A second video on regions is coming, where I take into account community opinions on the region. Feel free to express them here, including any disagreements (e.g. many people think CH should be A-tier). You can also fill out this survey for additional feedback: tinyurl.com/zaktld
It would be interesting to see a ranking of hub/main base locations for more nomadic players. It could account for how easy/safe it makes routine tasks (fuel, hunting, cooking etc) and how well it connects to other areas for exploration and resource gathering.
Coastal Hwy is at least A tier if not S. The garage has possible moose spawn right outside, and two nearby bears (there's even a third bear at the other end of the map). All the fishing you could dream of. Loads of coal in the cave to PV and more I think in the mine with the elevator. Fir branches nearby too. Tons of cloth and metal to harvest. And most importantly, the best coastal harvesting in the game. Free arrows and birch saplings constantly. There's a workbench at both of the best bases. Bear caves and fishing huts for cabin fever. It checks all the boxes. It's impossible to get lost too.
One thing to consider for the regions that you can is beach combing. This should bump the coastal regions a bit higher as you can get many resources after blizzards by just walking the water.
I figured it would always be coastal highway as the only S? -Warm. -Abundant hunting. -No ropes required to get around. -Easy to avoid predators (if you put your base on an island). -Beachcombing. -Fishing. -One region away from forge. -One region away from milling machine (and ammo bench on lower difficulty). -Large coal supplies in coal mine to pleasant valley and the mine in desolation point. Only actual downside is lack of 6-slot cooking, but that doesn't put much dent in everything else. Visit nearby Thomson's Crossing for 6-slot cooking, more animals, and the birch forest and pick up coal on the trip. The transition coal mine itself makes a great base, too.
yup spend the days beachcombing costal highway - crumbling highway - desolation point and back, getting coal and loads of bears moose. need them saplings and cloth ,metal for hooks and repairs.
@@TheEldritchGodIDK, maybe this is only an issue because I suck at dealing with wolves, but that garage is usually swaming with em, so odds are one day you will just get pinned down
@CatLover-lk9gz I admit, I have not been to the quonset since the update, but the gas pumps out front were a no path zone. I stepped out with meat, checked for howls, then moved or killed as needed.
As much as Pleasant Valley is a good region, I always start to feel like I'm going a bit mad if I stay in the farmhouse too long. It's very desolate, dark, and too large of a building for a single person. It feels like an abandoned house I'm not welcome in, especially at night. Mountaineer's Hut on the other hand feels like it's my very own cabin with a beautiful view. Can't forget about the psychological factor!
I like how the farmhouse sounds, it reminds me of living at my grandparent's old homestead. Although i also like how the dam rattles and wails, so maybe i'm a fan of haunted places.
I honestly can't understand the logic of people who doubt CH is the absolute best region for late game survival. -very mild climate -excellent hunting and fishing -unlimited coal from the mines -extremely easy to navigate -longest stretch of ice for beach combing -Riken forge nearby Almost 50 pieces of coal from the mine every 2 weeks + half a dozen of fishing huts and cabin fever is a problem? Really?
Desolation Point is my favorite, the Lonely Lighthouse is by far my favorite base in the game, I just love the feel of it. Plus a forge and workbench nearby, plenty of hostile fauna to keep things interesting, coal nearby, lots of metal and plenty of cloth just a hop away in CH...it's just got everything. I love going to the catwalk to just chill out, especially during an aurora. It's just peak Long Dark for me.
Pleasant Valley is easily an S tier for me, and by far my favorite location in the game. The farmhouse is arguably the best base in the game- with 6 burner stove, outdoor windproof fire, crafting bench, a ton of storage and the porch that allows you to read/craft during the night (that also resets aggro on mobs). Then you have the birch farm, good mob spawns around the farm and a potential moose spawn by a protected fishing hut. Personally, I also love the design and layout, it reminds me of authentic Canadian countryside (something that's not really achieved by the other maps).
if only they added some "repair roof" option to the farm house. i just can't stand being inside during stronger winds, the audio is driving me crazy... oh and the light in the basement is atrocious, but that i guess is a deliberate balancing act by hinterland to make the farm house less OP...
I use multiple bases when I settle down into a region. In ML, I transition between trappers and the camp office frequently to get the advantage of fishing and caves (and some hunting), then back to trapper's for coal and hunting. The centrality of ML and the fact that all transition points are close to good semi-bases is also a huge bonus. If I'm running low on cloth, Milton is a quick trip and full of cloth and other goodies. The forge in FM is a one day jaunt from Trapper's and you get tons of cat tails on the trip. I often spend a few days in the ravine killing deer, collecting birch bark, and working off cabin fever or cabin fever risk. Late game I often transition to CH for beachcombing.
Hey Zak-thanks for another great video. You clearly put a heck of a lotta work into all of them. I just wanted to say that the opportunity for beachcombing makes a place more valuble than I feel you gave it credit for. You did that video on beachcombing, so you know that it is rediculously op. I’ve been living in CH on interloper and I am constantly getting maple and birch saplings, cloth, reclaimed wood, and lichen. I don’t need to fish unless I need lamp oil, because so many fish wash up every other day. Also, I like to put tipups in every fishing hut and then take walk between them every now and then. There’s doubtlessly more efficient ways to do it, but I like the little life I set up there. Even so, you make some really good points about the lack of caves and the fact that most animals are out on the ice-leading to arrows degrading more with each missed bow shot (referring to one of your comments here). That being said, you gave me some new perspectives on other regions and I always learn something new when watching your videos. Also-your video, “500 days - An Interloper Journey,“ made me fall in love with “Ghost Towns.” It remains one of my favorite songs ever since you released that video. Thanks again, Zak. Hope you and your family are well! 🌌🎷🐺💙🌌 Edit: Your videos, your genuine & earnest personality, your relaxing voice, and your advice & perspectives (not only about TLD, but about life as well) have helped me get through some really, really dark times. I was very sick for a couple years, but I’m still here and getting better every day. Because of all of that, I have always wanted to be one of your patreons, but I haven’t been financially stable enough to reach that goal yet. Even so, I really appreciate your content and am getting closer to being able to reciprocate-at least a little-for four years of learning, entertainment, and bliss.
Thank you for your kind words, and don't worry about any patreon pledge. I appreciate your viewership and comment. I am sorry you went through some dark times, but I am glad you are still here and getting better. Hope all is well, and never hesitate to say hi or reach out on Discord (or here) :)
I strongly, very strongly disagree with Zak. All the beachcombing regions are underrated by him. Bleak inlet is the S-Tier for long term survival for many reasons: infinite resources, infinite tool repair, fishing huts, coal spawns, reliable sunny periods for firestarting and the invaluable added benefit of being hard enough that you don't die of boredom! You cannot stay in TWM and the neighboring cave systems forever. Once you're out of metal you cannot fish anymore. The lack of cloth respawn is a great nuisance. The next forge is days away so you won't use your tools for convenience. Zak, you got it wrong this time!
More benefits of BI: double moose spawn, the great new-ish bunker, a 6x stove, fantastic views, many caves to combat cabin fever. And the only price for all that is the inconvenient location of the only workbench? I'll take BI as my long term region any day of the week and you should, too! ;)
Thank you for the input. I will make a separate video on regions, based on community feedback/survey results. I did not take those into account here, so we can contrast it :)
scrolled down here for the exact same reason... CH is at least up there with TWM - the gas station bear & moose conveniently come up to your door step (yes, you have to look around when exiting your base), the island bear is probably the easiest to hunt in the whole game, spawning out in the open, right next to a fishing hut to retreat to, coal is not harder to get than in TWM AND you have the best and safest beach combing stretch, which, under the headline of "long-term survival", is one of THE deciding factors. also, now with the sledge it does not really matter that the closest fishing hut is a few dozen meters further than the one in TWM. the ONLY plus for TWM is that it is more natural/beautiful than living in a gas station, but that's just aesthetics...
It’s interesting because all the regions have pros and cons. I normally set up “main bases” (which for me amounts to where I hoard all my extra supplies) in both PV farmhouse and ML camp office. But I don’t often hang about in either of those regions. The regions I enjoy hanging out and can easily spend 50+ days in while still having fun are: Desolation Point (I’m addicted to beachcombing and love the look of the lighthouse in auroras), Coastal Highway (goals = kill all 3 bears, kill the moose -never had him not spawn but sometimes takes bloody forever-, aurora mine, fish for days, explore everything, drag all the coal from Cinder mine to Quonset…100 days later look up and wonder how in the world I let so much time go by just in CH), Bleak Inlet but only after getting the radio and fixing the tower so can hit that Signal void bunker on top of doing everything else there (which is already a lot especially if you work to max gunsmithing while there), Forsaken Airfield…I just love the ambience and the challenge of surviving here, also I always set up base on the island and just travel to airfield to leave extra supplies as needed, Timberwolf Mountain but I admit I get bored by how easy survival is here. But it’s my favorite go to chill and survive a while. I love Ash Canyon too but I love exploring it and once that’s done I don’t usually go to hang out much. It’s a fun region to run around for me but not to hang about at any of the bases. I haven’t gotten familiar enough with ZoC or SP yet to enjoy spending lots of time there. I’m still in anxiously surviving in those regions lol. Hot take: I’ll take hanging out in Blackrock over Broken Railroad. I can’t entirely explain it but BR is my least favorite region though I appreciate the utility of it and loved the lore there in Wintermute
Another way you can deal with Cabin Fever in Coastal Highway is to hang out/sleep in the truck behind the garage. You need to be well geared and a Bearskin Bedroll helps but is not necessary. Just alternate between wasting time and sleeping in one hour intervals so you don't freeze to death. You can also start a campfire between the garage and the truck to provide warmth if needed, if placed correctly the wind will have a very small chance of putting it out.
One thing to consider with Cabin Fever! Cars. I almost always just sleep in a car when Cabin fever comes up. Super safe. Bearskin or down bedroll with good clothes make temperature pretty much a non-issue. There are cars right outside the Pleasant Valley farmhouse (done quite a lot of car camping there) and several options outside the Quonset Garage. Caves let you do more stuff while you get rid of cabin fever, but cars are an EASY fix.
That is why I like Pleasant Valley Farmstead. Weather generally sucks but there is a car out front and there are two caves close by if the temp gets too horrendous. Plenty of game and, even though it can be a pain sometimes to get the fish back to the farmhouse, Vitamin C isn't a huge problem either. The amount of wolves around the Farmhouse might be a con though. If you get the Moose or Bear at the outbuildings and have to haul it back without the travois, the smell might just attract every wolf in the region. [Edit] Have to agree with Zak on TWM. I'd prefer PV because of the storage at the Farmhouse but Timberwolf isn't the worst place to hole up and spend a few months. I like the 'keg (I'm pretty sure it is my favorite region) but if you aren't there to do some forging or making a way station for BI or BR, there is really no reason to be there.
@@tamarackgaming The PV farmhouse is a neverbase for me due to the incessant rattling sound in any kind of wind. Stick spawns seem pretty limited, too. Thompson's on the other hand is a spacious cozy dream, and the missing workbench is just a quick dash behind the church.
I find Forsaken Airfield hellish, especially the wind howling sound, but you don't need a match to get in the basement during glimmer fog. The lights turn on and the flashlight works. The only drawback there is you either need to sleep by the door with your bedroll or learn to navigate from the bed to the door in pitch black. IMO Island Cottage is a bit more appealing than how you describe it. Rabbits are right outside the door, and ptarmigans are not much further. A moose can spawn on the ice right below the outside deck, the nearby outdoor cave is one of the safer ones, and both can be accessed via a protected route. There are two bears not that far, both on terrain that's great for the travois. Coal can be found in the transition cave, and the route to it is fairly easy to navigate in low visibility once you know the terrain.
I think Mountain Town is A-tier but mainly because of the trailer near HRV - and I treat it as a semi-HRV base. You've got a workbench, a bit of coal in the HRV connector cave, good hunting, the bear isn't too far away and if you get the moose spawn nearby then there are heaps to do. Regardless of whether you're situated at Grey Mother's house or the Farmstead, I think you'll end up going to the HRV trailer fairly regularly.
I found the mountaineers hut to be the perfect shelter/home as it has a fire and a workbench with no loading screen so it makes hunting easier and doesnt stop the bleedout :)
honestly, the lack of a loading screen is a lil annoyinng to me because of not being able to save on demand when i have to go. when you have little time to play you need to plan out exploring TWM so you can sleep when needed and save.
My favourite regions to hunker down are Mountain Town and Mystery Lake because of their proximity to the forge in Forlorn Muskeg. But if I had to choose a single location to stay in forever, I would choose Desolation Point because of the forge and beachcombing.
