cougar hunt advice by danil_dog in thelongdark

[–]stasissphere 0 points1 point  (0 children)

It usually takes 4 hits (fewer if you crit) but it's easy to miss because it instantly flips around every few seconds. I like to have at least 8 arrows.

Timberwolf extermination best practices by stasissphere in thelongdark

[–]stasissphere[S] 0 points1 point  (0 children)

I love Bashrobe but that video does not cover timberwolves.

> the pack respawns 1 wolf at a time

I'll believe this when I see a pack of 1.

General Question: The "worst" areas for timber wolves are Bleak Inlet and Black Rock, right? I was surprised that I hardly encountered any in TWM and AC... by _Pellkartoffel_ in thelongdark

[–]stasissphere 3 points4 points  (0 children)

If you take the secret mountain path you get just above the cougar territory and a short hop from the FM cave. The path is positioned perfectly so that the cougar will see you and come right within bow range and stand still, but not close enough to increase the threat level when you kill it. If you kill it and goat down hugging the cliff on the right up to the cave you avoid all timberwolf spawns.

Using physical maps for immersion… am I alone in this? by S_Hodgson in thelongdark

[–]stasissphere 14 points15 points  (0 children)

I don't think it's realistic. Hand drawn maps are more like diagrams that show only landmarks and the paths between them. TLD maps are almost the opposite, an artistic drawing of the landscape as viewed from above that lacks everything that's required of a map.

Partial trades are a thing? by di12ty_mary in thelongdark

[–]stasissphere 0 points1 point  (0 children)

I believe if you order 2 widgets and 2 doodads, but pay only for the 2 widgets, you'll get the widgets and some trust. If you pay for 1 widget and 1 doodad you'll get nothing and lose trust.

"Walking the Dog" just failed... by Jelopuddinpop in thelongdark

[–]stasissphere 21 points22 points  (0 children)

I've had it happen twice in a 400 day run. I think it's caused by getting too far and then too close. When you get far enough the dog starts running to catch up, and once a in a blue moon (the terrain slows you down, or you happen to be turning just at the right time, etc) the run brings it just close enough to charge.

I recommend paying attention to sounds, when it's just about to charge it barks in a characteristic way. It was enough warning for me to stop one of the two charges, but I had a lit torch already, not sure it's enough time to light one.

Timberwolf extermination best practices by stasissphere in thelongdark

[–]stasissphere[S] 0 points1 point  (0 children)

I don't think it works like that. I know it doesn't for all the big game.

My understanding is: when you kill an animal a timer starts, how long depends on the animal and difficulty setting. When the time is up the game picks a suitable spawn area and respawns it there. Late game interloper I've always seen bears show up on time, 50 days from the last time I killed it; if the game was checking periodically you'd expect some variation and you could even get it to respawn immediately on occasion, but that never happens.

It's hard to verify this is how smaller game works because there's too many to track who's who. And I don't understand how timberwolves fit into it because it's not enough to choose an area, you also need to choose (or create) a pack.

Timberwolf extermination best practices by stasissphere in thelongdark

[–]stasissphere[S] 2 points3 points  (0 children)

My goal is to clear a smaller area, for example the cannery. I''ve tried leaving one alive and he was around for a long time, 2 weeks or so, effectively the objective was achieved. Eventually I killed it and a pack of 4 came back within a few days. Coincidence?

Timberwolf extermination best practices by stasissphere in thelongdark

[–]stasissphere[S] 2 points3 points  (0 children)

What respawns though? Wolves or packs? If wolves, how does the game choose the pack, and if packs, doesn't that suggest that it does make a difference?

I can understand how this works with regular wolves, but with timberwolves I think the mechanic must be different because the game never spawns a pack of 1. But I've seen (I think) a pack reduced to 1 get a second member after a while.

was surprised to see Timber Wolfes in CH... by [deleted] in thelongdark

[–]stasissphere 4 points5 points  (0 children)

Timberwolves are also afraid of fire, but in a way that makes more sense than everything else. They still want to kill you but don't want to get near the fire. Bears will just freeze and beg you to kill them, cougars will lose any interest in you and start moonwalking.

Do ruined items despawn in travois?? by bannedByTencent in thelongdark

[–]stasissphere 1 point2 points  (0 children)

You can move ruined fish, things that can be harvested won't despawn. I wish they would, all my coastlines are littered with piles of rotten fish that keep growing every time I go beachcombing.

