To get the hunters home from the city park, they received a simple clue with a SKETCH of this birdhouse in orange which of course is the from our striped garden bench and birdhouse project. Since the kids helped me paint it this summer they knew exactly where to go.
Once you have written all you clues, decide what order you wish them to be in. I wrote the number of each clue in the top right corner. I put all of the clues in a zip lock baggy. With every clue I wrote a letter, punctuation (I used one apostrophe), or wrote Space on one side of the clue and instructed them to keep them until it was TIME.
Yes, see my note in the quizzes based on GIS post of mine: -blog/using-gis-to-create-and-give-quizzes/ba-p/892908 There are many things you can do to create various quiz types of maps and apps. But the treasure hunt type at this time is a custom made item that cannot be replicated. See my post above. I hope it helps!
Guests are invited to tour a newly discovered system of caverns located beneath Cannery Row. Legend has it that these caverns served as the hideout where the famous Pirate Captain Hippolyte Bouchard and his crew of scallywags hid their treasure.
When compared to Building Automation Systems (BAS) Re-tuning and Energy and Water ASHRAE Audits (levels 1, 2, or 3), a treasure hunt is a simple entry-level, zero- to low-cost method which can yield results in 1 to 2 months.
FEMP's goal is to provide individual sites an open, free, and replicable avenue to identify low-to-no-cost ECMs and minor adjustments to facility infrastructure assets, such as BAS and HVAC systems, that can be quickly implemented. This allows for nearly instant savings recognition.
To facilitate a successful treasure hunt at your site, you will need to have leadership buy-in and participants, as well as meet facility requirements. Participants should include a cross-section of team members at the site:
Review energy and water reduction, decarbonization, and electrification guidance established in the five goals and mandates outlined above, then compare with the existing energy plan and organizational goals.
Day one activities include observing the selected facility under operating conditions. After receiving FEMP-provided equipment and safety training, treasure hunt teams compiled from agency personnel will observe and record equipment operation focusing on lighting, water, and compressed air. The teams will determine if the equipment needs to be running or if run times and demand can be decreased. Energy consumption will be determined before and after adjustments to determine progress toward EO 14057, Energy Act of 2020, and EISA 2007 goals.
Day two is a deeper dive into more complex systems such as the BAS, HVAC, building envelope, and other building systems. With approval from local O&M leadership, treasure hunt participants may make gradual, minor adjustments to equipment to increase efficiency. Energy consumption will be determined before and after adjustments to determine progress toward identified goals.
Day three consists of a recap with team leads and agency leadership to review projected savings, changes made, and pathways to implement identified improvements. The day will end with an out brief to leadership.
After a treasure hunt, the FEMP team will continue to be available to the site for questions and additional support. Additionally, the FEMP team will introduce various resources that stretch across the energy spectrum and are available online, in-person, or remotely.
Better Buildings Initiative: This U.S. Department of Energy (DOE) initiative aims to make the nation's homes, commercial buildings, and industrial plants more energy-efficient by accelerating investment and sharing successful best practices.
Advanced Manufacturing and Industrial Decarbonization Offices: These DOE offices focus on increasing domestic manufacturing competitiveness, supporting critical minerals and materials supply chains, and advancing clean energy manufacturing technologies, and decreasing industrial greenhouse gas emissions.
In comparing, the Sanctuary onslaught is rather good. Sure it does bad things, because of the horrid AI with the drone and grenade spam, and shield strip, wash, rinse, repeat for the entire game cheese. But at least the onslaught plays to the gameplay's strengths, tactical mobility, and assessing and dealing with threats as you go.
Weekly treasure hunt is just a flat, arbitrary to fail, gimmick. And its such a poor gimmick, that it obfuscates itself as to what, and how you can go through it, being only one way from the look of it Though the fact it is another timer dropped on you in the middle of a mission, so you know it will get to be very railroad, destroy playing to the game's strengths, design. In short, it just destroyed the fun of playing, like a lot of other gimmick missions in the game so far.
