The Long Dark

The Long Dark

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Movement in The Long Dark; Managing Weight, Mitigating Risk, and Moving House
Vytvořil: cfett199
Seems like a mundane thing to write a guide on, but reading through the forums, weight limits and wolf threats are common gripes. These factor's do not present themselves when you are hunkered down in the safety of one's base, they present themselves when you venture out. As your home has understandably finite resources, every time you venture out should be a calculated risk, and should be approached in an equally calculating manner, even moreso when its finally time to move to a new map. This guide should help new players play more consciously, and result in much longer runs.
   
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Intermediate Rapid Action Change (IRAC) 1
In regards to V.256

With the new stamina mechanic, it is important now, more than ever, that players utilize strict economy of force. Only sprint on flat ground, and only for 1/4 of the stamina bar, then walk. By doing so, stamina recovers quicker since it seems the lower down on the bar one goes, the slower the rate of recovery for the bar. It is also highly recommended to leapfrog long treks between every avaliable shelter location in order to sleep an hour to keep fatigue down as well. Plan long range trips accordingly, all other information remains the same.
Preface
As of writing this, I'm only on my second play though on Voyager difficulty, but have survived 80 days thus far and do not see my run ending any time soon. As such, this guide may not adapt so readily on stalker difficulty, though the principles I present will be the same.
Assumptions and Definitions
I assume the player already has the following knowledge

-Familiar with just about every item present in the game; clothing, food, materials, tools and weapons; both their uses, weights, and approximate decay rates
-Familiar with crafting, repair, harvesting, fire starting
-Familiar with the maps.
-Familiar with resource management (hand harvesting and crafting over tool use for longevity, hibernation, if that's your cup of tea)

I may use some terms that players may not be familiar with, so I'll define them here

-Defilade: Defined as concealment from direct fire, it will be adapted here for concealment from direct line of sight. Typically presenting in hills, if you are not yet at the crest of a hill or embankment, defilade is present at the bottom of the slope. A wolf can be lurking in this dead space. Defilade also presents itself from the opposite approach, if you are at the bottom of a hill, there is defilade just past the crest of that hill, with the dead space potentially hiding a wolf.

-Movement: Not in the typical sense of mere animation, but any deliberate travel from point A to point B

-Established: Self explanatory, you have a base set up. You have adequate resources to sustain your stay for quite some time, at least a month, but can be less, or much more. You have no intentions of moving house in the foreseeable future.

-Thresholds: Self imposed conditions that will take you from established to transient. Such conditions will typically be in regards to your resources, which will be consumables. Rifle rounds, scrap metal, fishing tackle, bandages, cloth, etc.

-Transient: The opposite, basically one or more of your of your thresholds have been breached, the sustainability of your base is no longer secure. Unless looting the nearby area brings you back above threshold, you will have to displace to greener pastures.
Movement with the six troop leading steps.
BAMCIS, you may be wondering why the six troop leading steps when its just you alone, but this planning approach is just as effective in a one man expedition as in leading a squad, though some applications will be tweaked.
Begin the Planning
First and foremost, why are you moving, is it to explore, fish, hunt, loot, or harvest materials. Always have the why in your mind, because this will dictate your load out, your destination if any, when you leave, and when you will be back. Do you know how to get there, whats the weather like, what do I expect to find there? Once you know why you are venturing outside, its time to go to step two
Arrange Reconnaissance
In real life, there's many ways to recon, in The Long Dark, there's but one in game, and that is to actually go out and see for yourself. However, if so inclined, there's maps in other guide that can provide you with a good idea of where to go. Keep in mind, you may be venturing out just to recon and nothing else, by no means is that bad. Certain excursions will be blind, but plan accordingly for the risk of going into the unknown.
Make Reconnaissance
Now that you know how you are going to get you recon, now we actually get it. How much daylight is left. Unless you know for sure you will only be out no more than a few hours, from past experience, never leave after 7-8 hours of daylight, leave yourself a buffer in case a blizzard comes up, as well as the reduced load bearing capacity due to fatigue. What is the weather. Blizzards are no go's, and only travel in fog if you know EXACTLY where you are going (a specific structure) and EXACTLY how to get there. Strong wind's may allow if they will be on your back to your destination but always weigh the risk of a potential blizzard, as well as running into a wolf from the front (having to walk into the wind to separate before he notices you, your scent blowing into him). Snow may also allow travel but can foretell a blizzard. If it's clear, still note the feels like temperature. If your cold is increasing by three arrows, abort, only allow a one or two arrow increase if you are going from base to another indoor location close by. Conversly, recon also applies to your limiting conditions. Ideally, you will end your excursion when you get what you are looking for, but like life, sometimes things do not go according to plan. Have a curfew, typically staying out past 2 hours of daylight left is risky, as visibility is already markedly reduced, and it's starting to get uncomfortably cold. Is that extra hour of fishing worth potentially stumbling into those pair of glowing eyes halfway back to your base, where the darkness makes avoiding him more difficult. If a blizzard kicks up, bug out.


