I love the fact that Zak plays Misery with about the same urgency I play Interloper. For years, I've admired his ability to take Interloper easy and sometimes make suboptimal choices for educational purposes, but it seems there will be no place for that in Misery. At least not in the beginning.
28:52 he wakes up and then, without pausing the game, talks for 10 real time minutes about what his plan is, wasting two hours of daylight in-game in the process. Zack is incorrigible
1:10:20 minus 100 degrees Celsius!!!?!?! Thats insane! Cause the lowest natural tempture on earth had been minus 89.2 degrees Celsius and that was on south pole. The long dark is truly a apocalyps
This new game mode is a good idea. I won't play it but when games are in early access for a long time veteran players want the difficulty to increase which can make the game inaccessible to new players. This keeps the game from being too difficult for new players and satisfies the people who have played for years. Plus it makes good content for RU-vid.
I tried misery mode, and actually got surprisingly far considering that I'm by no means an expert in the game. I got seven days in, and what's funny is that I was in a discord call with my friends, and I got the second affliction, and I said something like "I kind of want to die so I can look up what the new afflictions are." Because I wanted to see how far I'd get, and have the one misery run be a surprise. As I was saying that, a wolf came out of nowhere, I tried lighting a torch to scare it off but it was too windy, and then I died.
The timed nature of the afflictions has led Zak to assume he won’t survive long enough to conserve matches or need a bow. I wish these afflictions had physical triggers, like normal afflictions. For instance, if you got Diminished Form by going below 50% health, Sour stomach by eating bad food, arthritis from sprains, and others by letting your meters go into the red. That would encourage top tier interloper players to keep their meters high, and thus make their runs more challenging without feeling like Hinterland was determined to kill them on a schedule.
That is a good idea, but killing the player is what this mode is SUPOSSED to do. It's meant as a ticking time bomb on your health, and it's meant to kill you before you get too far. However, your idea could be implemented to increase the speed of which the player gains the afflictions, so it's still a great idea!
@@alexkingsley2364 I don't really see the point of it compared to Custom runs. The afflictions are something I like the idea of, but I dislike the idea of negative debufs being applied at random, a reason I didn't like the cougar because it's a case of the game master fucking you over versus something you've done. They can keep it as is, but I like @j.s.c.4355's idea for applying it to mode like Interloper or Stalker
Stage 6 happened a day ago, and my health doesn't regenerate when I sleep. I've been surviving for 48 days and I'm about to die. I lit a fire in the barrel in front of the trailer in Milton. The stars are out, it's a clear night- a beautiful night to die. Even if you have Level 5 cooking, there's still a risk of parasites when eating predator meat. Don't bother hunting bears; you might survive an extra week if you go and gather plenty of mushrooms. Lmao
@1:35:00 Daaamn heard that storm for a few secs. Best weather to play TLD actually. I love opening the window in winter (is cold but bearable in Germany) and playing TLD. Just together with a little candle and in the night. It just ups the immersion the game gives me already.
We played stalker and didn’t find ourselves challenged. We played Interloper and didn’t find ourselves challenged. And now we have Misery. Don’t say we didn’t ask for it
As an emphasis. On weapon safety, I would like to add a new mechanic to the game player.Must unload rifle before cleaning. Failing to unload a gun before cleaning results in a 50 percent chance of shooting yourself.
I’ve always always wanted this. Every time I accidentally fire the pistol while trying to pick up a stick I pretend I’ve just shot myself in the foot. (But I don’t think they could actually add this to the game)
From your comments about the negligibility of clothing-from what I understand, misery starts at max temperature scaling, equivalent to day 50 of interloper, so if you end up getting fully geared up with bear coats and whatnot, the temperature late-game in misery will be very similar to interloper, aside from the frigid bones affliction. So it's definitely worth going for those as fast as possible, and definitely before broken body.
Technically speaking, water from toilet it's same source like watter from sink. And a toilet seat has less germs than your phone(or mine). Snow I use to eat snow as a child, and it tastes really weird 😁
@@andreichihaia8509 Still, I wouldn't call it potable. Not to mention, given how we have multiple ways of sterilising water in the game, it would make more sense to have it be unsterilised. It would still cut the time and fuel it takes to make potable water, while giving some use to the water purification tablets which I don't think I've ever used in all my hours playing this game. Plus, you could still drink it straight up when desperate enough.
So many decisions I wouldn't have taken! Going through the birch forest, skipping the farm on the way to Barn, skipping the plane crash after sleeping at preppers cache. That goes to show I'm probably playing this the wrong way 😅
I wouldn't say you are playing wrong. Everyone has their own style of playing, and each style comes with it's own risks and rewards. The most important thing is to have fun. If it becomes more like a job or stressful, then why play at all?
