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but if carrying any amount of meat triggers a scent, then the very first piece of meat you pick up should show 1 scent bar.
putting down the meat makes the wolves lose the scent and they walk away
so it becomes active when you pick up any meat
they arent tracking my BO
ive noticed you defend every single aspect of this game as though its perfect
and you wont have a word said otherwise
It kind of makes the squiggly lines useless like you said. I would rather them just get rid of them altogether, and let common sense prevail then, because as a guide they are terrible.
You have a "regular" detection radius.
Picking up meat or fish or guts increases your detection radius.
Each squiggle on the stink-o-meter lets you know your detection radius just increased to the next radius.
Being injured also does so.
It depends on what experience mode you are playing, what your starting radius is.
The squiggles just give a general indication at how much further away they can now detect you from. Look at the Custom Settings templates. The squiggles basically are representing the same thing as the "Low/ Medium/ High" settings there:
Your "regular" detection radius:
https://prnt.sc/qisxmm
How much your detection radius increases if you are injured or carrying stinky stuff:
https://prnt.sc/qisy73 (this is the "big" one as far as the stink-o-meter goes.)
How much attention (all) wildlife Pays to you, for any reason:
https://prnt.sc/qisyle
And those are only the settings used for each experience mode, that Hinterland has exposed to us in the Custom Settings Toolbox. There are most likely a number of other detection methods and factors that are hidden "under the hood", that we cannot see, so the squiggles give us a basic, simplified visual to represent both those we can see in the templates, and those we can't- things like wind speed and direction carrying our scent further in the direction the wind is blowing, wildlife pathing- "Can the wolf/bear/moose path to me where I am?", and sound -"Can the wolf/bear/moose hear me sloshing and clinking as I move/travel?".
The stink-o-meter was added, I believe, because people were confused about why wolves were detecting them from so much further away when they were carrying decoys (under the old decoy mechanic). It's hard to give a simplified visual cue for a complex system, without changing the whole artistic aesthetic of the game. I would hate to see us walking around with giant circles or cones on the ground at our feet, and wildlife (enemies) walking around with circles telling us when we and they are in hit or detection range.
Simple answer for people who don;t want to see the visuals is to disable the HUD, and use the [Tab] key on keyboard (can't remember what it is on a controller- never played HUDless on PC or console, using my XBox One controller) to show the HUD when wanted or needed. The "misleading" squiggles would not show then, unless you called them up on demand, and you could play using "intuition" only if you chose.
except when you crouch, the wolf becomes almost totally blind and deaf,.. ive been in the middle of a frozen lake in clear weather and a wolf has walked 3 meters past me while i was getting stuff out of my backpack, talking to myself and clanking like i was doing the dishes :]
No, they do need to rework it. (rework can mean adjust/tweak/fix).
This is a game, and if they put in a mechanic whose sole purpose is to 'alert the user of a condition', then that mechanic needs to do that, or threads like this pop up because of the quirky misleading mechanic.
What you suggest (instead of the devs just adjusting it), is for every user to go out and dig through threads and google searches about every tiny piece of the game, to know ahead of time if something actually works as expected or not.
It needs to be reworked to show the 1 squiggly when you are emitting ANY food stink. Thus, eliminating any confusion, and having removed the need for such a thread in the first place.