However, recon should not be limited to just what is outside. Just as important is what your condition is and what you are carrying. With your initial reason for travel in mind, thoroughly go through your inventory. Check every single item, and ask yourself if you NEED to carry it. Unless you are transient, you should just about never go over 20kg. For most established excursions, you will most likely need only the following

6 Antibiotics, 6 painkillers, 3 bandages, .3L antiseptic (unless you have OMB), your clothing, 1L of water max, knife, hatchet(depending on purpose of excursion), rifle (depending on purpose), bow, and 2 wolf deterrents.

This load out should have you at around 11-15kg (with wolf coat, deerskin pants and deerskin boots), mainly depending on if you are carrying the rifle.

If you are going to fish (say from ML camp office to the first hut) you will not need the rifle, even if the wolf spawns between the office and the hut, it is easily avoidable. If you are going for deer/wolf combos, the rifle may be optional, if you are willing to wrestle with the wolf, and the location you find the pair makes it easy to recover the wolf such as mystery lake itself or along the RR tracks.

While this is a recommended load out, you do not have to follow it, but it is IMPERETIVE that you thoroughly assess the utility vs weight burden of every item to save yourself from being nickle and dime'd on your weight. Limiting conditions are on your load out will be a 1kg buffer from your current max. Do not loot to max capacity because your max will reduce as you are trekking back, unless you do not mind being encumbered (risky, depending on wolf situation). Also, always keep a wolf deterrent and medical reserve. ALWAYS have one wolf deterrent and one bandage/antiseptic or OMB bandage on your person, you never know if you will encounter a wolf patrolling right inn front of both doors of your base after using all your stock to get an extra candy bar.
Complete the Plan
Now that you know where you are going, what you will need, and when you will leave, make your 'reality' match your plan. Use your inventory management to double check your load out to see if you can save yourself a few more grams/ounces. Venture outside and check the weather and immediate wolf situation, and wait accordingly if need be. If the wait is too long that you will not have enough daylight to have a successful excursion, you may have to wait until the next day. Use the wait time to craft, boil water, or harvest wood, lets not waste daylight.
Issue Orders, and Wolves
Head outside when all parameters are met, pretty straight forward. A quick note, head outside, flip around and go back indoors to get that game save, then venture out again for sure. If anything goes wrong, you can break reality and load that save. Such hiccups could be a flash blizzard, or a rifle miss, or a wolf closing in on you hard. By all means, you do not have to reload, but we can take advantage of this mechanic for now. However, keep in mind that if you sustain an injury, such as a sprained ankle, the game saves at the point of injury. Furthermore, If attacked by a wolf and you survive with say 66%, if you were to reload afterwards, your back at the attack STARTING at 66%, losing even more after you fend him off.