For the ptarmigans going away the only mistake that was made was going inside. I've found that going inside a building can trigger weather changes, ptarmigans moving, and other changes in misc dynamic behaviors. On the plus side you will probably run into the ptarmigans again on top of the plateau after the rope climbs.
What did you mean when you said "We're gonna choose female rather than male for reasons that will become apparent when the first affliction kicks in."?
The male character is much more prone to loud noises when out of breath or in pain, and this is Misery Mode, where among other things your stamina is affected, meaning you're spending a lot more time out of breath.
As the other person said, many people find the male gasping to be more annoying and offputting than the female voice actor’s gasping. I don’t find Will annoying, but lots of people seem to.
@@annie_1718 Personally I find the Will Noises (and Astrid Noises, slight preference towards Will) immersive. They're usually appropriate to the situation, and it would be kinda eerie if your otherwise chatty character had no reaction to spraining their ankle.
Come on ! This is supposed to be hard ! 11 min in and you get hacksaw and hammer :D In my interloper run, I got my hammer after 3 in game weeks and my hacksaw after 5 ! I had to go to HRV for my hacksaw because I could not find one in TWM, PV, ML, FM, BR, MT x_x It's exciting to see you play this mode because I think I will never ever even try it :D Do you plan to read that ice fishing book in the mountaineer hut for your long term fishing/snaring strat to get level 2 right away or could it be wasted time in this difficulty level ? It may be a good idea to remember it's there. Really a great start for this run !
1:41:24 I noticed on my interloper runs those ptarmigan always disappear as you enter and exit the hut. However if you go all the way to the rope and head back, they will be there again. Can't wait for the next episode, great stuff.
One thing I've realized after playing misery. The few extra degrees of warmth that better clothing provides is nothing to be dismissive about, especially in this mode. When you run out of warmth, it's 1% condition per minute right? If better clothing provides, say, just an extra 5 minutes of not taking cold damage, that doesn't sound like much, right? Well, that is so wrong. This would apply every single time you're outside and start taking condition damage. On day 1, you lost an extra 5 percent of condition. On day 2, you lost another extra 5, and started losing condition several times after warming up today, so that's already 15 percent of your total condition that could have been prevented if you had just better clothing and had that extra five minutes of not taking damage every single time. Keep warm, boyz.
I spent like 6 attempts in a row dying to the same mistake I could not learn from in misery. I’m so used to playing on modes like stalker, I underestimate how much damage I take from the most mundane amounts of exposure in misery every time
Funny thing about this mode, man made tools can still spawn. Was playing it yesterday and I found a hunting knife in the tool container going into the mines to Desolation Point. Pretty sure that is likely a glitch however, doesn’t seem like that should be possible.
You know, when Misery was first announced I figured it would be like Interloper. It would be hard, but eventually there would be "500 days Misery" playlists popping up. After hearing about broken body? Well....I'm gonna be shocked to see the first person reach 100 days!
@@yarro1965i assume they had practice playing nogoa, aka interloper with healing disabled except stims. Early game misery is arguably easier than nogoa, as you can still heal, even if once you hit the 40 day mark even stins don't work anymore.
A full night's sleep will diminish your thirst completely, which would cause condition loss. That means you can't sleep more than like 9 hours at a time
Thanks as always. I have mentioned in the comments of previous videos, I have never seen you in any video check the cabinets above the sink in the kitchen of the Community Centre in Thompsons Crossing.
Huh. maybe I am dumb. But I thought the point of interloper was that every 100 days it gets colder until the world becomes unlivable for the player. thats what I get for never playing interloper.
Hm. So the best strategy, besides regular brain usage, is memorizing all the roads, locations and crucial item spawn spots?... Seems a bit annoying to be honest :(
So, if you're a new player, you (a) either have to spend dozens of hours of your time trying to simply map out the item locations and memorize the map (as it is, because charcoal mapping is a no go early on, and you *still* won't have a "current location marker") so that you could ONLY THEN try to figure out the optimal game plan from day one, OR (b) you have to google and use that same info other players have already mapped out for you (as you are doing right now), and then simply "follow the instructions". The reason I write this is both these approaches seem boring as hell, since you don't actually play the survival game, you're either wasting time grinding for info, or just following instructions, and the actual survival gameplay would come along only after some couple of dozens of ingame days, at which point dying would require you to just repeat quite meaningless process of doing everything the same over and over with little to no challenge. I would imagine it shouldn't be like that. The game should prioritize over giving you as much crucial items and info from the start, while leaving you to decide what to do with your current situation, so that you would always have options to choose from. Right now, when you spawn, you don't have ANY options, besides "just going forward" and hope you'll stumble upon matches (in the store), which you maybe will, but you should not have to be required to know their location.