Coastal Highway deserves more love and a higher ranking (especially after the latest patch.) It connects to Mystery Lake Bleak Inlet, Pleasant Valley, and Desolation Point. In terms of zone access, it only comes in second to Mystery Lake in my opinion. It has great visibility when it comes to predators, which as a zone, boasts rabbits, wolves, 2 bears and a rare moose. The Quonset Hut also features a radio for the trader, has his dropbox, and in addition to DP... can easily get you all the batteries you need. Beachcombing and fishing is available here, cars for Cabin Fever and fog is relatively rare here compared to places like ML and PV. There are indoor places EVERYWHERE for you to duck into if need be and there are a lot of maple and oak saplings. With the addition of the trader being localized near Mithanthrope Island, this region by far deserves A or even S tier now...
DP Hibernia Processing is the best base. Pros: Workbench, nearby forge, some of the best beachcombing, close to cave (sleep here to cure cabin fever), close to coal mine (2 since 1 basically leads into the other, you will never run out of coal), bear comes to you, plenty of space, plenty of storage, outdoor fire barrel (cook outside to prevent cabin fever), nearby car (sleep here to cure cabin fever), small region (harder to get lost in blizzards, easier to track prey), cars everywhere (safety from wolves), ice fishing (make holes reachable from a snow shelter), nearby moose spawn Cons: No Ptarmigans (coastal region), bear comes close to you (also a pro, but if you aren't tracking bear respawn it can catch you off guard), wolves spawn nearby (mitigated by car spawns and visibility on ice), No 6-slot stove (It's nice to have but you can easily live without this) I don't think I'm forgetting anything, but it's possible.
I think you've nailed it saying that every region in the game has upsides and downside, compromises and choices. This whole game is about this: How far is it? can I cook/ sleep there, how long does it take? what do I leave behind?! A 'perfect' base, region or game strategy would wreck the open feeling of the game, reducing it to: go here... do this.... you've won...
With the addition of the trader and safehouse customization coastal highway just shot up to the undisputed best region. There's just no beating out beachcombing, trading, and easy forge access. And this is coming from the number one fan of the mountaineers hut.
Coastal Highway was definitely the biggest winner, and I agree with it being S tier now. That being said it seems like occasional trips into neighboring regions are allowed for these rules, otherwise Desolation Point would be all alone in a distant first place being the only region with a forge, coal, and fishing. There are only so many trades that involve lugging around 45 kg of batteries though, and those are all one time things. I think people will start to find that long term you don't actually need to have your main base in CH to use the trader. Proximity to CH will be important, and of course nothing is closer to CH than CH, but other nearby regions can still benefit from the trader as well. I think the Community Center and Camp Office will be the big winners there. The safehouse customization will let them both be much nicer places to live, and they both have trader radios, which isn't necessary, but it is nice not to have to go out during an aurora to use the radio. Camp Office in particular got a lot better since one of the new moose spawns is right by it. I think Camp Office with a moose spawn pretty much has to be S tier as well.
I agree with your DP analysis, except the cabin fever cave. I use the wheelhouse of the Riken. It's pretty easy to keep a fire burning overnight by hiding it in the corner on the same wall as the door.
Bleak Inlet - Cannery Worker's Residence is best. Right next to a fishing hut, beach combing for non-renewal resources, milling machine/ammo work bench, bear patrol and timber wolves aren't to close. If the wild life refresh changes up timber wolves to spawn in other regions I think you'll see alot of players look at the region as Hopeful Inlet instead.
Pleasant Valley, hands down. It's a central hub for other key regions.oh and fun hack for cabin fever. Find a extra sleeping bag, and when you get cabin fever, put the sleeping bag down in the fishing hut. Fish and sleep, while you get over your cabin fever. Make sure to collect enough wood to keep the fire going. Also, the broken down out building, like the one next to the farm house, in Pleasant Vally, you can build a fire in there, and sleep in the crawl area. Just need a sleeping bag. Oh and love the name. Drizzt is my favorite Forgotten Realms character, and the reason why I use Dark Elves alot fir character builds, in my D&D games! Cheers! Great video!!
When it comes to long run criteria for wildlife on Interlooper, I personally value much more bear than a moose, first because there is not so much use for a moose hide after crafting a satchel, on the other hand you probably are wearing double bear coats and using bear bedroll which both need bear hide for repair. Intestinal parasites are not an issue because of LV5 cooking which you obviously grinded on a long run. Bleeding mechanics in the game also plays a huge role here: you can kill a bear 100% times using just one arrow thus sparing the wear on the bow and arrows. The last point is that bear spawns are more stable and less erratic than moose ones, after a certain period the bear will respawn, will not despawn after auroras and so on. Oh, and just one more small detail: bear carcass can serve as a wind protection, I am pretty sure (but not certain) that moose carcass does not.
17:41 In addition to the fishing camp, I spend a lot of time on Jackrabbit Island. There are often several fish washed up on the ice and there's a fishing hut nearby.
Correction for Coastal Highway, it always has exactly 3 bear spawns, always in exactly the same places. Bear Creek, Coastal Townsight, and Mysanthrope Island. Those 3 bears are guaranteed. Also, again will point out, Coastal Townsite has lots of houses to chose from, so you don't NEED to use Quonset Garage to stay there, that's just what people seem to default to for some reason, even though there are houses apart from the wolves you CAN use instead, and I think a large part of that is that so few mention the houses, even though the location is called Coastal TOWNsite, which means houses. That's an overlook that many people make that causes them to have more problems in the region then needed, and Coastal HIghway has a huge plus to long term survival, and that's the beachcombing, which can net all sorts of resources that would otherwise be finite and run out. You can even find snack foods for a source of vitamin C on the go, so you are not chained late game to fishing huts, or being smelly and fighting wolves and bears for every other step you take.
My current run has my Main Base at the Camp Office of Mystery Lake, with Trapper's set up with supplies for when I want to go hunting in that area for a few days and farm coal. With the wealth of wood around, and the multiple easy bear spawns, its not hard to keep up on food, with scurvy risk taken care of by going to the fishing huts on occasion, and the abundance of Cat Tails and Birch Bark. Speaking of the fishing hut, the closest one to the Camp Office isn't too rough a trek during a blizzard. With the wealth of cat tails in the area, its not hard to make use of the abundant cat tail heads to make a trail from the porch to the fishing hut. With full animal hide clothing, you can make the trek over in full white out, and have decent odds of being warm enough in the fishing hut to spend it there, which helps negate Cabin Fever risk. As for Cabin Fever Risk? I've found it rather negligable. The back of the Camp Office provides ample protection against the elements if you want to spend time prepping foragables there or make cooking fires out of the wind, and the Lake Overlook cave is easily accessible if it does afflict you, while providing a couple rabbits for a quick snack if you forget to bring up some food. With the Forlorn Muskeg Forge so close-by, and the Travois being craftable, you're never hurting for tools, especially due to the position of the Dam. Three days straight of using a hacksaw and bear meat to farm metal, and I had barely made a dent in the scrap metal available there. Cloth could potentially become an issue, but making an expedition to Milton and tearing down every curtain will easily net you a couple hundred. While all the spawns for things are a bit spread out, the addition of the Travois for hauling most of a quartered bear or moose makes the distance much easier to stomach. Combined with its fairly central location to the other regions of the map, which has only been reinforced by the Far Territories being a fairly straight shot down the railway making it an easy path to returning supplies, I'd personally rate it S tier.
Coastal Highway is my go to region whenever I need to restock and recuperate. Plenty of food, with three bears, a possible Moose, fishing huts. Abundant coal, access to the forge in DP, which also has abundant coal and metal. The garage has plenty of indoor space, including floor space for curing hides, and great storage. There’s plenty of locations to explore so you don’t get bored staying in one location. Cabin fever risk is a bit of an issue. You can either do some fishing using some of the coal to keep warm, or there is the cave in the adjoining regions. Or you can just use the cars if you can keep a fire burning. Most regions are good enough for long term survival on Interloper. Sundered Pass is too cold. ZoC doesn’t have enough food. Forsaken Airfield has everything and I’ve started to use it as a forward base if I’m venturing to SP or ZoC. Broken Railroad is also a good staging area. Bleak Inlet is an area I rarely visit. The Timberwolves are too annoying. It’s more trouble than it’s worth. Blackrock also has Timberwolves, but they’re more easily avoided. Ash Canyon and TWM are okay. But once you’ve been there, there’s not much to bring you back. Similar story with HRV. You CAN survive there a really long time, but do you really want to? FM is surprisingly good. Bears, wolves, deer, a Moose Spawn. You’ll never run out of food. There’s some coal to be found, and abundant sticks. I prefer forging in DP or BR, with their indoor regions and abundant metal. (Although BR doesn’t have much coal). MT, PV, ML are all pretty good places to keep visiting. PV’s frequent blizzards are annoying.
Quonset garage actually has 2 very secure cooking spots outside. One is by the prop tank to the left if you take the back exit. The other is to the right and is arguably more secure from wind. It's also right next to a tractor so it's also an option to sleep in to treat cabin fever if ever you contract it.
My favourite bases are ones that have a cozy vibe. Trapper's Cabin, Mountaineer's Hut, etc. There are a few that I would like except that they are very cluttered and messy (e.g. Paradise Meadows).
I love pleasant valley because of the landscape, the house in the middle which has a workbench, 2 beds, and a 6 slot oven, and it connects to some resource filled reigons also, as well as having a town and road connection
Coastal Highway has that little spot right to the last fishing cabin that is surrounded on all sides, get a fire or 2 going and you can survive 99% of blizzards. Not to mention being outside with the blizzard going 2 feet from you is actually pretty relaxing.
IMHO Community Hall in Thomson's Crossing (PV) is S+. It is even better than TWM! At least from the perspective of Voyager and Stalker player like me :) So let's look at the details: + Big indoor space where you can put all your pelts, guts and saplings for curing; + Few dozens of different cabinets, tables and other places to put your loot in and sort it by types; + 30 kg chest (which I use to store fuel and flares); + 200 (!) kg wardrobe for heavy stuff like wood and coal; + Six slot stove; + Cave for Cabin Fever treatment nearby; + Mine with lots of coal nearby; + A lot of wood and 70-80 sticks nearby; + Possible Bunker spawn point nearby (and if it spawns it is an Instrumental Bunker, so you'll get all the Instruments and Lantern right away); + One of the Signal Void Bunkers spawn in PV (though it is on the other side of the map I count it as a pure plus because of the loot); + Plane Crash location where you can get a ton of clothes (great for starting the game in there and for making a long-term cloth stock); + Birch Grove with around 40 Birch Bark, bear spawn point and moose spawn point nearby; + Two rabbit locations nearby; + Lots of deers nearby; + Medium quantity of wolves nearby (enough for food and not too many to cause troubles); + At least one ptarmigan spot nearby; + Outdoor windproof fire barrel; + Lots of cars nearby with possible Car Battery Spawns; + You can use one of the cars to read books or repair your clothes even during the night if there is no blizzard (the truck in front of the Hall and near a shop is my favorite); + Pleasant Valley is in the middle of the Global Map together with Mystery Lake, so getting to other locations is relatively not too far; + / - Work Bench is in the Barn but it's not far, though there is a risk to meet wolves near Barn; + / - Fishing Hut is a little bit far but it's a hut and there is a moose spawn point near that hut; + / - It is not that far to go through the Mine to Coastal Highway for beachcombing; - The only real minus of this base location is a relatively cold weather of Pleasant Valley with lots of blizzards. Though the last thing is arguable because most of the time I get more blizzards in TWM then in PV. I didn't count big distances as a minus because when you have good gear, know the map and how to avoid wolves they are not a real problem. P.S.: the biggest + of this base location in compare to Farmhouse is that there is no sound of old window dribbling in the wind and making bang-bang-bang which makes you go crazy xD
My personal favorite is probably the camp office in mystery lake, with a close ice fishing area, a place to cure cabin fever (cave overlooking the water), how close it is to hunting areas and spawns, there’s always at least one bear spawn the next couple hills towards trappers so you can hunt the bear without it really running up on you, the possible moose spawn, the easy access to coastal highway, Milton (mountain town), and the slew that is tales. Plus, not to far is: a transponder, another place to cure cabin fever (lookout tower), and a natural coal spawn (the transition cave connecting Milton and mystery lake). Even as a first time player, this place really hits all the spots if you want to have a far reach on many things while also having a foothold on your home.
Good video Zak. I think Coastal Highway + DP is good long term survival in the endgame. Everything you need is there. Great beach combing and lots of resources. Fishing huts close to cabins. Lots of branches respawn for fuel.
Between Trappers, unnamed pond and clear cut you get possibly two bears (not counting FM entrance from ML), one or two moose (again not counting FM entrance possible moose) and endless coal from the mine right next to you. Also, I know it´s technically Milton, but guaranteed matches down one goat and back up one rope + Rabbits and Deer in several close locations. S base long term due to FM and Milton + Milton Basin on it´s door step.
1) Mystery Lake - Camp Office 2) Pleasant Valley - Community Hall 3) Coastal Highway - Quonset 4) Bleak Inlet - Last Resort Cannery 5) Broken Railroad - Maintenance Yard All other regions (Far Territory included) are there to be stripped clean and their resources are to be transported to these safehouses/regions. That's how I see it, at least.
