day, eating and sleeping, ie borderline hibernation gameplay. This is actually what cabin fever is trying to prevent. My point is the current mechanic actually forces people to stay in one location on interloper because travelling is difficult. On my previous run i spent a good 30-50 days living on jackrabbit island sleeping in a snow cave during the afternoon and going out to explore every few days while pelts and branches cured etc. My biggest fear about leaving to a new region was getting cabin fever, how does this make any sense as a gameplay mechanic in its current state? The cabin fever mechanic is literally self defeating.
  5. This doesn't go far enough as it is still punishing players for playing the game as intended. Just to add some more after my last comment... It's kind of ridiculous at the moment with cabin fever, especially on interloper. I find myself being forced to perform repetitive tasks such as sleeping in a snow shelter or hanging out in a fishing cabin, instead of travelling to different locations to explore them. This is because when you travel in interloper you are forced to hang out indoors for a while while your condition recovers, as it is too difficult to set up snow shelters as you go and if you don't have a bedroll you can't sleep in a cave. I literately just did this in the past 5 days in mystery lake: Camp office (after 12 hours of recovery)->foraging & Forestry lookout (spent 6-8 hours resting)->train wreckage & harvesting carcass ->camp office (spent 8-10 hours to recover) -> Carter dam (raided the whole place, was completely exhausted but no bedroll) -> logging cabins (spent 8-10 hours to recover)... Got 60% chance of cabin fever. This is normal behavior in the game, I started at roughly ~50% condition and I played the game instead of trying to take it easy to regain condition and I ended up accomplishing a lot while I regained my condition to 100%, yet I got a chance of cabin fever. I feel I am spending as much time outdoors as I can while I perform these tasks. The game is forcing me to break my routine to perform repetitive tasks which are not interesting, I am really looking forward to hinterland fixing this broken mechanic because it is just not fun at all.
  6. Here's my impressions on Cabin Fever Recap - What is cabin fever in reality? It is a feeling of restlessness, unease, irritability and frustration after being confined indoors or in a single location for a period of time and experiencing prolonged boredom. It is not primarily caused by spending too much time indoors, instead it is a result of boredom. Recap - Why is this a game mechanic? To prevent hibernation gameplay, where a person spends like 90% of their time in bed either sleeping or passing time, starving and consuming few calories. Basically 'breaking' the game. But does the cabin fever prevent this? Not really. It is still not much effort for someone who has all the best clothing and stocked up on supplies (the prerequisite for hibernation) to spend some time in a fishing hut, in a cave, or other environment. Instead this mechanic is forcing regular players to play in an illogical way. What causes cabin fever in reality? In reality it is caused by boredom or a period of not very stimulating activity. It is not caused by just spending time indoors. If this were the case I would personally have perpetual cabin fever due to working in an office and studying at uni, where I spend maybe 1-2 hours outside each day for an entire week, while I study on the weekends or relax watching TV or playing computer in the evening. I think many people have a similar psychology. What should be the symptoms of cabin fever and how should it be cured? Symptoms in reality are restlessness, unease, irritability and frustration. The symptom is not the urge to sleep outside. I think it should be cured and prevented by doing constructive things, whether inside or outside, but preferably outside. Sleeping outside is not constructive, I do not know why this cures cabin fever. (I know this is not the actual cure ingame, but it is the practical cure that players do) I think the symptoms would be best represented in the game as not wanting to be able to 'pass time', do crafting (once you have cabin fever, but crafting should not contribute to contracting it), loss of appetite, inability to sleep for long periods of time. This would actually achieve what the mechanic is setting out to accomplish much better than what we currently have, plus it makes much more sense. How can the game monitor constructive activity? Either: 1. Look at the amount of real time vs game time. 2. Look at what the person has achieved in game each day. Distance traveled, locations visited, things crafted, hunting performed, wolf struggles etc 3. Simply only look at the amount of time spent 'Passing time' using the wait feature. Personal experience: When I play interloper and have spent more than 6 hours to get just 10 days into my survival, I should not get cabin fever because that time is indicative of me doing stuff! I literately spend every hour outside I possibly can while there is no blizzard (even during the night) and yet I get cabin fever because there is a blizzard like 80% of the time. I have done heaps of walking, hunting, crafting etc and I feel like I have been extremely active in game, yet I get cabin fever. I should not have to play like an insane person who wants to sleep outdoors in a blizzard when there is a cozy warm and safe bed several metres away.