I'm kind of disappointed by the misery afflictions especially broken body. I haven't gotten a long enough run to get it yet but it's kind of discouraging that regardless of how I play it eventually the run will be put into the dirt via literal death of a thousand cuts. Not via a bear, wolf, or blizzard, but rather the fact that eventually the ticks of starvation and freezing will eventually and inevitably add up. Especially since the weather and other settings seem to be about around the interloper standard. It's less beyond interloper and more interloper+
I have about an equal split in time between stalker and interloper play in this game and with misery it's nice that my stalker knowledge of the additional wolves actually comes really in handy lol
Hey Zak! I think the ptarmigans not being outside of Homesteaders is a bug with how they spawn. I notice this same thing happening around Camp Office. It seems that if you walk up on the area from elsewhere they will be there, but if you come out of a building they won't show up until you walk away (some distance idk) and come back. Homesteaders and Camp Office are the two main places I have noticed this phenomenon. Edit: I see multiple others have noticed and commented. I think it is a bug and not intentional or coincidental weather change since walking away and coming back usually results in them still being there. What do you think? Should we expect this is going to happen and make fire outside if it is important to us to get them?
I recall hearing somewhere that the way sprain affliction when walking on uneven ground works is that the risk goes up the longer you stay on uneven ground (there's a red triangle above your sprint meter to indicate that), so, if possible, you want to move from one piece of even ground to another, when, let's say, scaling down from the summit, or you can use sprint to run up a hill to mitigate the risk.
YAY! I absolutely LOVE the intro music! So atmospheric! Thank you for putting so many videos out surrounding these updates, Zak! It must be a lot of extra work and I appreciate the content!
I noticed what I believe is also a change in wolf behavior. In the past if a wolf spotted you and was walking towards you but not within attack range you could hip shot the revolver and it would scare the wolf away. Since the update every time I do the same thing the wolf charges me even though it's a hip shot. I normally play interloper so not sure if I am miss remembering or not.
I noticed this in a lower difficulty too (its the second one i dont remember what its called). If you hip fire again and hit them in the tiny snow explosion that happens when the bullet impacts the snow they will run away. Same thing happens with aurora timberwolves. Idk if they will run away on the first shot if they get hit by the snow explosion or not or if hitting them directly with a hip fire will make them run away either.
Bro you are a master! You got blessed with pretty good weather conditions but it’s just crazy how knowledgeable you are about the game and optimal routing for so many things!
Just FYI - you missed a prybar in front of the truck tire in the Outbuildings barn (visible at @11:33). We have been watching this whole series, and know that at least as of Episode 11, you hadn't found another one, so we thought we'd mention it, in case you come back to PV at some point. Best of luck with your run! Enjoying the content, as always!
It feels this mode is trying to tackle the common survival game issue of "it gets easier as you survive longer". Subnautica and other exploration games can increase the difficulty by making you go deeper, in more dangerous biomes. And TLD did that with regions like BlackRock and Bleak Inlet. But here they really want you to have a harder time surviving as you days go longer. Interesting.
Bro I play the fox mode or whatever it's called js to try and get better with inventory management and shit before I try harder difficulties bc dude I have a major hoarding problem like I grab EVERYTHING I see and I need to stop. I also love exploring and so it's easier to do so when I'm not being killed by everything
Always wanted to say that reishi is a Japanese word. Japanese doesn’t do compound vowels, each is pronounced separately, with two exceptions: ei which extends pronunciation of the e, and ou, which extends pronunciation of the o. Therefore, reishi isn’t pronounced like the Germans would, RYE•shee. It’s pronounced REH•shee (or RAY•shee for the more westernized tongue). Sorry, can’t help myself.
I don't know, the no heal runs/challenges just does not seem fun to me. I get it, let us heal at a much lower rate, but not healing at all is a bummer. It is the same logic I have with certain look not spawning, or when items gets ruined. Certain things is just a bummer.
I think cougar rework will make this really interesting late-game. if the rework is the same as before then it is going to be very hard to stay in one region.
Can you really get matches near the rope bridges in interloper/misery ? Still you get some in angler's den, foreman retreat, and the gold mine I think.
@@Bobywan75 I’m hoping for at least one pack🤞🏿 usually in stalker u get a lot I’m talking like 4-5 packs sometimes if u hit all the bridges, I believe in looper u get a couple.