Bleak Inlet Cabin area in South of region: -Cabin to rest and stay warm in -Coastal fishing hut one sprint away from cabin (food and prevents scurvy) -6 stove cooker 2 minute walk from cabin in lighthouse -Cave 1 minute walk from cabin (Prevents Cabin fever and spawns bear rarely) Only downside is that there are timberwolves to adapt to and nearest crafting bench is at the abandoned pier place, but with the new update you can take the vice from there and put a crafting bench in the cabin (pier place also has ammunition making bench and cheap tool repair machine during aroura.)
I find the biggest challenges to be blizzards, rope climbs, and Timberwolves, so I’d change up the rankings a fair bit (CH is A or S-tier, and PV, AC, and TWM all need a downgrade). I used to stan the CH Garage as the best long-term base, but now I’m back to thinking it’s the ML Camp Office, as much as it may seem boring or too obvious, it really has just about everything one needs except beachcombing, but isn’t surrounded by predators like the CH Garage is.
I personally love Milton and Desolation Point. CH is prob the best overall in my opinion. Something about the abandoned town vibe, lots of homes for loot, bear is easy to kill and the basin is a nice place to spend a week or 2. Plus the cave up by the transmitter near Grey Mothers house has coal to gather every 10 days or so. DP is fun, it can get stale after 30-50 days though. I still like it but can always go over to CH for a bit. Beach combing in DP and CH for that matter makes those places the best overall. Beach combing is op and those regions, DP and CH are better for that reason alone.
I always found ML to be the best region for long term survival. Easily S tier here. Sure you *may* need to leave sometimes. I usually set up 2 bases at both Trappers and Office, the walk between only takes a few minutes. Travel between for hunting etc. There's easy fishing, lots of birch bark. Lots of Rabbits/Deer, you can find the Moose/Bear fairly easily. The Dam has a near endless supply of scrap metal if you need it for repairs. The Forge is a fairly short journey into FM. Firewood/Sticks/Coal are easy to get. A walk around the lake can get you enough sticks for lots of fires, plenty of branches to cut up, can walk through the cave by Trappers regularly to refill on coal. You can find both of the caves near the Camp Office pretty easily in a blizzard. The path behind the office practically takes you right to one, and is mostly shielded from wind if you need to get to it in poor weather. The weather is relatively mild in ML, you'll have a lot of clear days to start free fires with the Mag Lens, so water/cooking is never an issue. Once you've crafted your tools/weapons and gathered the items from other Regions you want, you pretty much never need to leave ML, unless we're talking like 1000+ days here. People say beachcombing is needed, but unless you're wasting resources like crazy, you don't really need beachcombing unless you're doing 1000+ days.
I need to defend Coastal Highway: - First and foremost, it has shorecoming. Its an insanely strong mechanic, it can supply you with many amazing things, including those which are otherwise finite in the world. - You can sleep in cars if you have cabin fever and there are multiple right at your door if you choose the gas station as your base - Wolves can be very easily avoided. If one is tailing you after yo exit the gas station, just hop into car or a house, wait a moment, go out - And now as for TFTFT 6, you have trader right in your region, a short hike away with travois. Go get that 80kg of salt! The only two things that I dont like about this region is that its not central, some regions you might want to visit are quite far away, and no ptarmigans. I would also argue that 6 slot stove is nice, but not that amazing considering that nothing stops you from having 3 campfires next to each other
It is such a shame that the DLC regions seem to have all ended up in the "go for a bit but don't stay" camp. I really wish that one of the far territories had been made a bit more friendly for longer stops.
THIS! especially considering the looong trip to even get there. and to move larger amounts of material back and forth is a major pain in the behind, as there are so many spots where you cannot use the sledge inside the tunnels, at the landslides over the tracks etc...
@jasimine_b the main issue I find is there's nothing there that can't be found elsewhere, except the tales, but most the rewards are pretty subpar, the only good one is the traits, but they carry to new games. It's just a combo of bring the furthest locations to get to, being the most hazardous maps in the game, yet little to no reward for braving it.
Costal highway is so interesting to me. If you treat it well, it’s rewarding but still very dangerous. But if you’re ignorant then it’ll eviscerate you. If it weren’t for the cars, I’d never touch it but the protection from wolves and aid with cabin fever make it my favourite base so far
You can fish literally 50 feet from the door of Angler's Den in AC, no need to travel to the fishing hut unless terrible weather. I personally love TWM and AC as my main regions, but they need help, like cloth and metal as other people have already mentioned. I usually loot PV of cloth and metal, and haul it back up to the Mountaineer's Hut for the later game. Coastal Highway, through Crumbling Highway, to Desolation Point and back, is the ultimate refill of gear with the long beachcombing coastline. I love to gather out there, and bit by bit get my gear back to the homestead on the mountain.
I have to agree on the beachcombing factor. Regular sweeps, which one can maybe do once every 2 or 3 days, can yield the really vital resources that would eventually run out were it not for beach loot generation (saplings, cloth, scrap metal). Also, with regards to cabin fever, a fishing hut nearby should also count as a substitute for a cave not necessarily for curing cabin fever but preventing them. Just fishing for one whole day more or less takes care of cabin fever threat.
Note: I primarily play custom games with blizzards set at high (generally a blizzard every other day or so), coldest world possible. Favorite region: Desolation Point - base is the ruined church (I may be mistaken but I don't think you can get cabin fever here.) Quick walk to the mine for coal /workbench/ bear. Lots of sticks / branches nearby. Lots of deer and rabbits nearby. Beachcombing (addicted to beachcombing, as i can spend days going back and forth collecting everything, plenty of fish wash ashore) Lighthouse to view the aurora. Moose on the bridge, if it spawns. 2nd favorites Probably a tie between Coastal Highway and Timberwolf Mountain. CH has great beachcombing, again you can spend days collecting everything. I have 2 bases, the fishing cabins and the waterfront cottages. Then TWM, I go here for a peaceful mountain getaway. As Zak said, everything is really close to the Hut. I generally use the Mountaineer's Hut as a 2nd world base, moving all loot here from TWM, AC, and PV. I don't particularly like PV, mostly just find it annoying, but when I do stay there for weeks, generally split my time between Thomas crossing, the barn, and farmhouse. Also, don't particularly like Mystery Lake (spent too much time here in previous runs because its a easy region and am burnt out on it) Least favorite region (haven't been to Zone of contamination or Sundered Pass) is Broken Railroad, I absolutely hate going there. I can't really explain it. I get bored after 2-3 days here. I'd rather stay in Blackrock (much more entertaining region and hard in comparison)
My favorite base on Coastal Highway is the Fishing Village. Spend time in the nearby fishing hut to stave off cabin fever. With beachcombing it's probably S-tier long term survival for me. The biggest danger is keeping an eye out for the bear when he respawns. No moose I guess is one of the larger drawbacks.
As someone who's spent 480 days in a row on Interloper without leaving the lower region of Ash Canyon, I can tell you the thing that you will run out of might surprise you... It's water! Cloth, metal, saplings, tools, all will slowly be whittled away over time, but the rate at which you'll guzzle water (and thus the wood needed to keep melting/boiling it) is far faster than the rate at which you'll use the other resources. Water is never an issue for most players because they collect plenty of twigs and coal between regions. However, if you're locked into one place (especially a small area), the rate at which you need to keep constantly boiling becomes apparent. That being said, I still have plenty of wood in that run, and twig/wood/coal respawns are frequent enough that it's not likely to be an issue in the near future. My point is that over the course of staying 1000+ days in a single region, it's the water that you have to work hardest to keep from running out. Based on this, I would argue that locations with 6-slot stoves and lots of wood get a huge boost in long-term survival, and ML should be S-tier for the reason that it has the Dam and all the wood inside it.
Yep, 6 slot stove is basically for long game endurance. You can boil soo much water soo quickly, and you're not just saving wood, but also time and calories. Not to mention how quick you can prepare other things, like coffee and tea. Not doing it costs literally multiple times more resources in the long run.
My top 3 (just pushing the youtube algorythm): 1. Mountaineers Hut 2. Hunting Lodge 3. Worker's Residence in BI (if you build a workbench there with safehouse customization)
I suggest doing a tier list for the best bases instead of regions. Sticking to a single region is not logical. For example, the FM march cave with moose spawn with moose spawn in MT basin will be a very great base. Two nearby bears, two nearby mosses, lot of rabbits and deers, fishing in the basin, forging in FM or BrR, not very far beach combing and milling machine in BI, workbench and six head stove in Meadow Paradise, a lot of sticks, birch bark. Other bases like this could be discovered.
I use PV, but not the farmhouse: use the community center and here's why: You're still near the crafting table at the barn, but CCtr has no hostile wildlife near it unlike the other two major buildings in the area. You'll do a lot more cooking than crafting, long-term. There's a bunny hill right behind the town that has near-zero risk. Ample wood spawns in the area across the road and (more carefully) across the river with one wandering wolf there. At most once per month I'll remanufactur two dozen arrows, or whatever I have gone through. There are more storage options at CC for organizing as well. From there a quick wander through the nearby cave every 20 days for a quick beach-comb makes sense. The small pond for fishing is not as good as some areas, but wood is easier and you can camp in that tiny hut for weeks fairly easily. TWM comes with a temperature penalty - no thanks.
I would say inter-region connectivity is actually a critical part of long term survival, because long term implies late game when you're getting into the dwindling resources period, and having connections to the other regions helps gather resources from the other regions and consolidate them down to your main long term survival region, as no trip is too far, especially when you factor in the travois for easier large load transport, which is essential to gear consolidation.
For the long game, it's important to NOT have to move around as much. Since all movement costs something, the actual best strategy is to not have to continually trek around regions. Of course that might seem boring because you then don't do much, but for surviving the longest, limiting your movements is everything. Walking costs calories. Calories require more walking, and you can buy a lot of time by expending as few calories as possible. This is why being as efficient as possible with your movements is important, because at some point you're just magnifying what you have to gather by exerting yourself, not really gaining, but actually losing resources.
One additional thing Bleak Inlet has in its favour is the only outdoor 6-hob stove. It can make your time burning off cabin fever very productive. Not enough of an advantage to shift its ranking in the list, though.
Costal Highway is one of my favorites, I like to migrate between CH, TWM, PV, and ML. I get bored of the scenery at times. I typically clear my cabin fever in CH at the Fishing Hut, or the Aurora mine entrance. The ambiance of a location should also be considered. Costal Highway for me is better in end game, there is a lot of hunting, almost to much meat and its close to a forge. You can also collect TONS of coal in the cave to Pleasant Valley, there are 3 bears, lots of wolves, deer, fish, beach combing. It literallyhas almost everything. For me it would be a perfect S class if it had a forge, however that is very close.
If you apply the same treatment to ML that you did to MT its easily S tier. Camp office and Trapper's are pretty much one base with two stations for different stuff. I have 2 bears and a moose near Trapper's in my current run, and in some days you can just travel to Camp office and fish/remove cabin fever. Connectivity makes it even better with forge and milling close by. Beachcombing is quite far away though, still much closer than for TWM.
28:59 I absolutely do camp on Marsh Ridge. I haven't seen a moose there, but there are plenty of deer, rabbits and ptarmigan. It is one of many locations where I leave meat and water to ease travel.
The trader isn't really that great though. He requires soo much resources for items, that he's only worth it for a few items you can't get elsewhere, but you also generally have to trade him some items that you can't replace in the long term. Maybe in a very late game where you might really need something that is completely exhausted as a resource, and what he wants is something you can part with (don't need a ton of lantern fuel when there's nowhere left to explore). And since he gives 100% condition items, using him too early for most things, is basically burning resources, because you're buying a 100% condition item, while there's tons of the same item in the world degrading.
Actually, with Milton, it probably has one of the best cabin fever retreats in the game, in that cave up by the radio tower. It's on a root climb shelf with 2 rabbit groves nearby, I think also possible ptarmigans, and deer, most of which are on a wolf free zone. one of the more aggressively spawning rabbit groves does have a single wolf nearby, but he's usually pretty easy to deal with, and then it's just a bit more meat to hold you over while you outdoor off the cabin fever. That's in addition to Milton Basin, and a cave up near the blue trailer (beware of the wolf that can be outside that cave though, or he can give you a really bad day)
I actually like Coastal Highway cuz although there aren't many caves, it's literally I'd say the only place after Mountain Town that has most number of Human-made shelters. So many vacant houses, so much loot in there + the nearby small island huts and the gorgeous views. I like that & Mountain Town a lot
"Cannery is a place you visit you don't stay there..." Cut me freeze my ass off in the back room of the cannery for 54 days waiting for an aurora to get my rifle back... (loooong story)
ZOC allows fishing out of a snow shelter build next to the lake. That alone upgrades it from D, IMO. Also, don't see how TWM is S but BR is A. BR has everything TWM has, plus a forge. And you can fish out of a snow shelter in BR, so lack of fishing hut is not an issue.
