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      Rules and Guidelines for the Hinterland Forums   02/24/2016

      The Hinterland Forums strive to be a place that is positive, inclusive, welcoming and comfortable. A community where intelligent, entertaining and meaningful conversations can occur. The rules are presented with these goals in mind. NOTE: Warnings, bans, and lifetime bans are all at the discretion of Hinterland depending on the seriousness of the infraction. Rules and Guidelines for the Hinterland Forums No Backseat Moderating Let the moderators do the moderating. Backseat moderating is when people who are not moderators try to enforce the forum rules. If you see a person breaking the rules, take advantage of the Report () button or simply ignore the offensive post(s), thread, or review. Report Posts to Moderators Should you observe a fellow Community member breaking these rules please report the post or item by clicking flag button located on every item, post, and review. Do not do any of the following: • Flame or insult other members • Bypass any filters • Post personally identifiable information (i.e. name, address, email, phone number, etc.) • Bump threads • Derail a thread's topic • Post links to phishing sites • Post spam or Re-post Closed, Modified, Deleted Content • Repetitively post in the incorrect forum • Openly argue with a moderator Off-Limit Topics/Replies Do not post any topics/replies containing the following: • Porn, inappropriate or offensive content, or leaked content or anything else not safe for work • Any discussion of piracy will result in a permanent ban from the Hinterland Community including, but not limited to: Cheating, hacking, game exploits • Threats of violence or harassment, even as a joke • Posted copyright material such as magazine scans • Soliciting, begging, auctioning, raffling, selling, advertising, referrals • Racism, sexism, homophobia, or discrimination • Abusive language, including swearing • Religious, political, and other “prone to huge arguments” threads No support will be given to those using cheat tools, or hacked/pirated copies, and any forum users who discuss pirated/pirating software will be removed. Please note that these guidelines may be edited or added to by Hinterland Studio as needed. If there is something you do not agree with, please email info@hinterlandgames.com
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      The Light at the end of The Long Dark -- Launch Date, WINTERMUTE, Next Sandbox Update   05/16/2017

      For the latest information on WINTERMUTE (story mode in The Long Dark), as well as details on the final sandbox update prior to our August 1 launch, check out our recent Dev Diary here: http://www.thelongdark.com/news/posts/light-at-the-end/ And while you're there, be sure to have a look at our new FAQ as well: http://www.thelongdark.com/news/posts/frequently-asked-questions/
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      The Long Dark Sandbox **May 2017 Test Branch** [OPT-IN, FORUM PASSWORD, SPOILERS]   05/19/2017

      Hello community, 

      As we did with the December 2016 Sandbox Update, we are implementing a TEST BRANCH for The Long Dark's MAY/JUNE 2017 Update, FAITHFUL CARTOGRAPHER. This reflects the fact that we have a huge diversity of players on a variety of hardware configurations, and as a small studio we just can’t test them all! 

      The idea here is to provide an early version of the next update, about a week or so before we’d like to launch it officially in the Release branch (i.e. where you are currently getting it), so that we get some extra time to find bugs, crashes, and any other issues before it goes lives for the rest of our community. 
        >>> IF YOU DO NOT OPT-IN TO THE TEST BRANCH, YOU WILL NOT GET IT. I.e. You will not get the Test Branch build "by accident". This should help keep spoilers to a minimum. Here on Official Forums the Test Branch Discussion subforum requires a password to access. The password is: test_branch
      Some details. READ THESE CAREFULLY: 

      * The Test Branch is for STEAM ONLY. It is available for Windows, Mac, and Linux. 
      * The Test Branch is full of SPOILERS. If you don’t want to see what’s in the next update, stay out of the Test Branch and all its discussions. 
      * The Test Branch is a tool for us to find issues with Work In Progress features. We’re primarily looking for feedback on bugs, crashes, and any major balancing issues. 
      * When reporting on bugs or issues, please use the appropriate TEST BRANCH sub-forums on Steam and in our Official Community. DO NOT DISCUSS TEST BRANCH FEATURES outside the Test Branch sub-forums. Those posts will be moved or deleted. 
      * When reporting on bugs or issues, please use the posted bug submission procedures. This will help the development team filter the feedback, eliminate duplicates, and in general ensure we can act on the feedback in a more timely fashion. 

      Our hope is that this new Test Branch process will allow us to ensure we can continue to put out stable Sandbox updates well into the future. 

      We’re very hopeful that the people who choose to opt-in to this Test Branch will approach this as a way to help ensure the updates are as smooth and stable as possible, and not use the Test Branch discussion as a forum to lobby for or against certain features or content. 

      As always, The Long Dark is a community-informed, not community-driven, project. We look forward to enlisting your help in identifying whatever issues we’ve missed in our own internal testing! 