I will cover negotiating wolves here. There's other more dedicated guides but this should suffice when it comes to movement. Wolves are easy enough to avoid but it begs patience. Ideally, you should spot the wolf before it spots you. This involves deliberate use of the terrain. Look all around you as you walk. Walking forward, backward, or strafing is all at the same speed so looking around will not slow you down depending at how smoothly you WASD. Be wary of obstacles, as Commissioner Gordon said in 'The Dark Knight Rises', “play the corners rookie”. Every rock face can hide a wolf ambush so unless its a boundary rock wall, keep some distance. Be mindful of defilade. Don't run when rounding the crest of a hill or embankment, slow down, and look all about before proceeding. Avoid bringing meat out with you on your excursions, frontload your calories instead based on how long you anticipate being out. You should only carry meat if you've freshly harvested it, the head straight back to base as it's scent may betray you. If you sight a wolf, crouch, and observe. If his patrol path is familiar to you, anticipate its movement, walk upright if he is facing away, run if the distance is considerable, but keep him in sight. If he is facing towards you, crouch and move towards your destination while keeping him in view. It he gets closer, freeze. If at all possible, attempt to place any kind of obstacle (tree, embankment) between you and the wolf. NEVER run when a wolf is facing you, he will charge immediately upon contact.

You can avoid a wolf, even one within 10 yards, with defilade working to you advantage. Crouch, and strafe around him, constantly working to keep the obstacle between you and the wolf. This is particularly useful in the wolf is walking a somewhat offset path from your desired destination. Place a tree between you and the obliquely incoming wolf, strafe around with the obstacle acting as a pivot, and before you know it, you will be behind the wolf, and closer to your objective.

If he takes note of you on the walk or standing still, he will close to you at a fast walk. At this point, not all is lost, just keep your cool. Walk backwards, while maintaining eye contact, never give the wolf your back. Here you have an array of options; If you are in good health, have the knife, and bandages to spare, you may consider just wrestling with the wolf, lead him to a open area so once you knife him in the struggle, you can recover him without too much searching. Ironically, If there's two wolves close by, you might still want to wrestle with them since this should only cost you one bandage for potentially two recovered wolf carcasses, BUT only if you are already close to base and at 100% condition. If you have the rifle on you, you may choose to shoot him, but will only yield about 7kg of meat, and shoot earlier than later. You can also use a wolf deterrent or a decoy if you have some to spare. If you are close enough to base, you can walk backwards to base and turn your back only to enter your sanctuary. Furthermore, if you are close to a known hunting ground, you can hope to lead him to a better meal.
Supervise, Supervise Being the Most Important Step SIR!
STICK to your plan, I cannot emphasize this enough. You should only deviate if the gain severely outweighs the risk. Such a situation would be if you went out to fish, but cut it short due to heavy wind, and upon the return journey, you see a deer being chased by a wolf, whose kill will be close to your base, you may chose to risk exposure and a wolf attack to snag that combo, or you may happen across the coveted bunker. However, if neither of these situations present themselves, DO NOT risk it. As long as you have a nice food buffer at home, adventure can wait another day. Once you deviate needlessly, you'll stark to take needless risks, and its a slippery slope, until only death stops your reckless wanderings.
Moving House, All the Rules of BAMCIS Apply
Eventually, your starting map will no longer be sustainable. You will know this when one or more of your thresholds are breached. My personal thresholds are the following;

Less than: 5 rifle rounds, two bandages, two wolf deterrents, 2 fishing tackles, 3 scrap metal, two cloth, 36 matches.

Your thresholds do not have to match mine, but ensure you have some. You do not want to be caught with too few essential supplies before a push to a new map, lest you perish on the way. The only time you should be hurting in this game is when you start out with nothing. Keeping thresholds will mean that when you go out to a new map, you aren't starting back at square one. Having thresholds wll mean once you finally arrive, you should still be able to survive at least 2-3 days without looting. Without the pressure of a seemingly imminent death in say, the next few hours unless you find food, will mean you will explore more carefully, deliberately, and above all, safely. However, by this point, you might have acquired a lot of weight in your base, several times the amount of weight you can carry, so our transient movement will have to take place in stages.

Identify the place you will use as your forward base. It should not be farther than 2-3 hours travel time, so that you will not be too fatigued, and so ideally, you can make it back to your base. If all goes in your favor, you might even be able to make two supply runs in one day, but as mentioned previously, weigh the risks carefully, even more so because you are already working with dwindling supplies. I based at the camp office, and chose the logging camp as my forward base, because I had no desire to try to clear out the dam. If you base at trappers, you will need to make an extra leg, such as trappers to camp office, then camp office to logging camp or the dam. Your forward base should be almost as sustainable as your main base with a decent bed and lots of storage; the logging camp is a good place for deer wolf combos and has plenty of storage. Unlike light travel when established, when moving to your forward base, leave a 1kg buffer from your current max to account for fatigue on the trek. You want to carry as much as possible within that buffer to minimize trips; the less trips, the less chances for something to go wrong, and weather/wolf delays will not carry such an impact.