_-(Looking this full video later in the evening)-_ Okay Guys, time for an Update. I really did my own spin on this tier list beforehand so I can compare it. The global position was much more important in my consideration, because for infinite surviving you need lots of ressources, and beachcombing, cause it can yield more Bows and Arrows. Also even if you want to survive infinitely you need to do something, you will probably roam around quiet much, because it's just quiet boring to eat/drink/sleep/skip all day long. So I really value a more centrically base. Also if you want to take Sundered Pass as Main Base for Long Term Survival...have you ever thought of bringing all your stuff into a map that's so far away from everything AND is connected by ropes? It's a hell of a job. Disclaimer: I really tried not to be much biased. Since I adore AC, SP, & TWM and I almost hate FM. So first let me put up my tier list. _(PS: Regions are sorted in a tier from left+ to right- Tier. So for me TP is worst of all regions.)_ S: Pleasant Valley A: Mystery Lake, Coastal Highway, B: Timberwolf Mountain, Mountain Town C: Broken Railroad, Ash Canyon, Desolation Point, Forlorn Muskeg D: Forsaken Airfield, Zone of Contamination, Blackrock E: Bleak Inlet, Sundered Pass, Hushed River Valley, Transfer Pass E: Most of Regions are considered E because they are DANGEROUS as hell for me, and it's quiet simple: Death is not a good condition for long term survival. The rest of these are just at the edge of nothing and TP misses half of huntable animals, so quiet understandable. D: Same, dangerous² and all available base buildings have heavy downsides, Hangar needs outside fire which is 2-slot and vulnerable to lose firewood just by wind, because forge as a cooking place sucks. Zoc needs heavy protection and will be ammo consuming and best two base options also have downsides, and Blackrock misses fishing, is far away, all buildings are quiet bad. C: Broken Railroad got good hunting, is somewhat central but fishing on the open lake is quiet dangerous and getting all items to hunting lodge is quiet a task, it's close so BI for ammo-crafting tho. Ash Canyon is pretty far from center but is meh for beachcombing, getting your stuff up there requires heavy lifting at PV-TWM connection tho and Anglers Hut is quiet bad overall, because outdoor fires, hunting is quiet good tho except for bears and birds (Banjo-Kazooie reference? Yuo-huh?). Desolation point got beach combing, solid hunting, easy forge but is quiet off-center and need some walk for ammo-crafting, also fishing only without in a hut... in a coastal map? Why? :( Forlorn Muskeg is a hassle to navigate, hunting is rather meh, the base can get dangerous in blizzards if you sleep carelessly long, it's good for ammo-crafting and forging tho. Beachcombing is a half-day-walk so okay. It will get bumped up a half-tier if the bunker is a FILLED one - because with that much gear to start with, if will automatically get a central point, because you probably need less "import" gear. B: TWM got amazing hunting, but base is vulnerable to blizzard temps and decent walk to beachcombing and forging, but is short to ammo-forge, also the fire place is only 2-slotted. Getting all your gear up the rope at PV is a hassle to do. MT is quiet okayish in hunting, but only workbench is outdoors, cooking is crazy crazy good, ammo-bench is a acceptable walk, beachcombing is yikes and forging is quiet close. You can goat-skip ropes from ML to MT but not the opposite, so carry gear to MT is actually quiet doable. :D A: Mystery Lake, most central map, good bases with all indoor workbenches, easy not to die, beachcombing, forging, ammo-bench is all just a cat jump away, as we say in German, but it has some weakness in hunting moose because I tend to never get one in ML and cooking is no 6-slot. _(Finding moose is probably skill issue tho >_
I really don’t like the glimmer fog so any region with glimmer fog is automatically set to C or lower, black rock is the worst region, I’ve been recently playing ZOC and I actually like it, it’s a B in my book, also Milton had Orca station forming a nice triangle of bases in that region, it’s an S for sure in my book. I think you value moose spawns way more than me, I don’t mind having to travel a bit to get a moose, makes it fun . Thanks for the video!!
33:09 I'm baffled that you barely mentioned the best base location in Mountain Town, which is the trailer with the workbench. It has a fire barrel outside and is very close to one of the possible moose spawns. Deer and ptarmigan are often near. It's closer to the bear spawn than any of the other mentioned base locations.
Yeah, it's okay, true. No six hob stove and no real storage, but has an outdoor fire barrel. It probably is a good base as such, but I almost exclusively use it as a pit stop.
I think you must start a series where you only surviva in specific regions where you are not allowed to leave. Then we can see which region will keep you alive the longest.
This is so painful. I used to watch a lot of TLD content many years ago, but stopped for a long time and have forgotten most locations. I love watching TLD content, and i have truly enjoyed some of the guides that you have put out, but i have my first run in years going right now and its over 100 days already. I want to watch this video so much but i want to keep the awe of discovering new zones.
Reading the comments you realize just how many different ways there are to play these games. I'm personally more the kind of guy who'll start a new run after 100 something in game in many different regions because I've done everything I wanted to do. But you also have people who spend like 500 days in the same region and actually have to care about beach combing and stuff.
For me if I'm going for a long term survival. The Coastal Highway is hard to beat. Inside work bench, fire barrel and storage is plenty. Wolves can be a threat but I just take that as something to keep it interesting
To add on, Coastal Highway has lots of cars as well for cabin fever. Plus cars keep you safe from animals, and great way to read books and progress the blizzard walker feat
I have a counter regarding "you can't fish in Forlorn Muskeg." Why does that matter? only reason is to score vitamin C to stave off scurvy, however there is another renewable resource that does that, and that's birch bark, which you can get in abundance in FM, if you just go to the overlook, which also can contain a bonus moose, if he's not down near Spence. So I'd argue the lack of fishing is a non-issue since birch bark takes their place. Where you nave neither, like in Blackrock, you have a problem. But I'd view large supplies of birch bark and fishing as interchangeable resources for the most part. Replacing lamp oil being the one exception, where you do need specifically fish for that.
My favourite region for long term survival is Great Bear Island. While you can likely sit in DP forever thanks to beachcombing and ice fishing, but I kinda don't want to sit in one place for 500+ days. I rarely get to leave my hometown thanks to work and family, so I enjoy exploring virtual worlds instead. Sure, have your main base in that spot that you really like, but learn to use the whole map. It's part of why ol' EvenDark can just keep going for over 10k days. His system of routes means that he always has somewhere different to go to, even if the goal is usually just to hunt bears and moose.
Yes, but if you need a fire then the point of having a cave is gone. The idea is to have a cave with a warmth bonus, where you can sleep without fire, saving resources.
Glad you upped Blackrock haha, I just love the prison because of the TWD vibes and Bricklayers is a cute solitary Mountaineers, and without scurvy + (i'm not sure if it works, but) if you can make a custom fishing hole there's that too.
There are actually 2 routes up to the weather station in SP. Everyone knows the path from the lower level, but you can also get there from the mine/cave. It's still a terrible base, but I thought you should know.
Mountain town feels like separate regions joined by a couple of rope climbs. Transporting fish back up is a real drag (having to climb naked to get more than one or two big fish "up"!) - so for my list I'd knock one mark off MT. Timberwolf mountain has two downsides for me - not much cloth (aside from summit), and hardly any metal. So for super long term survival it's DP or CH, although I prefer staying in TWM or BR - as long as I take some cloth/metal to TWM or Coal to BR.
To be honest I'd love a video on what your favorite regions are purely on your subjective opinion. Personally I like regions that: 1. Force you to be dynamic. You can't just stay in one place. Like how SP will force you between the lower region and upper region. 2. Have a workbench. Don't wanna have to travel to another region to do all my crafting. 3. Has a forge at least somewhat nearby. Ideally don't have to travel more than 2 regions to reach a forge. 4. Are desolate. I like the loneliness in TLD. Last man on earth vibes.
I’m in mill wood in my 5th day ever survival playing this, my third day I made my first kill on a wolf in the wee small hours of a calm night as I was searching vehicles and getting reading to set up in the big house. I heard vicious barking close behind me, luckily I jumped into a car I just exited…equipped a damn flare gun of all things…when I got out of the car I saw it’s eyes shining, creepy as hell…it runs toward me, I fire a flare and miss but scare it away. So I chase it but it’s dark, so I stop, go back to the car and get in. Hear it howl close to car, I get out it immediately charges me and wait for it, wait until it lunges for my throat and fire, hit it right in the face and it starts wailing and drops dead…crazy game
I think you should not limited rate by how some goods are close or far from base, because if you stay in one region long term, you would be bored just staying close to the base. And if you kill bear or moose it would be long respawn time for them. I think PV is great because you have everything plus a lot of bears (everything is spread sure - but it doesn't matter because you have a lot of time to roaming around, lot of space to travel is nice bonus when you stay in one region).
In support of black rock, I once survived for a few months on interloper in the cave next to the prison. Bear and moose are right there. It was kind of an easy go as long as I kept a fire going. This was before scurvy.
There is a spot for snow shelter fishing nearby anglers den, so fishing in ac shouldn't really be a problem. I wanna try anglers as a long term base. This place is so sweet. And who ever needs 6-burner? Always cook outside and you wont need to look for a cave to heal cabin fever.
So, with my strategy, there is no one best location. Theory goes, Keep moving.. therefore i have several regions that i circulate around to for several week stretches at a time.. all based on resources.. Taking this approach, some of the lower tier solo survival regions, then become the strongest regions for said resources, again depending on the region. So in setting up a "trap line" and just move from mini base to mini base seems to allow for a much longer run... it also allows one to carry much less gear as most mini bases are less than a full region between them.. some regions will have multiple mini bases for efficiencies... at the end of the day, if i had to choose one, i'd pick the airfield.. simply because its so large and has all resources available, assuming that one prefers to use the bow whenever possible, even on lower difficulties and saving the bullets for moose(rifle) and timbers(pistol).. then a trip to the gun bench would only occur maybe 2 times over a 500 day run on stalker.. probably get to 1000 days voyager and pilgrim.. but yeah. the Airfield is the best region.. cheers!
CH deserves A or better! It is no doubt the best region, unlimited fish, great base location at Quonset, lots of wolves nearby so no shortage of wolf pelts, clear weather, easy to navigate, and lots of natural buildings to shelter in while exploring, as well as beachcombing. I personally have survived over 300 days at CH without leaving apart from going to the Riken for the forge.
A second video on regions is coming, where I take into account community opinions on the region. Feel free to express them here, including any disagreements (e.g. many people think CH should be A-tier). You can also fill out this survey for additional feedback:
tinyurl.com/zaktld
Coastal Highway should be A-A+
It would be interesting to see a ranking of hub/main base locations for more nomadic players. It could account for how easy/safe it makes routine tasks (fuel, hunting, cooking etc) and how well it connects to other areas for exploration and resource gathering.
Coastal Hwy is at least A tier if not S. The garage has possible moose spawn right outside, and two nearby bears (there's even a third bear at the other end of the map). All the fishing you could dream of. Loads of coal in the cave to PV and more I think in the mine with the elevator. Fir branches nearby too. Tons of cloth and metal to harvest. And most importantly, the best coastal harvesting in the game. Free arrows and birch saplings constantly. There's a workbench at both of the best bases. Bear caves and fishing huts for cabin fever. It checks all the boxes. It's impossible to get lost too.
One thing to consider for the regions that you can is beach combing. This should bump the coastal regions a bit higher as you can get many resources after blizzards by just walking the water.
I figured it would always be coastal highway as the only S?
-Warm.
-Abundant hunting.
-No ropes required to get around.
-Easy to avoid predators (if you put your base on an island).
-Beachcombing.
-Fishing.
-One region away from forge.
-One region away from milling machine (and ammo bench on lower difficulty).
-Large coal supplies in coal mine to pleasant valley and the mine in desolation point.
Only actual downside is lack of 6-slot cooking, but that doesn't put much dent in everything else. Visit nearby Thomson's Crossing for 6-slot cooking, more animals, and the birch forest and pick up coal on the trip. The transition coal mine itself makes a great base, too.
In my opinion, if we are really looking into LONG TERM SURVIVAL, all beachcombing regions need to be ranked up higher.
yup spend the days beachcombing costal highway - crumbling highway - desolation point and back, getting coal and loads of bears moose. need them saplings and cloth ,metal for hooks and repairs.
Number one: the quonset garage.
6 wolves, 2 bears, 1 moose. All the meat you can stand and fishing to prevent scurvy is near-by. Perfection.
Also the coal from cinder hills and CH-DP transit cave is massive. I dont think you can get that much from anywhere in the game.
@@TheEldritchGodIDK, maybe this is only an issue because I suck at dealing with wolves, but that garage is usually swaming with em, so odds are one day you will just get pinned down
@CatLover-lk9gz I admit, I have not been to the quonset since the update, but the gas pumps out front were a no path zone. I stepped out with meat, checked for howls, then moved or killed as needed.
As much as Pleasant Valley is a good region, I always start to feel like I'm going a bit mad if I stay in the farmhouse too long. It's very desolate, dark, and too large of a building for a single person. It feels like an abandoned house I'm not welcome in, especially at night. Mountaineer's Hut on the other hand feels like it's my very own cabin with a beautiful view. Can't forget about the psychological factor!