I dont like the final affliction, so there is no way to regain health therefore you will die around day 40 or 50, mkes me think why play it at all, minimise health regen to the lowest possible but still possible to regain health makes more sense and I would play that way.
@@Zaknafein oh wow, 500+ days with no health regen....Thats difficult, I'm a novice at interloper, creeping up to 400 days on my latest run, I kinda get bored and make mistakes around 300-400 days. Never done a 500 day yet but hoping this interloper run will do it...I tried As the dead sleep and failed once but I guess I gotta up my game...
Day 14 for myself. Went to the farmhouse first and then to the barn next door and found a hacksaw and heavy hammer and a stim and flare gun inside the red barn. Birch bark nearby should be grabbed as well. Watch out for Mr. Bear 🐻
Really looking foward to this series! I don't know if I'd ever try it myself, but I imagine you're totally in your element with this thing. ;-) It does definitely feel less like a grind than NOGOA, since you got the time to prepare for it at the beginning. I don't get why they made the fixed Pleaseant Valley spawn, though. If it's for comparable starting conditions, like for competing or something, they could still have the spawn selectable if you want. But requiring a fixed spawn doesn't seem to make sense, especially when much of the rest of the game is random anyway. Figuring out how to do it from various spawns would be more interesting (and ultimately challenging) than always knowing where to go immediately.
Goodness, I've only watched like 15 minutes and I feel like I'm missing out so much without far territories. I bought the game this much and I've been loving it, just wish I had the DLC.
I really wish spawns were much more random and the maps could be procedurally generated. Knowing the map well and knowing where things are likely to spawn helps way too much even on this difficulty. Your character drops into this wilderness and isn't supposed to know where they are or where things are but you're the gamer, so if you've played this before, it makes the charatcer's situation practically irrelevant. This is more like just hitting check boxes at this point.
1:41:20 I have noticed that the Ptarmigan will "disappear" when going into the Homesteader's Respite upon exiting. If you walk all the way over to the rope and back they respawn. I don't know why this happens, but i have performed this trick multiple times.
not super sure if it harder than nogoa 'in EVERY way possible' when you can heal as usual in the early run (when it matters the most!), teas and cattails are abundant and birch tea is enabled. but i think as the most distinctive property of this mode, your character gets weaker as run progresses, while in every other mode you getting stronger with time.
Ptarmigans disappear 100% of the time when I step foot indoors. I assumed it was just how the game mechanics worked. Have I just been unlucky dozens of times?
All my roleplaying gameplay has paid off lol, I try to always have and eat fresh food, I try play realistically without meta gaming. Setting my own restrictions. This feels like this will be the ultimate challenge.
I started a Misery run the other day without watching anyone else. I ended up choosing to go Plane > Prepper's Cache>Farmhouse> Signal Hill>Barn>Thomson's Crossing and was lucky enough to get enough clothing to not freeze indoors but i missed any hacksaws and hammers and had to cheat to find matches in the store otherwise i would have died and i used the stim on the way to Thomson's Crossing.
Really looking forward to this... Will the master of interloper be beaten? Or can't even this difficulty not stop him😅 Edit: have to say your storm sounds pretty bugged out to me...😬
I'm not sure if Im alone in this, but I feel Like it's kinda bullshit how you can manage to survive for two months on nothing but birch bark tea, and then start eating meat that has been frozen in the snow for 60 days. really, that was the only thing that got to me on interloper.
i just started watching your channel, and the comparison between Misery and Loper are good as they show me the mechanics of both and how each play, helping me to plan out my first proper Loper run.
I left my bedroll on top of Timberwolf Mountain during my last interloper run, and I managed to score the technical backpack and three mackinaw jackets as well as the crampons. I was so on the verge of taking a break after a wolf killed me on the way back to the camp office, but the lure of Great Bear pulled me back in yet again. Can't wait to see how this goes for you, Zak! I'm not even TOUCHING Misery yet.
hm, basically you have to get a "feeling" for the distance ... like with the hunting. At least I don't know a formula 😅And then be really quick - the "anaesthesia " from hitting with the stone will be away quickly and the rabbits will stand up and flee! Crouching helps a lot to come closer. I just need to try a lot 😬 (and missing a lot in the beginning 🤬)
Being a Stalker player and having a medium frequency of Interloper to play, it is very tough between life and death, and to survive 10 days in a real match, now I would say that you always fight for the cold and the health bar. Even if you have all kinds of resources, in the long term playing, you need to always make good decisions.