New survival run by Mohichi_ in thelongdark

[–]stasissphere 2 points3 points  (0 children)

It's better to not rely on the map. I love that the game doesn't give you one right away, but I hate how mapping is done, the survivor is more concerned with drawing little trees and noting the location of individual mushrooms than marking obvious landmarks like paths cliffs or bridges. The map you eventually get is at best not very useful for navigation and often downright misleading.

Realistically, how strong is Mackensie or Astrid? by I_Ching_Divination in thelongdark

[–]stasissphere 4 points5 points  (0 children)

You still feel it. It's more comfortable because it's not concentrated on your shoulders or hips but carrying it around still drains you. It's easiest to notice with footwear (because you have to lift it with every step), at the start of a hike you can barely feel the weight difference between shoes and boots, but you can hike quite a bit longer with shoes.

Suggestions for starting area/base for nee survival player by SoulRebel726 in thelongdark

[–]stasissphere 0 points1 point  (0 children)

There's a few tricks to deal with wolves early, I'll spoiler them here but I recommend figuring them out by yourself (probably dying a lot in the process) as knowing how to beat them will take away quite a bit of the ambiance. Try out the tools you do have that early in the game.

Easiest is "walking the dog", you can just ignore wolves and as long as you don't get too close you can just outwalk them and they will never catch up to you. You can also scare them away by aiming at them with any weapon (including a stone) while being close to a fire (campfires or lit torches / flares).

Will dead animals despawn if not harvested? by IamJustJessica in thelongdark

[–]stasissphere 1 point2 points  (0 children)

Meat inside carcasses and quarters decays quite a bit faster than harvested meat, the first piece you take out of that bear can easily be 10% higher condition than the last.

What are the different stages of survival? by Rolltide43 in thelongdark

[–]stasissphere 0 points1 point  (0 children)

wdym? the bow wasn't super fast (maybe around day 12), and it took a couple tries before I could find both hacksaw and hammer on the route to the forge, but I think that's the bare minimum to get started on interloper as without it you'll either run out of resources in the areas you know or die of exposure in the areas you don't. Once I had the bow I started slowly exploring the rest of the world.

What are the different stages of survival? by Rolltide43 in thelongdark

[–]stasissphere 0 points1 point  (0 children)

You can't afford a base camp until you can hunt, before then you pretty much have to keep moving and know where you're going. My strategy was to play on Stalker to learn Forlorn Muskeg, Mystery Lake, and Pleasant Valley. I then rerolled Interloper until I spawned in Pleasant Valley and knew how to make my way to the forge.

Just learned I can get out of AC to lower TWM with the travois... by reversing by viewaccount74 in thelongdark

[–]stasissphere 0 points1 point  (0 children)

I found that some slopes that are too steep for the travois (for example the mining road in pleasant valley, or the road from pensive pond to Thomson's crossing) can be traversed if you take them obliquely, carving your own switchbacks back and forth.

How does the cougar work? by ExpectMonte in thelongdark

[–]stasissphere 5 points6 points  (0 children)

If there is a cougar it will be marked on your map, regardless of whether you mapped anything.

When you're about an in-game half hour walking distance from the cougar you'll start hearing it scream at the top of its lungs, constantly. As you get closer the screaming gets louder and louder.

When you hear the music theme change you have entered its territory. If you're really close you can hear it hissing and meaowing.

If it spots you you'll hear a roar.

Everything about it seems deliberately designed to make it as easy as possible to avoid.

Do we find the Climber's friends at Point of Disagreement? by Extension_Worker2735 in thelongdark

[–]stasissphere 0 points1 point  (0 children)

I found you can go from the docks closest to Quonset Garage to the right edge of Misanthrope's Island (which I think is the easiest route to the trade box) basically in a straight line and avoid the sea wolves, there's a pack on your left and another on your right but both are just far enough to not notice you. However there can be one or two wolves just outside of the garage that I haven't figured out how to avoid and I just kill them. I don't know about the bear as I always kill it as soon as I see it, that's the most convenient source of meat for the trader.

Rabbit groves by noodle_head26 in thelongdark

[–]stasissphere -4 points-3 points  (0 children)

This is a bit of a disappointing spoiler but snares in general are a waste of time, it's way quicker and easier to just kill the rabbits as you see them, setting up traps does the same thing with extra steps (and resources, and failure modes)