The board rattling when it is windy drives me nuts. It seems way louder than anywhere else.
I like how the farmhouse sounds, it reminds me of living at my grandparent's old homestead. Although i also like how the dam rattles and wails, so maybe i'm a fan of haunted places.
I cant live in any places where theres dead bodies. Its very unnerving especially in the context of TLD
it’s definitely far from objectively the best location, but i really love living up in the signal hill hut
I agree. And it doesn’t seem like S tier at all to me. A tier only.
I honestly can't understand the logic of people who doubt CH is the absolute best region for late game survival.
-very mild climate
-excellent hunting and fishing
-unlimited coal from the mines
-extremely easy to navigate
-longest stretch of ice for beach combing
-Riken forge nearby
Almost 50 pieces of coal from the mine every 2 weeks + half a dozen of fishing huts and cabin fever is a problem? Really?
Yeah. If only there was a ptarmigan spawn in here, then it would've been the S tier for sure
Yess, i have alot of sticks in garage around 400+ and close to 100 coals
@@Dimaliki dont think ptarmigan even an issue for me, cause i rarely use my bedroll there is always a shelter nearby
@@AryaSumerta yeah but insulation is always nice
@@AryaSumerta absolutely. A non issue.
Desolation Point is my favorite, the Lonely Lighthouse is by far my favorite base in the game, I just love the feel of it. Plus a forge and workbench nearby, plenty of hostile fauna to keep things interesting, coal nearby, lots of metal and plenty of cloth just a hop away in CH...it's just got everything. I love going to the catwalk to just chill out, especially during an aurora. It's just peak Long Dark for me.
Desolation Point gang here
If it were a bit more central I would 100% base there. I love the lighthouse. It is just so hard to get anywhere else.
Now we can put a workbench in there with the new safehouse customization so It gets even better..
Pleasant Valley is easily an S tier for me, and by far my favorite location in the game.
The farmhouse is arguably the best base in the game- with 6 burner stove, outdoor windproof fire, crafting bench, a ton of storage and the porch that allows you to read/craft during the night (that also resets aggro on mobs).
Then you have the birch farm, good mob spawns around the farm and a potential moose spawn by a protected fishing hut.
Personally, I also love the design and layout, it reminds me of authentic Canadian countryside (something that's not really achieved by the other maps).
if only they added some "repair roof" option to the farm house. i just can't stand being inside during stronger winds, the audio is driving me crazy... oh and the light in the basement is atrocious, but that i guess is a deliberate balancing act by hinterland to make the farm house less OP...
@@jasimine_b hah, yeah audio is annoying during bad weather in Farmstead.
I use multiple bases when I settle down into a region. In ML, I transition between trappers and the camp office frequently to get the advantage of fishing and caves (and some hunting), then back to trapper's for coal and hunting. The centrality of ML and the fact that all transition points are close to good semi-bases is also a huge bonus. If I'm running low on cloth, Milton is a quick trip and full of cloth and other goodies. The forge in FM is a one day jaunt from Trapper's and you get tons of cat tails on the trip. I often spend a few days in the ravine killing deer, collecting birch bark, and working off cabin fever or cabin fever risk. Late game I often transition to CH for beachcombing.
Hey Zak-thanks for another great video. You clearly put a heck of a lotta work into all of them.
I just wanted to say that the opportunity for beachcombing makes a place more valuble than I feel you gave it credit for. You did that video on beachcombing, so you know that it is rediculously op.
I’ve been living in CH on interloper and I am constantly getting maple and birch saplings, cloth, reclaimed wood, and lichen. I don’t need to fish unless I need lamp oil, because so many fish wash up every other day. Also, I like to put tipups in every fishing hut and then take walk between them every now and then. There’s doubtlessly more efficient ways to do it, but I like the little life I set up there.
Even so, you make some really good points about the lack of caves and the fact that most animals are out on the ice-leading to arrows degrading more with each missed bow shot (referring to one of your comments here). That being said, you gave me some new perspectives on other regions and I always learn something new when watching your videos.
Also-your video, “500 days - An Interloper Journey,“ made me fall in love with “Ghost Towns.” It remains one of my favorite songs ever since you released that video. Thanks again, Zak. Hope you and your family are well!
🌌🎷🐺💙🌌
Edit: Your videos, your genuine & earnest personality, your relaxing voice, and your advice & perspectives (not only about TLD, but about life as well) have helped me get through some really, really dark times. I was very sick for a couple years, but I’m still here and getting better every day. Because of all of that, I have always wanted to be one of your patreons, but I haven’t been financially stable enough to reach that goal yet.
Even so, I really appreciate your content and am getting closer to being able to reciprocate-at least a little-for four years of learning, entertainment, and bliss.
Thank you for your kind words, and don't worry about any patreon pledge. I appreciate your viewership and comment. I am sorry you went through some dark times, but I am glad you are still here and getting better. Hope all is well, and never hesitate to say hi or reach out on Discord (or here) :)
I strongly, very strongly disagree with Zak. All the beachcombing regions are underrated by him. Bleak inlet is the S-Tier for long term survival for many reasons: infinite resources, infinite tool repair, fishing huts, coal spawns, reliable sunny periods for firestarting and the invaluable added benefit of being hard enough that you don't die of boredom!
You cannot stay in TWM and the neighboring cave systems forever. Once you're out of metal you cannot fish anymore. The lack of cloth respawn is a great nuisance. The next forge is days away so you won't use your tools for convenience. Zak, you got it wrong this time!
Yess, for me coastal region with the fishing cabin is atleast a tier
More benefits of BI: double moose spawn, the great new-ish bunker, a 6x stove, fantastic views, many caves to combat cabin fever. And the only price for all that is the inconvenient location of the only workbench? I'll take BI as my long term region any day of the week and you should, too! ;)
@@dp9chits Coastal Highway for me, i just hate timberwolf 😂
Thank you for the input. I will make a separate video on regions, based on community feedback/survey results. I did not take those into account here, so we can contrast it :)
scrolled down here for the exact same reason... CH is at least up there with TWM - the gas station bear & moose conveniently come up to your door step (yes, you have to look around when exiting your base), the island bear is probably the easiest to hunt in the whole game, spawning out in the open, right next to a fishing hut to retreat to, coal is not harder to get than in TWM AND you have the best and safest beach combing stretch, which, under the headline of "long-term survival", is one of THE deciding factors. also, now with the sledge it does not really matter that the closest fishing hut is a few dozen meters further than the one in TWM.
the ONLY plus for TWM is that it is more natural/beautiful than living in a gas station, but that's just aesthetics...
It’s interesting because all the regions have pros and cons. I normally set up “main bases” (which for me amounts to where I hoard all my extra supplies) in both PV farmhouse and ML camp office. But I don’t often hang about in either of those regions. The regions I enjoy hanging out and can easily spend 50+ days in while still having fun are:
Desolation Point (I’m addicted to beachcombing and love the look of the lighthouse in auroras),
Coastal Highway (goals = kill all 3 bears, kill the moose -never had him not spawn but sometimes takes bloody forever-, aurora mine, fish for days, explore everything, drag all the coal from Cinder mine to Quonset…100 days later look up and wonder how in the world I let so much time go by just in CH),
Bleak Inlet but only after getting the radio and fixing the tower so can hit that Signal void bunker on top of doing everything else there (which is already a lot especially if you work to max gunsmithing while there),
Forsaken Airfield…I just love the ambience and the challenge of surviving here, also I always set up base on the island and just travel to airfield to leave extra supplies as needed,
Timberwolf Mountain but I admit I get bored by how easy survival is here. But it’s my favorite go to chill and survive a while.
I love Ash Canyon too but I love exploring it and once that’s done I don’t usually go to hang out much. It’s a fun region to run around for me but not to hang about at any of the bases.
I haven’t gotten familiar enough with ZoC or SP yet to enjoy spending lots of time there. I’m still in anxiously surviving in those regions lol.
Hot take: I’ll take hanging out in Blackrock over Broken Railroad. I can’t entirely explain it but BR is my least favorite region though I appreciate the utility of it and loved the lore there in Wintermute
Another way you can deal with Cabin Fever in Coastal Highway is to hang out/sleep in the truck behind the garage. You need to be well geared and a Bearskin Bedroll helps but is not necessary. Just alternate between wasting time and sleeping in one hour intervals so you don't freeze to death. You can also start a campfire between the garage and the truck to provide warmth if needed, if placed correctly the wind will have a very small chance of putting it out.
I agree that’s what I do is use the truck and next door is the forge and more bear and possible moose spawns and beach comb both areas
How do you sleep in a car?
@@teomans28 While you're sitting inside the vehicle, use the radial menu to select the bedroll under Campcraft.
@@amy_grace Thank you I wish I could think this before freezing to death :)
LOL just made the same comment. I keep a bearskin bedroll in the glove box of the truck and use it just for that purpose.
One thing to consider with Cabin Fever!
Cars.
I almost always just sleep in a car when Cabin fever comes up. Super safe. Bearskin or down bedroll with good clothes make temperature pretty much a non-issue.
There are cars right outside the Pleasant Valley farmhouse (done quite a lot of car camping there) and several options outside the Quonset Garage.
Caves let you do more stuff while you get rid of cabin fever, but cars are an EASY fix.
That is why I like Pleasant Valley Farmstead. Weather generally sucks but there is a car out front and there are two caves close by if the temp gets too horrendous. Plenty of game and, even though it can be a pain sometimes to get the fish back to the farmhouse, Vitamin C isn't a huge problem either. The amount of wolves around the Farmhouse might be a con though. If you get the Moose or Bear at the outbuildings and have to haul it back without the travois, the smell might just attract every wolf in the region.
[Edit] Have to agree with Zak on TWM. I'd prefer PV because of the storage at the Farmhouse but Timberwolf isn't the worst place to hole up and spend a few months. I like the 'keg (I'm pretty sure it is my favorite region) but if you aren't there to do some forging or making a way station for BI or BR, there is really no reason to be there.
@@tamarackgaming The PV farmhouse is a neverbase for me due to the incessant rattling sound in any kind of wind. Stick spawns seem pretty limited, too. Thompson's on the other hand is a spacious cozy dream, and the missing workbench is just a quick dash behind the church.
@@ArchimedesLP yeah, the sound drives me nuts and i cant stay there anymore
CH DP route is ridiculously good for late game, tons of beachcombing and you'll get more coal that a power plant needs.
Plus you get crumbling highway, ( best map in the game )
I find Forsaken Airfield hellish, especially the wind howling sound, but you don't need a match to get in the basement during glimmer fog. The lights turn on and the flashlight works. The only drawback there is you either need to sleep by the door with your bedroll or learn to navigate from the bed to the door in pitch black.
IMO Island Cottage is a bit more appealing than how you describe it. Rabbits are right outside the door, and ptarmigans are not much further. A moose can spawn on the ice right below the outside deck, the nearby outdoor cave is one of the safer ones, and both can be accessed via a protected route. There are two bears not that far, both on terrain that's great for the travois. Coal can be found in the transition cave, and the route to it is fairly easy to navigate in low visibility once you know the terrain.
I think Mountain Town is A-tier but mainly because of the trailer near HRV - and I treat it as a semi-HRV base. You've got a workbench, a bit of coal in the HRV connector cave, good hunting, the bear isn't too far away and if you get the moose spawn nearby then there are heaps to do. Regardless of whether you're situated at Grey Mother's house or the Farmstead, I think you'll end up going to the HRV trailer fairly regularly.
I found the mountaineers hut to be the perfect shelter/home as it has a fire and a workbench with no loading screen so it makes hunting easier and doesnt stop the bleedout :)
yeah, just the cooking is annoyingly slow 😞
@@martinh.4544 2 at a time is ok, gives you time to repair stuff, tear stuff apart, scout for firewood or hunt something
@@martinh.4544 You can have additional one or two fires at those porch stone "pockets". The wind rarely gets them.
honestly, the lack of a loading screen is a lil annoyinng to me because of not being able to save on demand when i have to go. when you have little time to play you need to plan out exploring TWM so you can sleep when needed and save.
@@enderofbarts that is true, doesnt passing time or sleeping save?
My favourite regions to hunker down are Mountain Town and Mystery Lake because of their proximity to the forge in Forlorn Muskeg. But if I had to choose a single location to stay in forever, I would choose Desolation Point because of the forge and beachcombing.
Coastal Highway deserves more love and a higher ranking (especially after the latest patch.) It connects to Mystery Lake Bleak Inlet, Pleasant Valley, and Desolation Point. In terms of zone access, it only comes in second to Mystery Lake in my opinion. It has great visibility when it comes to predators, which as a zone, boasts rabbits, wolves, 2 bears and a rare moose. The Quonset Hut also features a radio for the trader, has his dropbox, and in addition to DP... can easily get you all the batteries you need. Beachcombing and fishing is available here, cars for Cabin Fever and fog is relatively rare here compared to places like ML and PV. There are indoor places EVERYWHERE for you to duck into if need be and there are a lot of maple and oak saplings. With the addition of the trader being localized near Mithanthrope Island, this region by far deserves A or even S tier now...
