Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
..meaning in order to 'complete' the game you have to scavenge every area/location in the game, every zone 100% 'completed' before moving on to next (complete every side quest, collect everything, all crates, kill everything, etc.)..
This is the only way to ensure the player doesn't skip bits and essentially speed run it instead of actually playing the game.
Having a bunch of pre-requisite conditions set out for the player to fulfil before they can enter the finale/epilogue stretches the game length to an acceptable level (30+ days), this forces the player to use the in game economy and other in game mechanics/systems fully, as if they were trapped within the woods with the need to survive it long enough to be able to escape it (rather than rush to the end in a couple of days).
roaming around with pistol and molotovs is easy. you can get enough rep to leave the dry meadows armed to the teeth
the run I'm doing (still haven't finished) has required more melee and proactive defence than anything else I've done in this game
waiting for them to come while you're only armed with a staff and a nailed board is a major mistake. You've got to actively lure them into your chain traps, evade their attacks and keep calm. It's my best run so far. I do not cower at all unless the night is quiet.
It's not as hard as I had expected it to be. I mean going all melee to the old woods is OK. Double huge dog or triple savage fights are hard, sure, but they're managable if you're good at melee. You don't have to be perfect, just decent and calm.
Nevertheless, the lack of bear traps REALLY changes the difficulty at nights. I have yet to see what NO ARMOUR means because I imagine it will become a greater issue in the Swamps where fights of 3 or more enemies can actually happen. I was once attacked by a savage, two human spiders, a centipede and I think either a chomper or a swamper joined the frey. The only reason I made it out alive was because the spiders decided to eat the savage before they tried their luck with me so I focused on other monsters and eventually escaped. No armour will make such a fight incredibly more lethal.
I posted a screenshot of my defence in the Old Woods in the discord channel.
I must say it's one of the most reliable defence setups I've ever pulled off in the Old Woods. Never felt safer.
The glass bottles became my favourite trap but I only had so many because I couldn't do molotovs or lanterns. I think I had 20-30 bottles on the floor and around barricaded entrances.
Littering bear traps is dangerous as you can fall into one while fighting or panicking. Bottles pose no danger. The more you dance the more monster blood you spill.
That said, I have managed to gather around 10 bear traps total. I didn't really need to use them. I can't take them to the Swamps so I will place them in the church basement and lure the chompers into them. No shotty in this run. I might as well burn them though.
In other words: I learned in this run that having bottles outmatches having molotovs and lanterns by volumes. Really, I mean it. I also learned to use sticks and I love them.
I kept running with torches and I felt OK. They're a better weapon than the B&Ns because they provide light. Molotovs are dispensable.
Bottles > lanterns/molotovs, by far.
_____________
I'm ready to go to the Swamps but I have my pistol and hunting rifle now so it will be fine. No armour though.
Enjoy the run, it's really entertaining :)
Despite not upgrading the workbench at all when I got to the Swamp it was already lvl 4.
Nevertheless, whoever gets to this point without the upgrades can easily just as well continue so I won't use any of the lvl 2 things regardless.
Still, it's an interesting finding.
I just completed a full nightmare run with no barricades and no workbench upgrades and I recommend it very much.
It seemed a natural development of what I did here.
The nights became a bit more interesting, naturally, although not as much as you'd expect them to. Of course using the existing furniture and barricades is fine for however long they stand which wasn't very long. One rough night destroys all wardrobes.
So that meant all the windows were unbarricaded and all doors non-existent which obviously led to more enemies being able to run through the hideout and likely to spot you.
I actually recorded it all but removed on a whim. I mean it was some 7 hours of a not-so-entertaining-to-watch gameplay, although I could have just extracted the nights.
You know which hideout was the easiest? The Old Woods. Why? Because I spent all the possible time and explored every area of the Silent Forest with its many savages to get all the alcohol and bottles I could. The reasons are listed above. Bottles are the best defences, they even outclass bear traps in my opinion as they do not inhibit your own movement when things get messy. And they do, they always do.
So I entered the Old Woods with the B&N, some bandages, a molotov cocktail I'd found and 30 bottles. The remaining 30 or so bottles I had collected were brought in by the Bikeman the next day.
Nothing penetrated such a defence. Of course there were bear traps too, the ones I'd found. I put some chain traps around many places just to delay the ♥♥♥♥♥♥♥. But it was in the Silent Forest that I did the most fighting because I was saving up for the Old Woods.
Then there was the Swamp. Ok, that was the most difficult in fact. I had a night of 3 huge dogs and 3 banshees once. Banshees are harsh with no barricades and so are dogs who are hard to hear mid-fight. A savage will always growl at you from a distance, before they attack, perhaps even taunt you a bit. Dogs are stealthy. And when you're busy with 5 banshee babies and another big banshee momma coming right after, these wild beasts can be dangerous.
I didn't have many bottles in the Swamp. Nor ammo, for some reason. Limited bear traps made it relatively hard to defend although I wasn't going all shotty for everything that came. Tried to save up some ammo.
Because it's a no workbench upgrades run you also don't have much backpack capacity so I didn't really carry all those valuables back to the Hideout to sell and reputation was limited. 250 a day is not bad but you may not be able to get everything. Ammo, rags, maybe a pill but definitely scrap metal and gas tank, not to mention gasoline.
It's a good run. I defended the big shelf room in the Silent, as I always do, the oven room in the Old Woods and the room behind the oven room in the Swamp which wasn't ideal (4 entrances) but I managed to block one window with chairs and nothing ever got in.
Still, a nice run. Did the Radio Tower exit but I had explored all areas beforehand, played the full game.
Nevertheless, I stress the importance of going all Wolfman and killing him. 3 weapons + the shotty you find in the Mushroom Glade is the only way to get firearms with no workbench. Never crafted a single molotov, bear trap, armour, firearm or anything like that. Torches, chain traps and bandages with alcohol (and their glorious by-product: bottles) is all I did.
I've run out of ideas for a nice run, I guess I've completed the game in every way that interests me. I thought: no weapons run (traps run) but I imagine it would be so dull and I'd end up dodging enemies half the night carrying a torch and setting fire to the gasoline on the ground. Prolly not the most entertaining run.
Any ideas please?
The other problem with any kind of challenge based rulesets is they can be completely negated by avoiding various situations. For example, if a player does a challenge run and completes it in a very short time, they didn't 'complete' the challenge they just sped through the game avoiding exposure to the actual challenge that the ruleset was intended to impose.
Therefore, I like runs that involve using all of the games available mechanics but attempt to rebalance them in interesting ways. I've found the best, and perhaps only, way to rebalance the game is to rework the in-game economy (reputation), basically the interactions with trader NPC's..
Firstly, set out to play the game as a long term survival run where you have to 100% every area (this exposes the player to multiple nights and turns scenarios like the sawmill & lake into do or die 'boss fights'). This makes the whole game about long term resource management & survival..
You can use some kind of 'list ranomizer' site to randomize which items are available to buy (on a per-day basis) from the traders. This makes every run feel different (it mixes up your rate of progression) because variations in resource availability (ammo, glass, metal, rags, etc.) will dictate your playstyle & progression over the course of the run..
Personally I think the trader loot should be random anyway (rather than the same everyday), so using a item list randomizer is a way of emulating that (there is also a mod that emulates this, but I haven't tried it yet). Random loot means you will experience shortages (or excesses) of different types of resources throughout the run and have to adjust accordingly.
I know there are some mods out there but I haven't tried them yet, partly because I don't want to risk corrupting my old & current save files (plus I feel that things like giving enemies extra HP doesn't make the combat more interesting).