It's an optional free chuck of endo that encourages you to learn how to parkour. Practice how to do the treasure room or just watch a video if you don't want to "waste time". Not to mention that you should be hunting these treasure rooms in the Void for mods if you're still new enough to not have these memorized.
How is parkour not playing to the game's strengths? The high mobility is basically the best part of this game, and pushing it to the limit to get through the vaults (not that difficult) is a totally sensible gameplay mechanic?
The parkour, in a polished area, is breath takingly good. Then you hit surfaces where you might as well be aluminum and it steel with how you grind up with near contact. As for 'it isn't hard', maybe, also isn't clear, at all, has horrid visual cues for how to approach it, especially with all the techno ninja lazzzzzer fire going off. What I saw, like a lot of parts in this game, it tries, and spectacularly fails, with its implementing of countdowns. This horrid gimmick is so over used in Warframe, and usually is set at a time amount too low for new players, but for a challenge to players who've already done the content, or are being lead through it.
And I wish I could fail a couple of times, but, once a week attempt... Wow, well guess this content can go in the 'DE couldn't be bothered, why should I' stack of in game content then. Won;t bother with it again, or provide the feedback it deserves I guess. And it does, its that bad.
Then I got to the treasure hunt room, and it was awful, and all the parkour goodness of other areas couldn't help out with the horrid layout and complete lack of any type of visual cue for how to get through the thing in the mission. Just a lot of horrible clipping set up to make the more straight forward and logical parkour movement a 'challenge', i.e., frustrating should have been test played a lot more but there was a deadline so I guess it shipped like this... Also, lets throw in a countdown, like we do everywhere else, because why the Hell not.
Those rooms were made back when we had a stamina meter and no bullet jump. ...once you're more familiar with both the mechanics of our parkour and the rooms themselves, I trust you will not lose.
Alternatively, you could use Hildryn, Zephyr, Nezha, Wukong, Loki, Wisp, and others for their abilities, many of which Completely and utterly trivialize these rooms by bypassing near to every aspect of them.
They're not nearly as BS as they seem, given the sheer volume of potential options we have to mitigate whatever is most problematic about it to us. Most likely, they seem worse to you because maybe you haven't encountered the kinds of mods that help with parkour velocity, bullet jump strength, slow fall duration, movement speed.. or the frame abilities that are designed to bypass these things.
For instance, I have personally done these rooms with a hobbled dragon key on an MR 0 frame that was not designed for movement... but I only could, by having done these many times, knowing the best approaches and having a good feel for the distances, pace, and mechanics to solve the problem.
DE is very good at making levels that are puzzling and daunting, but they did not do so in ways that players cannot work with once they spend time exploring. Sometimes things are totally un-intuitive to us, which is part of their design.. they're meant to feel alien and foreboding.. they are ancient booby trapped treasure rooms after all.. so they certainly present as a threat, at least on face value.
I will agree that some movement mechanics could use cleaning up, ledges and collision can be messy, and none of that is your fault.. but those have no made it impossible, just perhaps more awkward in the way that appeals best to you.
You can fail it as many times as you want that week and still get the reward once you finish/succeed. The once a week thing just means you can get 1 Ayatan max per week, or those that know how to do the rooms would literally have unlimited easy endo.
Which wouldn't be so bad. Except one shot at it a week isn't practice. And having to go outside game, to just be given an idea of what it wants me to do in game, is a recurring issue I am finding as a new player.
That along with 'just use X frame' as advice, which is like giving financial advice of 'just stop being poor', as the game has laid out no path or expectation of utilizing other frames and what their capabilities are, and their counters to enemies in game. I didn't get anything in game that lead me to using viral and anti ferrite armor on certain Grineer. Perhaps the scanner results would have, if I'd been guided to it sooner and clearer, with the only glue for the things existence being the plants that sort of nudge you to it with their cryptic message about needing one.
9d9a05e021