DP Hibernia Processing is the best base.
Pros:
Workbench, nearby forge, some of the best beachcombing, close to cave (sleep here to cure cabin fever), close to coal mine (2 since 1 basically leads into the other, you will never run out of coal), bear comes to you, plenty of space, plenty of storage, outdoor fire barrel (cook outside to prevent cabin fever), nearby car (sleep here to cure cabin fever), small region (harder to get lost in blizzards, easier to track prey), cars everywhere (safety from wolves), ice fishing (make holes reachable from a snow shelter), nearby moose spawn
Cons:
No Ptarmigans (coastal region), bear comes close to you (also a pro, but if you aren't tracking bear respawn it can catch you off guard), wolves spawn nearby (mitigated by car spawns and visibility on ice), No 6-slot stove (It's nice to have but you can easily live without this)
I don't think I'm forgetting anything, but it's possible.
Another con is that it's far away from everything. Can't imagine having to get there after a supply run in TFT
I think you've nailed it saying that every region in the game has upsides and downside, compromises and choices. This whole game is about this: How far is it? can I cook/ sleep there, how long does it take? what do I leave behind?! A 'perfect' base, region or game strategy would wreck the open feeling of the game, reducing it to: go here... do this.... you've won...
With the addition of the trader and safehouse customization coastal highway just shot up to the undisputed best region.
There's just no beating out beachcombing, trading, and easy forge access. And this is coming from the number one fan of the mountaineers hut.
Yep it is S tier now, probably
Coastal Highway was definitely the biggest winner, and I agree with it being S tier now. That being said it seems like occasional trips into neighboring regions are allowed for these rules, otherwise Desolation Point would be all alone in a distant first place being the only region with a forge, coal, and fishing. There are only so many trades that involve lugging around 45 kg of batteries though, and those are all one time things. I think people will start to find that long term you don't actually need to have your main base in CH to use the trader. Proximity to CH will be important, and of course nothing is closer to CH than CH, but other nearby regions can still benefit from the trader as well.
I think the Community Center and Camp Office will be the big winners there. The safehouse customization will let them both be much nicer places to live, and they both have trader radios, which isn't necessary, but it is nice not to have to go out during an aurora to use the radio. Camp Office in particular got a lot better since one of the new moose spawns is right by it. I think Camp Office with a moose spawn pretty much has to be S tier as well.
@@yozul1 Couldn't have said it better myself.
Zak: "nobody sets up a base at Marsh Ridge." Acidic Virus: " hold my beer."
I agree with your DP analysis, except the cabin fever cave. I use the wheelhouse of the Riken. It's pretty easy to keep a fire burning overnight by hiding it in the corner on the same wall as the door.
True :)
Bleak Inlet - Cannery Worker's Residence is best. Right next to a fishing hut, beach combing for non-renewal resources, milling machine/ammo work bench, bear patrol and timber wolves aren't to close.
If the wild life refresh changes up timber wolves to spawn in other regions I think you'll see alot of players look at the region as Hopeful Inlet instead.
I play with "timberwolves everywhere" mod. That would be your "wild life refresh changes."
So yeah, BI and AC don't look so bad after that.
Pleasant Valley, hands down. It's a central hub for other key regions.oh and fun hack for cabin fever. Find a extra sleeping bag, and when you get cabin fever, put the sleeping bag down in the fishing hut. Fish and sleep, while you get over your cabin fever. Make sure to collect enough wood to keep the fire going. Also, the broken down out building, like the one next to the farm house, in Pleasant Vally, you can build a fire in there, and sleep in the crawl area. Just need a sleeping bag. Oh and love the name. Drizzt is my favorite Forgotten Realms character, and the reason why I use Dark Elves alot fir character builds, in my D&D games! Cheers! Great video!!
Just want to say I hated Bleak Inlet until a Moose broke my ribs so I ended up staying until I was healed and fell in love with the region.
When it comes to long run criteria for wildlife on Interlooper, I personally value much more bear than a moose, first because there is not so much use for a moose hide after crafting a satchel, on the other hand you probably are wearing double bear coats and using bear bedroll which both need bear hide for repair. Intestinal parasites are not an issue because of LV5 cooking which you obviously grinded on a long run. Bleeding mechanics in the game also plays a huge role here: you can kill a bear 100% times using just one arrow thus sparing the wear on the bow and arrows. The last point is that bear spawns are more stable and less erratic than moose ones, after a certain period the bear will respawn, will not despawn after auroras and so on. Oh, and just one more small detail: bear carcass can serve as a wind protection, I am pretty sure (but not certain) that moose carcass does not.
17:41 In addition to the fishing camp, I spend a lot of time on Jackrabbit Island. There are often several fish washed up on the ice and there's a fishing hut nearby.
Correction for Coastal Highway, it always has exactly 3 bear spawns, always in exactly the same places. Bear Creek, Coastal Townsight, and Mysanthrope Island. Those 3 bears are guaranteed. Also, again will point out, Coastal Townsite has lots of houses to chose from, so you don't NEED to use Quonset Garage to stay there, that's just what people seem to default to for some reason, even though there are houses apart from the wolves you CAN use instead, and I think a large part of that is that so few mention the houses, even though the location is called Coastal TOWNsite, which means houses. That's an overlook that many people make that causes them to have more problems in the region then needed, and Coastal HIghway has a huge plus to long term survival, and that's the beachcombing, which can net all sorts of resources that would otherwise be finite and run out. You can even find snack foods for a source of vitamin C on the go, so you are not chained late game to fishing huts, or being smelly and fighting wolves and bears for every other step you take.
My current run has my Main Base at the Camp Office of Mystery Lake, with Trapper's set up with supplies for when I want to go hunting in that area for a few days and farm coal. With the wealth of wood around, and the multiple easy bear spawns, its not hard to keep up on food, with scurvy risk taken care of by going to the fishing huts on occasion, and the abundance of Cat Tails and Birch Bark.
Speaking of the fishing hut, the closest one to the Camp Office isn't too rough a trek during a blizzard. With the wealth of cat tails in the area, its not hard to make use of the abundant cat tail heads to make a trail from the porch to the fishing hut. With full animal hide clothing, you can make the trek over in full white out, and have decent odds of being warm enough in the fishing hut to spend it there, which helps negate Cabin Fever risk.
As for Cabin Fever Risk? I've found it rather negligable. The back of the Camp Office provides ample protection against the elements if you want to spend time prepping foragables there or make cooking fires out of the wind, and the Lake Overlook cave is easily accessible if it does afflict you, while providing a couple rabbits for a quick snack if you forget to bring up some food.
With the Forlorn Muskeg Forge so close-by, and the Travois being craftable, you're never hurting for tools, especially due to the position of the Dam. Three days straight of using a hacksaw and bear meat to farm metal, and I had barely made a dent in the scrap metal available there. Cloth could potentially become an issue, but making an expedition to Milton and tearing down every curtain will easily net you a couple hundred.
While all the spawns for things are a bit spread out, the addition of the Travois for hauling most of a quartered bear or moose makes the distance much easier to stomach. Combined with its fairly central location to the other regions of the map, which has only been reinforced by the Far Territories being a fairly straight shot down the railway making it an easy path to returning supplies, I'd personally rate it S tier.
Coastal Highway is my go to region whenever I need to restock and recuperate. Plenty of food, with three bears, a possible Moose, fishing huts. Abundant coal, access to the forge in DP, which also has abundant coal and metal. The garage has plenty of indoor space, including floor space for curing hides, and great storage. There’s plenty of locations to explore so you don’t get bored staying in one location.
Cabin fever risk is a bit of an issue. You can either do some fishing using some of the coal to keep warm, or there is the cave in the adjoining regions. Or you can just use the cars if you can keep a fire burning.
Most regions are good enough for long term survival on Interloper. Sundered Pass is too cold. ZoC doesn’t have enough food. Forsaken Airfield has everything and I’ve started to use it as a forward base if I’m venturing to SP or ZoC. Broken Railroad is also a good staging area.
Bleak Inlet is an area I rarely visit. The Timberwolves are too annoying. It’s more trouble than it’s worth. Blackrock also has Timberwolves, but they’re more easily avoided.
Ash Canyon and TWM are okay. But once you’ve been there, there’s not much to bring you back. Similar story with HRV. You CAN survive there a really long time, but do you really want to?
FM is surprisingly good. Bears, wolves, deer, a Moose Spawn. You’ll never run out of food. There’s some coal to be found, and abundant sticks. I prefer forging in DP or BR, with their indoor regions and abundant metal. (Although BR doesn’t have much coal).
MT, PV, ML are all pretty good places to keep visiting. PV’s frequent blizzards are annoying.
Quonset garage actually has 2 very secure cooking spots outside. One is by the prop tank to the left if you take the back exit. The other is to the right and is arguably more secure from wind. It's also right next to a tractor so it's also an option to sleep in to treat cabin fever if ever you contract it.
My favourite bases are ones that have a cozy vibe. Trapper's Cabin, Mountaineer's Hut, etc.
There are a few that I would like except that they are very cluttered and messy (e.g. Paradise Meadows).
I love pleasant valley because of the landscape, the house in the middle which has a workbench, 2 beds, and a 6 slot oven, and it connects to some resource filled reigons also, as well as having a town and road connection
timberwolf mountain is my personal favorite. After all these years since they implemented it, it just feels like home
Coastal Highway has that little spot right to the last fishing cabin that is surrounded on all sides, get a fire or 2 going and you can survive 99% of blizzards. Not to mention being outside with the blizzard going 2 feet from you is actually pretty relaxing.
IMHO Community Hall in Thomson's Crossing (PV) is S+. It is even better than TWM! At least from the perspective of Voyager and Stalker player like me :)
So let's look at the details:
+ Big indoor space where you can put all your pelts, guts and saplings for curing;
+ Few dozens of different cabinets, tables and other places to put your loot in and sort it by types;
+ 30 kg chest (which I use to store fuel and flares);
+ 200 (!) kg wardrobe for heavy stuff like wood and coal;
+ Six slot stove;
+ Cave for Cabin Fever treatment nearby;
+ Mine with lots of coal nearby;
+ A lot of wood and 70-80 sticks nearby;
+ Possible Bunker spawn point nearby (and if it spawns it is an Instrumental Bunker, so you'll get all the Instruments and Lantern right away);
+ One of the Signal Void Bunkers spawn in PV (though it is on the other side of the map I count it as a pure plus because of the loot);
+ Plane Crash location where you can get a ton of clothes (great for starting the game in there and for making a long-term cloth stock);
+ Birch Grove with around 40 Birch Bark, bear spawn point and moose spawn point nearby;
+ Two rabbit locations nearby;
+ Lots of deers nearby;
+ Medium quantity of wolves nearby (enough for food and not too many to cause troubles);
+ At least one ptarmigan spot nearby;
+ Outdoor windproof fire barrel;
+ Lots of cars nearby with possible Car Battery Spawns;
+ You can use one of the cars to read books or repair your clothes even during the night if there is no blizzard (the truck in front of the Hall and near a shop is my favorite);
+ Pleasant Valley is in the middle of the Global Map together with Mystery Lake, so getting to other locations is relatively not too far;
+ / - Work Bench is in the Barn but it's not far, though there is a risk to meet wolves near Barn;
+ / - Fishing Hut is a little bit far but it's a hut and there is a moose spawn point near that hut;
+ / - It is not that far to go through the Mine to Coastal Highway for beachcombing;
- The only real minus of this base location is a relatively cold weather of Pleasant Valley with lots of blizzards. Though the last thing is arguable because most of the time I get more blizzards in TWM then in PV.
I didn't count big distances as a minus because when you have good gear, know the map and how to avoid wolves they are not a real problem.
P.S.: the biggest + of this base location in compare to Farmhouse is that there is no sound of old window dribbling in the wind and making bang-bang-bang which makes you go crazy xD
Ive been in coastal highway for 70 days now in misery, so that's got my vote. Triple bears, easy fishing, lots of deer, tons of coal
My personal favorite is probably the camp office in mystery lake, with a close ice fishing area, a place to cure cabin fever (cave overlooking the water), how close it is to hunting areas and spawns, there’s always at least one bear spawn the next couple hills towards trappers so you can hunt the bear without it really running up on you, the possible moose spawn, the easy access to coastal highway, Milton (mountain town), and the slew that is tales. Plus, not to far is: a transponder, another place to cure cabin fever (lookout tower), and a natural coal spawn (the transition cave connecting Milton and mystery lake). Even as a first time player, this place really hits all the spots if you want to have a far reach on many things while also having a foothold on your home.
Good video Zak. I think Coastal Highway + DP is good long term survival in the endgame. Everything you need is there. Great beach combing and lots of resources. Fishing huts close to cabins. Lots of branches respawn for fuel.