      For more details, please check out the TEST BRANCH discussion forums [SPOILERS!] http://hinterlandforums.com/index.php?/forum/81-test-branch-spoilers/ (See password info above for access)

      Thank you! 

      The Hinterland Team 

sarudak

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About sarudak

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  1. Any kind of multiplayer would require radically changing core design elements. There are no plans for this.
  2. Yes there is a single deer spawn in the heavily forested side.
  3. Seems like the kind of WIP graphics you would see in an alpha. That said they are talking about a release soon so maybe they didn't have any plans to add this.
  4. Marsh Ridge is a great place to live in FM using a snow shelter inside the half cave area. There is the cave with loading screen if you need to cure guts or a blizzard gets too intense, deer and rabbit spawn, lots of wood, and you never need to worry about wolves in your home base area. The one downside is that it is far from the crafting bench and forge.
  5. That sounds fine as long as it doesn't slow down the game and increased saves doesn't increase the chance of save corruption. The biggest issue I have with saves right now is with Forlorn Muskeg because interiors are so uncommon and there's no good way to force a save often I have to lose some significant progress or sleep in a position that is a bad idea if I need to quit playing.
  6. I don't think it would make a less compelling experience at all. It just feels wrong that a perfectly healthy person could die from cold without ever waking up (https://www.woot.com/blog/post/the-debunker-will-sleeping-in-extreme-cold-kill-you) as if you were mauled by a wolf in your sleep and the game didn't wake you up but simply let you die. I'm all for game difficulty but given this is a survival game it's important that the way the player interacts with the world *feels* natural and realistic, note that this is not the same as *being* realistic. It's also important that the game feel fair, which is why bears don't ever just maul you to death even though that would be more realistic. Another example of a game mechanic I dislike for very much the same reason is the 'rest as a resource' mechanic. The idea that the best was for my extremely injured character to heal quickly is to go out and repeatedly climb a rope to exhaustion so he can sleep more just feels all kinds of wrong. And the constant minigame of trying to manage your rest bar so you can sleep through the night but not suffer extreme penalties just feels very gamey and not fun. It pulls me out of the experience. Does it make the game harder? Yes. Does it make the game more fun? No. There are so many ways the difficulty could be increased that would make the game more compelling without feeling unfair or unfun. Just some examples: Dramatically reduced healing rate Reduced wildlife spawn to make hunting harder More danger from wolves Reduced loot (esp tools)
  7. I still think this is terrible game mechanics. If you go to bed warm and your reach freezing you should wake up. That's how it happens in real life and it would benefit the game if it worked this way. A death like that just feels cheap and it cheapens the game experience. If you go to bed cold on the other hand....
  8. That's not nearly as bad as when you character picks up a stick outside and blurts out "I wonder who this belongs to" or "I hope nobody still needs this"
  9. Houses do not degrade - You have infinite warmth Beds do not degrade - You have infinite rest Wood respawns and magnifying lens never degrades - You have inifinite water and cooking Snares are renewable - You have inifinite food That said there is soooooo much loot. AFAIK no long run has ever ended due to limited resources.
  10. I think the too fast condition recovery if changed would have a huge beneficial effect on the game. As it is clothing damage hurts far worse than condition damage from an animal encounter. That just feels so wrong.
  11. Exactly. I always run a fire in the tail section while I'm gathering and sorting the loot
  12. Just FYI you can break down crates in the tail and get stuff too. One of them might help with your fire starting situation. Only the single crates give anything and not all of them. I have never gotten anything from the stacked crates.
  13. I think this is really the root of the issue. The player should never have an affliction happen to them that a normal person would have felt happening to them without knowing that it was happening to them.
  14. I think he was trying to say that with his idea in place you wouldn't be able to as easily make as much water per fire (since you would be additionally limited by available containers).
  15. I understand I can do that but having to look at a completely different screen just to check on that one thing doesn't seem reasonable. I don't need to know if my clothes are getting wet just if I'm at risk for an ailment and what progress it's at. Every other ailment risk is either so urgent that you need to respond to it immediately (bleeding, infection), is directly related to one of the bars you can see (hypothermia), or is something you can't really respond to at all (parasite risk). Frostbite risk is just too easy not to notice because the disconnect between when my boots get wet and when I get frostbite is too long. I stepped through the ice and had wet boots but I knew I had several hours so I killed the bear like I wanted to. I probably missed the risk warning sometime when I was harvesting the carcasses. Totally forget my boots are frozen, get back and check my status (tab), everything looks good, go to sleep suddenly 2 instances of frostbite and well on my way to a third. It just feels completely broken that I can completely forget my character's feet are frozen. And to add insult to injury the affliction is permanent.