Once you are fully established at your forward base, the next step is establishing your supply caches. Being transient is all about moving by bounds, in order to make a smooth a transition as possible. In the Ravine, there's 3 containers (4 if you are inclined to use the corpse) you can use on the ML side to set up your supply caches. Fill up the most forward containers first with your essential tools (keep your knife on you) and non-perishable food, then work your way back filling the other containers with your materials, saving yourself 5-6 cooked animal meats. Once you're caches are established, vacate the map with your remaining food and 2-3 liters of water. If you want, pick your most forward supply cache of your tools (rifle, hatchet) and push to CH. Once on the other side, base in that first portable cabin at the end of the tracks. Time permitting, about 5 hours of daylight with good weather, make another trip to bring another pack load from your caches. With the discipline of advancing methodically from cabin to cabin, pack load by pack load, you can make a near seamless transition without feeling like you left something important behind.
Počet komentářů: 22
watersofchaos 10. čvn. 2018 v 22.46 
as soon as i saw stalker was the second hardest, i wondered how hard interloper is
Doge 29. dub. 2017 v 20.15 
Good guide
Poganin 20. led. 2017 v 17.10 
Useful guide, but it could use some more proof-reading and less pretentious jargon.
Ddraig 9. zář. 2016 v 20.04 
My spidey senses are telling me you might be following an army/marine outline. It's definitely spidey senses and not terminology and format. yep.

Oh, and @Wizd: Punctuation. use it.
maaaxaltan 21. kvě. 2016 v 14.29 
Awesome guide! Just bought this game and this advice sounds really useful.
brothermutant 6. led. 2016 v 17.28 
@Winter.NET just a day stuck by weather? Hell, I wish. Latest run that failed was my 3 days of weather-based isolation. I refused to leave the Office by the lake and go get wood/food/water which was much needed. Instead, I holed up, repaired lame clothes I had, made some minor amounts of water for personal use, and rested repeatedly (did 2 to 4 hour chunks hoping for a window of opportunity).

BTW, the failure where I died from lack of calories was only like 10 or 12 days into the game. Mystery Lake is my favorite to start (I do the Stalker difficulty at least and happily look up player generated Maps...I am not an idiot after all and assume I have general knowledge of the area I crashed into). I kinda liked the whaling area, hate the farm one (too spread out) and like/hate the Coastal Highway as it seems the wolves/bears are hyperaggressive there. TLDR; thanks for this guide. Will employ much of what you all have suggested.
NorX 7. srp. 2015 v 9.30 
Really useful guide. You clearly put a lot of thought into this.
6 Helpless Kittens 2. srp. 2015 v 13.20 
@below, grannted clothing wouldn't decay nearly as fast, and a deer would give a hell of a lot more than 7-11kg. More like 70-110.
cfett199  [autor] 29. čvn. 2015 v 10.50 
Skipping days by starving to x% condition is know as hibernation. I have a discussion thread where I cover hibernation "New Mechanics I'd Like to See; Dynamic Metabolism, map/compass/wind direction" Putting it short, theres no way you could go 3-4 days without eating anything, then 'rechagre' with a say 800calories of food and some sleep, and be raring to go, fit as you were before 'hibernation'. Expand this with a deer's worth of meat, going a month on 200cal/day average, then recharging with food and sleep back up to 100% is impossible. If I were to take a survivor of dachau or chlemo, even give him a feast and 10 hours of rest, he it not going to be a strong as he was prior to internment. I don't do it because it's an exploit in my eyes, I want to expand my survival by finding resources and using my current stock as best as possible within the realm of reality. IRL, 2500 cal will not sustain the activity our PC does, let alone the environment, he'd need 4000 cal easily
GravyTrain 29. čvn. 2015 v 6.40 
Oh, and @BC: I would really try that as well, the all-day starving, but don't you have to worry about getting trapped somewhere by a snowstorm? That's the reason I carry food really. I've had upwards of a day where I needed those extra calories to make it!