Between Trappers, unnamed pond and clear cut you get possibly two bears (not counting FM entrance from ML), one or two moose (again not counting FM entrance possible moose) and endless coal from the mine right next to you. Also, I know it´s technically Milton, but guaranteed matches down one goat and back up one rope + Rabbits and Deer in several close locations. S base long term due to FM and Milton + Milton Basin on it´s door step.
1) Mystery Lake - Camp Office
2) Pleasant Valley - Community Hall
3) Coastal Highway - Quonset
4) Bleak Inlet - Last Resort Cannery
5) Broken Railroad - Maintenance Yard
All other regions (Far Territory included) are there to be stripped clean and their resources are to be transported to these safehouses/regions. That's how I see it, at least.
Bleak Inlet Cabin area in South of region:
-Cabin to rest and stay warm in
-Coastal fishing hut one sprint away from cabin (food and prevents scurvy)
-6 stove cooker 2 minute walk from cabin in lighthouse
-Cave 1 minute walk from cabin (Prevents Cabin fever and spawns bear rarely)
Only downside is that there are timberwolves to adapt to and nearest crafting bench is at the abandoned pier place, but with the new update you can take the vice from there and put a crafting bench in the cabin (pier place also has ammunition making bench and cheap tool repair machine during aroura.)
I find the biggest challenges to be blizzards, rope climbs, and Timberwolves, so I’d change up the rankings a fair bit (CH is A or S-tier, and PV, AC, and TWM all need a downgrade).
I used to stan the CH Garage as the best long-term base, but now I’m back to thinking it’s the ML Camp Office, as much as it may seem boring or too obvious, it really has just about everything one needs except beachcombing, but isn’t surrounded by predators like the CH Garage is.
I personally love Milton and Desolation Point. CH is prob the best overall in my opinion. Something about the abandoned town vibe, lots of homes for loot, bear is easy to kill and the basin is a nice place to spend a week or 2. Plus the cave up by the transmitter near Grey Mothers house has coal to gather every 10 days or so. DP is fun, it can get stale after 30-50 days though. I still like it but can always go over to CH for a bit. Beach combing in DP and CH for that matter makes those places the best overall. Beach combing is op and those regions, DP and CH are better for that reason alone.
I always found ML to be the best region for long term survival. Easily S tier here. Sure you *may* need to leave sometimes.
I usually set up 2 bases at both Trappers and Office, the walk between only takes a few minutes. Travel between for hunting etc.
There's easy fishing, lots of birch bark. Lots of Rabbits/Deer, you can find the Moose/Bear fairly easily. The Dam has a near endless supply of scrap metal if you need it for repairs. The Forge is a fairly short journey into FM. Firewood/Sticks/Coal are easy to get. A walk around the lake can get you enough sticks for lots of fires, plenty of branches to cut up, can walk through the cave by Trappers regularly to refill on coal.
You can find both of the caves near the Camp Office pretty easily in a blizzard. The path behind the office practically takes you right to one, and is mostly shielded from wind if you need to get to it in poor weather.
The weather is relatively mild in ML, you'll have a lot of clear days to start free fires with the Mag Lens, so water/cooking is never an issue.
Once you've crafted your tools/weapons and gathered the items from other Regions you want, you pretty much never need to leave ML, unless we're talking like 1000+ days here. People say beachcombing is needed, but unless you're wasting resources like crazy, you don't really need beachcombing unless you're doing 1000+ days.
I need to defend Coastal Highway:
- First and foremost, it has shorecoming. Its an insanely strong mechanic, it can supply you with many amazing things, including those which are otherwise finite in the world.
- You can sleep in cars if you have cabin fever and there are multiple right at your door if you choose the gas station as your base
- Wolves can be very easily avoided. If one is tailing you after yo exit the gas station, just hop into car or a house, wait a moment, go out
- And now as for TFTFT 6, you have trader right in your region, a short hike away with travois. Go get that 80kg of salt!
The only two things that I dont like about this region is that its not central, some regions you might want to visit are quite far away, and no ptarmigans.
I would also argue that 6 slot stove is nice, but not that amazing considering that nothing stops you from having 3 campfires next to each other
It is such a shame that the DLC regions seem to have all ended up in the "go for a bit but don't stay" camp. I really wish that one of the far territories had been made a bit more friendly for longer stops.
THIS! especially considering the looong trip to even get there. and to move larger amounts of material back and forth is a major pain in the behind, as there are so many spots where you cannot use the sledge inside the tunnels, at the landslides over the tracks etc...
@jasimine_b the main issue I find is there's nothing there that can't be found elsewhere, except the tales, but most the rewards are pretty subpar, the only good one is the traits, but they carry to new games.
It's just a combo of bring the furthest locations to get to, being the most hazardous maps in the game, yet little to no reward for braving it.
侵入者なら、沿岸のハイウェイと謎の湖は間違いなくS tier。暖かくて迷いにくくアクセスしやすいという利点が強すぎる。ハイウェイは安全な洞窟が無くて作業台も使いにくいという欠点はあるが、ビーチコーミングと釣り小屋の近さ、石炭入手し易さは欠点をはるかに上回る。
オオカミ山や灰の谷は、全体マップで隅に位置している上にロープを登らなければ物資を持ち込めないから、拠点にしにくい。
AGREE
Costal highway is so interesting to me. If you treat it well, it’s rewarding but still very dangerous. But if you’re ignorant then it’ll eviscerate you. If it weren’t for the cars, I’d never touch it but the protection from wolves and aid with cabin fever make it my favourite base so far
You can fish literally 50 feet from the door of Angler's Den in AC, no need to travel to the fishing hut unless terrible weather. I personally love TWM and AC as my main regions, but they need help, like cloth and metal as other people have already mentioned. I usually loot PV of cloth and metal, and haul it back up to the Mountaineer's Hut for the later game. Coastal Highway, through Crumbling Highway, to Desolation Point and back, is the ultimate refill of gear with the long beachcombing coastline. I love to gather out there, and bit by bit get my gear back to the homestead on the mountain.
I have to agree on the beachcombing factor. Regular sweeps, which one can maybe do once every 2 or 3 days, can yield the really vital resources that would eventually run out were it not for beach loot generation (saplings, cloth, scrap metal).
Also, with regards to cabin fever, a fishing hut nearby should also count as a substitute for a cave not necessarily for curing cabin fever but preventing them. Just fishing for one whole day more or less takes care of cabin fever threat.
Note: I primarily play custom games with blizzards set at high (generally a blizzard every other day or so), coldest world possible.
Favorite region: Desolation Point - base is the ruined church (I may be mistaken but I don't think you can get cabin fever here.) Quick walk to the mine for coal /workbench/ bear. Lots of sticks / branches nearby. Lots of deer and rabbits nearby. Beachcombing (addicted to beachcombing, as i can spend days going back and forth collecting everything, plenty of fish wash ashore) Lighthouse to view the aurora. Moose on the bridge, if it spawns.
2nd favorites Probably a tie between Coastal Highway and Timberwolf Mountain. CH has great beachcombing, again you can spend days collecting everything. I have 2 bases, the fishing cabins and the waterfront cottages. Then TWM, I go here for a peaceful mountain getaway. As Zak said, everything is really close to the Hut. I generally use the Mountaineer's Hut as a 2nd world base, moving all loot here from TWM, AC, and PV.
I don't particularly like PV, mostly just find it annoying, but when I do stay there for weeks, generally split my time between Thomas crossing, the barn, and farmhouse. Also, don't particularly like Mystery Lake (spent too much time here in previous runs because its a easy region and am burnt out on it)
Least favorite region (haven't been to Zone of contamination or Sundered Pass) is Broken Railroad, I absolutely hate going there. I can't really explain it. I get bored after 2-3 days here. I'd rather stay in Blackrock (much more entertaining region and hard in comparison)
Blackrock and Bleak also has the ammo benches which is huge, and during auroras you can use the mill to repair gear nicely.
My favorite base on Coastal Highway is the Fishing Village. Spend time in the nearby fishing hut to stave off cabin fever. With beachcombing it's probably S-tier long term survival for me. The biggest danger is keeping an eye out for the bear when he respawns. No moose I guess is one of the larger drawbacks.
I just alternate between the fishing village and Quonset waiting for the next blizzard to reset the beach combing.
As someone who's spent 480 days in a row on Interloper without leaving the lower region of Ash Canyon, I can tell you the thing that you will run out of might surprise you... It's water!
Cloth, metal, saplings, tools, all will slowly be whittled away over time, but the rate at which you'll guzzle water (and thus the wood needed to keep melting/boiling it) is far faster than the rate at which you'll use the other resources.
Water is never an issue for most players because they collect plenty of twigs and coal between regions. However, if you're locked into one place (especially a small area), the rate at which you need to keep constantly boiling becomes apparent.
That being said, I still have plenty of wood in that run, and twig/wood/coal respawns are frequent enough that it's not likely to be an issue in the near future. My point is that over the course of staying 1000+ days in a single region, it's the water that you have to work hardest to keep from running out.
Based on this, I would argue that locations with 6-slot stoves and lots of wood get a huge boost in long-term survival, and ML should be S-tier for the reason that it has the Dam and all the wood inside it.
Yep, 6 slot stove is basically for long game endurance. You can boil soo much water soo quickly, and you're not just saving wood, but also time and calories. Not to mention how quick you can prepare other things, like coffee and tea. Not doing it costs literally multiple times more resources in the long run.
29:00 I always end up my interloper runs setting up a main base in March Ridge, Forlorn Muskeg even though it's never my intention. Just perfect! : )
My top 3 (just pushing the youtube algorythm):
1. Mountaineers Hut
2. Hunting Lodge
3. Worker's Residence in BI (if you build a workbench there with safehouse customization)
I suggest doing a tier list for the best bases instead of regions. Sticking to a single region is not logical.
For example, the FM march cave with moose spawn with moose spawn in MT basin will be a very great base.
Two nearby bears, two nearby mosses, lot of rabbits and deers, fishing in the basin, forging in FM or BrR, not very far beach combing and milling machine in BI, workbench and six head stove in Meadow Paradise, a lot of sticks, birch bark.
Other bases like this could be discovered.
I use PV, but not the farmhouse: use the community center and here's why: You're still near the crafting table at the barn, but CCtr has no hostile wildlife near it unlike the other two major buildings in the area. You'll do a lot more cooking than crafting, long-term. There's a bunny hill right behind the town that has near-zero risk. Ample wood spawns in the area across the road and (more carefully) across the river with one wandering wolf there. At most once per month I'll remanufactur two dozen arrows, or whatever I have gone through. There are more storage options at CC for organizing as well. From there a quick wander through the nearby cave every 20 days for a quick beach-comb makes sense. The small pond for fishing is not as good as some areas, but wood is easier and you can camp in that tiny hut for weeks fairly easily. TWM comes with a temperature penalty - no thanks.
With the trader here this list just got wayy more crazy. CH probably needs its own category at this point
I would say inter-region connectivity is actually a critical part of long term survival, because long term implies late game when you're getting into the dwindling resources period, and having connections to the other regions helps gather resources from the other regions and consolidate them down to your main long term survival region, as no trip is too far, especially when you factor in the travois for easier large load transport, which is essential to gear consolidation.
You'll have to remake this entire video with the addition of part six lol
For the long game, it's important to NOT have to move around as much. Since all movement costs something, the actual best strategy is to not have to continually trek around regions. Of course that might seem boring because you then don't do much, but for surviving the longest, limiting your movements is everything. Walking costs calories. Calories require more walking, and you can buy a lot of time by expending as few calories as possible. This is why being as efficient as possible with your movements is important, because at some point you're just magnifying what you have to gather by exerting yourself, not really gaining, but actually losing resources.
One additional thing Bleak Inlet has in its favour is the only outdoor 6-hob stove. It can make your time burning off cabin fever very productive. Not enough of an advantage to shift its ranking in the list, though.
Costal Highway is one of my favorites, I like to migrate between CH, TWM, PV, and ML. I get bored of the scenery at times. I typically clear my cabin fever in CH at the Fishing Hut, or the Aurora mine entrance. The ambiance of a location should also be considered.
Costal Highway for me is better in end game, there is a lot of hunting, almost to much meat and its close to a forge. You can also collect TONS of coal in the cave to Pleasant Valley, there are 3 bears, lots of wolves, deer, fish, beach combing. It literallyhas almost everything.
For me it would be a perfect S class if it had a forge, however that is very close.
If you apply the same treatment to ML that you did to MT its easily S tier. Camp office and Trapper's are pretty much one base with two stations for different stuff. I have 2 bears and a moose near Trapper's in my current run, and in some days you can just travel to Camp office and fish/remove cabin fever.
Connectivity makes it even better with forge and milling close by. Beachcombing is quite far away though, still much closer than for TWM.
28:59 I absolutely do camp on Marsh Ridge. I haven't seen a moose there, but there are plenty of deer, rabbits and ptarmigan. It is one of many locations where I leave meat and water to ease travel.
My favorite place lately has been Ash Canyon, especially the Angler's Den. There's just something calming about the place that I really enjoy.
Me watching this, who has never made it to the end game: "how can he say that about my favourite region!?!?!"
The trader and the new movable workbenches change this list
The trader isn't really that great though. He requires soo much resources for items, that he's only worth it for a few items you can't get elsewhere, but you also generally have to trade him some items that you can't replace in the long term. Maybe in a very late game where you might really need something that is completely exhausted as a resource, and what he wants is something you can part with (don't need a ton of lantern fuel when there's nowhere left to explore). And since he gives 100% condition items, using him too early for most things, is basically burning resources, because you're buying a 100% condition item, while there's tons of the same item in the world degrading.
Actually, with Milton, it probably has one of the best cabin fever retreats in the game, in that cave up by the radio tower. It's on a root climb shelf with 2 rabbit groves nearby, I think also possible ptarmigans, and deer, most of which are on a wolf free zone. one of the more aggressively spawning rabbit groves does have a single wolf nearby, but he's usually pretty easy to deal with, and then it's just a bit more meat to hold you over while you outdoor off the cabin fever. That's in addition to Milton Basin, and a cave up near the blue trailer (beware of the wolf that can be outside that cave though, or he can give you a really bad day)
I actually like Coastal Highway cuz although there aren't many caves, it's literally I'd say the only place after Mountain Town that has most number of Human-made shelters. So many vacant houses, so much loot in there + the nearby small island huts and the gorgeous views. I like that & Mountain Town a lot
"Cannery is a place you visit you don't stay there..."
Cut me freeze my ass off in the back room of the cannery for 54 days waiting for an aurora to get my rifle back... (loooong story)
Coastal Highway specifically the auto workshop and Mystery lake with the trappers lodge and the camp office are personal faves to make my HQ.
ZOC allows fishing out of a snow shelter build next to the lake. That alone upgrades it from D, IMO. Also, don't see how TWM is S but BR is A. BR has everything TWM has, plus a forge. And you can fish out of a snow shelter in BR, so lack of fishing hut is not an issue.
_-(Looking this full video later in the evening)-_ Okay Guys, time for an Update.
I really did my own spin on this tier list beforehand so I can compare it.
The global position was much more important in my consideration, because for infinite surviving you need lots of ressources, and beachcombing, cause it can yield more Bows and Arrows. Also even if you want to survive infinitely you need to do something, you will probably roam around quiet much, because it's just quiet boring to eat/drink/sleep/skip all day long. So I really value a more centrically base. Also if you want to take Sundered Pass as Main Base for Long Term Survival...have you ever thought of bringing all your stuff into a map that's so far away from everything AND is connected by ropes? It's a hell of a job.
Disclaimer: I really tried not to be much biased. Since I adore AC, SP, & TWM and I almost hate FM.
So first let me put up my tier list. _(PS: Regions are sorted in a tier from left+ to right- Tier. So for me TP is worst of all regions.)_
S: Pleasant Valley
A: Mystery Lake, Coastal Highway,
B: Timberwolf Mountain, Mountain Town
C: Broken Railroad, Ash Canyon, Desolation Point, Forlorn Muskeg
D: Forsaken Airfield, Zone of Contamination, Blackrock
E: Bleak Inlet, Sundered Pass, Hushed River Valley, Transfer Pass
E: Most of Regions are considered E because they are DANGEROUS as hell for me, and it's quiet simple: Death is not a good condition for long term survival. The rest of these are just at the edge of nothing and TP misses half of huntable animals, so quiet understandable.
D: Same, dangerous² and all available base buildings have heavy downsides, Hangar needs outside fire which is 2-slot and vulnerable to lose firewood just by wind, because forge as a cooking place sucks. Zoc needs heavy protection and will be ammo consuming and best two base options also have downsides, and Blackrock misses fishing, is far away, all buildings are quiet bad.
C: Broken Railroad got good hunting, is somewhat central but fishing on the open lake is quiet dangerous and getting all items to hunting lodge is quiet a task, it's close so BI for ammo-crafting tho.
Ash Canyon is pretty far from center but is meh for beachcombing, getting your stuff up there requires heavy lifting at PV-TWM connection tho and Anglers Hut is quiet bad overall, because outdoor fires, hunting is quiet good tho except for bears and birds (Banjo-Kazooie reference? Yuo-huh?).
Desolation point got beach combing, solid hunting, easy forge but is quiet off-center and need some walk for ammo-crafting, also fishing only without in a hut... in a coastal map? Why? :(
Forlorn Muskeg is a hassle to navigate, hunting is rather meh, the base can get dangerous in blizzards if you sleep carelessly long, it's good for ammo-crafting and forging tho. Beachcombing is a half-day-walk so okay. It will get bumped up a half-tier if the bunker is a FILLED one - because with that much gear to start with, if will automatically get a central point, because you probably need less "import" gear.
B: TWM got amazing hunting, but base is vulnerable to blizzard temps and decent walk to beachcombing and forging, but is short to ammo-forge, also the fire place is only 2-slotted. Getting all your gear up the rope at PV is a hassle to do.
MT is quiet okayish in hunting, but only workbench is outdoors, cooking is crazy crazy good, ammo-bench is a acceptable walk, beachcombing is yikes and forging is quiet close. You can goat-skip ropes from ML to MT but not the opposite, so carry gear to MT is actually quiet doable. :D
A: Mystery Lake, most central map, good bases with all indoor workbenches, easy not to die, beachcombing, forging, ammo-bench is all just a cat jump away, as we say in German, but it has some weakness in hunting moose because I tend to never get one in ML and cooking is no 6-slot. _(Finding moose is probably skill issue tho >_
The new feat from the dlc where you don't get cabin fever is op because now you can stay inside all you want!
I really don’t like the glimmer fog so any region with glimmer fog is automatically set to C or lower, black rock is the worst region, I’ve been recently playing ZOC and I actually like it, it’s a B in my book, also Milton had Orca station forming a nice triangle of bases in that region, it’s an S for sure in my book. I think you value moose spawns way more than me, I don’t mind having to travel a bit to get a moose, makes it fun . Thanks for the video!!
33:09 I'm baffled that you barely mentioned the best base location in Mountain Town, which is the trailer with the workbench. It has a fire barrel outside and is very close to one of the possible moose spawns. Deer and ptarmigan are often near. It's closer to the bear spawn than any of the other mentioned base locations.
Yeah, it's okay, true. No six hob stove and no real storage, but has an outdoor fire barrel. It probably is a good base as such, but I almost exclusively use it as a pit stop.
I think you must start a series where you only surviva in specific regions where you are not allowed to leave.
Then we can see which region will keep you alive the longest.
That was started earlier, its called Escape From. More news on it soon.
@@Zaknafein no escape. i mean you must stay in each zone untill you die, so we can see which zone you survive the longest.
This is so painful. I used to watch a lot of TLD content many years ago, but stopped for a long time and have forgotten most locations.
I love watching TLD content, and i have truly enjoyed some of the guides that you have put out, but i have my first run in years going right now and its over 100 days already. I want to watch this video so much but i want to keep the awe of discovering new zones.
Reading the comments you realize just how many different ways there are to play these games. I'm personally more the kind of guy who'll start a new run after 100 something in game in many different regions because I've done everything I wanted to do. But you also have people who spend like 500 days in the same region and actually have to care about beach combing and stuff.
For me if I'm going for a long term survival. The Coastal Highway is hard to beat. Inside work bench, fire barrel and storage is plenty. Wolves can be a threat but I just take that as something to keep it interesting
To add on, Coastal Highway has lots of cars as well for cabin fever. Plus cars keep you safe from animals, and great way to read books and progress the blizzard walker feat
I have a counter regarding "you can't fish in Forlorn Muskeg." Why does that matter? only reason is to score vitamin C to stave off scurvy, however there is another renewable resource that does that, and that's birch bark, which you can get in abundance in FM, if you just go to the overlook, which also can contain a bonus moose, if he's not down near Spence. So I'd argue the lack of fishing is a non-issue since birch bark takes their place. Where you nave neither, like in Blackrock, you have a problem. But I'd view large supplies of birch bark and fishing as interchangeable resources for the most part. Replacing lamp oil being the one exception, where you do need specifically fish for that.
My favourite region for long term survival is Great Bear Island.
While you can likely sit in DP forever thanks to beachcombing and ice fishing, but I kinda don't want to sit in one place for 500+ days.
I rarely get to leave my hometown thanks to work and family, so I enjoy exploring virtual worlds instead.
Sure, have your main base in that spot that you really like, but learn to use the whole map.
It's part of why ol' EvenDark can just keep going for over 10k days.
His system of routes means that he always has somewhere different to go to, even if the goal is usually just to hunt bears and moose.
16:58 There is a bear cave in Coastal Highway. It's not warm, but it offers some shelter. You can sleep there with a fire.
Yes, but if you need a fire then the point of having a cave is gone. The idea is to have a cave with a warmth bonus, where you can sleep without fire, saving resources.
I like Coastal Highway and base in the Quanset? Garage.
Usually have a backup base at the fishing huts.
There is a moose in SP. Go into the valley from the lower house, and take the path under the bridge to the lake.
Glad you upped Blackrock haha, I just love the prison because of the TWD vibes and Bricklayers is a cute solitary Mountaineers, and without scurvy + (i'm not sure if it works, but) if you can make a custom fishing hole there's that too.
There are actually 2 routes up to the weather station in SP. Everyone knows the path from the lower level, but you can also get there from the mine/cave. It's still a terrible base, but I thought you should know.
Mountain town feels like separate regions joined by a couple of rope climbs. Transporting fish back up is a real drag (having to climb naked to get more than one or two big fish "up"!) - so for my list I'd knock one mark off MT. Timberwolf mountain has two downsides for me - not much cloth (aside from summit), and hardly any metal. So for super long term survival it's DP or CH, although I prefer staying in TWM or BR - as long as I take some cloth/metal to TWM or Coal to BR.
To be honest I'd love a video on what your favorite regions are purely on your subjective opinion.
Personally I like regions that:
1. Force you to be dynamic. You can't just stay in one place. Like how SP will force you between the lower region and upper region.
2. Have a workbench. Don't wanna have to travel to another region to do all my crafting.
3. Has a forge at least somewhat nearby. Ideally don't have to travel more than 2 regions to reach a forge.
4. Are desolate. I like the loneliness in TLD. Last man on earth vibes.
I’m in mill wood in my 5th day ever survival playing this, my third day I made my first kill on a wolf in the wee small hours of a calm night as I was searching vehicles and getting reading to set up in the big house. I heard vicious barking close behind me, luckily I jumped into a car I just exited…equipped a damn flare gun of all things…when I got out of the car I saw it’s eyes shining, creepy as hell…it runs toward me, I fire a flare and miss but scare it away. So I chase it but it’s dark, so I stop, go back to the car and get in. Hear it howl close to car, I get out it immediately charges me and wait for it, wait until it lunges for my throat and fire, hit it right in the face and it starts wailing and drops dead…crazy game
Then the next night I almost got lost on a nearby mountain park and then almost fell off a cliff 😧
I think you should not limited rate by how some goods are close or far from base, because if you stay in one region long term, you would be bored just staying close to the base. And if you kill bear or moose it would be long respawn time for them. I think PV is great because you have everything plus a lot of bears (everything is spread sure - but it doesn't matter because you have a lot of time to roaming around, lot of space to travel is nice bonus when you stay in one region).
In support of black rock, I once survived for a few months on interloper in the cave next to the prison. Bear and moose are right there. It was kind of an easy go as long as I kept a fire going. This was before scurvy.
There is a spot for snow shelter fishing nearby anglers den, so fishing in ac shouldn't really be a problem. I wanna try anglers as a long term base. This place is so sweet.
And who ever needs 6-burner? Always cook outside and you wont need to look for a cave to heal cabin fever.
So, with my strategy, there is no one best location. Theory goes, Keep moving.. therefore i have several regions that i circulate around to for several week stretches at a time.. all based on resources.. Taking this approach, some of the lower tier solo survival regions, then become the strongest regions for said resources, again depending on the region. So in setting up a "trap line" and just move from mini base to mini base seems to allow for a much longer run... it also allows one to carry much less gear as most mini bases are less than a full region between them.. some regions will have multiple mini bases for efficiencies... at the end of the day, if i had to choose one, i'd pick the airfield.. simply because its so large and has all resources available, assuming that one prefers to use the bow whenever possible, even on lower difficulties and saving the bullets for moose(rifle) and timbers(pistol).. then a trip to the gun bench would only occur maybe 2 times over a 500 day run on stalker.. probably get to 1000 days voyager and pilgrim.. but yeah. the Airfield is the best region..
cheers!
I would love to see a tier list where you just talk about your favorite and least favorite regions, maybe share some stories as well.
CH deserves A or better! It is no doubt the best region, unlimited fish, great base location at Quonset, lots of wolves nearby so no shortage of wolf pelts, clear weather, easy to navigate, and lots of natural buildings to shelter in while exploring, as well as beachcombing. I personally have survived over 300 days at CH without leaving apart from going to the Riken for the forge.