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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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About IanS

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  1. Awesome addition! The cartography aspect adds real value to the game. That being said, I have to admit the weight dynamics need some dialing in. If you've ever sketched with charcoal, you can appreciate how lightweight it is. I haven't done the math yet, but by extrapolation I'm guessing it will take in the neighborhood of 50 lbs of charcoal to finish the map of Happy Valley, when in reality, it would take less than an ounce to sketch a detailed map. If it really took as much as the game requires, imagine how heavy the map would be in the end! Even if you assume a 50% loss rate, with half the charcoal crumbling and being blown away, you'd still have a big ass heavy ass map.
  2. well I don't think it would or should be that cheap, but the great thing about expansion packs is that if you don't value the content, you don't have to buy it.
  3. A lot of backpackers use walking sticks, because they work. There's no question that it would be a benefit. Maybe it lets your stamina recharge faster, allows you to keep more speed when moving uphill, and avoid sprains when moving downhill...
  4. Kind of early to talk about expansion packs but the reason I bring it up is that there seems to be several types who like the game for different reasons. There are those who like the brutal, bare survival aspect, and those who enjoy the collecting, crafting, and hunting more. There are just too many cool ideas that don't fit perfectly with the theme of bare survival. What would be ideal for me is if there were an expansion that introduced elements of homesteading and subsistence living and focuses more on long term self-sustainability, skill-building, and crafting. I'd like to see many, many more craftable items, including costly ones that can be crafted as components of a home base and take considerable effort to collect the supplies for. For more advanced ones, I'm thinking root cellars for prolonging food storage, a stone fireplace, large dead fall pits for bears, a small trapping cabin, a primitive solar water heater, bedding made from goose down, a sweat lodge/sauna, a greenhouse, an anvil made from railroad track, a bellows, a rainwater collection system, a canoe, maybe a cider press. Moderate ones could be sleds, beehives, a rabbit or dove hutch, a garden fence, a fish trap, Hide drying racks, chairs, hammocks, tents. I'd like elements like Basic gardening, bee keeping, candle making, canning, making maple syrup, cider-making, expanded forging for farm tools, and raising small livestock that could initially be trapped live, like rabbits and doves, maybe geese. Lots of new skill sets and lots of new books to find and read. There could be a second story mode to go with it that would focus on building the skills you need and finding the perfect spot and all the materials you need to build a real home base. If that went well, there could be a followup expansion or standalone game where you progress to the third stage of actually building a village of survivors, and the crafting dynamics get even more elaborate. Forging could be greatly expanded with new craftables and higher skill caps. The focus could switch from gardening to small scale farming, and building options could expand. At great expense you could build a sawmill or flour mill on a river, defensive perimeter walls, etc.
  5. Oh yeah, and lots of blueberries!
  6. Yeah you're right, it is totally impossible to scoop snow with anything but your dirty hands, good point.
  7. Yeah that makes sense that there should be something to balance it. I was thinking just the rarity would be one of main balancing factor, like there's only one hidden in the entire sandbox. I really want some rare items in the game. Anyhow, since my last comment I went and added the flint and steel that's hidden in the game code to my inventory and it turns out it actually is usable but has a bunch of big handicaps and isn't that durable. I started a fire with it, and it's less reliable than the other methods when my fire-striker likeliness was 100%, the likeliness with the flint and steel was only 70%. It weighs a whopping 1.1 lbs. And it wears down just like the fire-striker. It comes in a big green metal box with a white safety cross on it and is almost the size of a tool box. I'm not impressed. Maybe the only reason it isn't active is that the developers don't like it and can't agree on how to balance it out.
  8. It would be cool if you could use the hacksaw to cut a piece of railroad track to use as an anvil. The way I'm imagining it, you could cut a piece of track and lug it back to a location with a stove, but it would be a big undertaking. It would weight 40-50 lbs, so it would be completely impractical to carry and require you to dump most of your items in order to move it. Cutting it would take all day and might ruin the hacksaw you are using if it has less than about 90% on it. Or perhaps it even consumes several hacksaws in the process and takes 12 hours or something. And if you can manage all that, you now have blacksmithing capabilities at your base. If it was to be totally realistic, you would need to either find or craft a bellows (which you could make with deer hide, scrap metal, and wood) to get the fire up to forging temp.
  9. It's likely that at least one of these are going into the game. I say that because kerosene and car batteries are already in the game, they are just hidden, and don't have any description or possible interactions yet, but the fact that they bothered to design them suggests that they are in process.
  10. You shouldn't actually need char cloth. It's the best, but there are dozens of other types of tinder that would work well, like lichen. I suppose it would make sense, though, that even if you are above level 3 with firestarting, you would still need tinder for the flint and steel, but that drawback would be balanced by the fact that the flint and steel will basically never wear out. This sort of ties into the recent thread on tools, where I suggested that a few ultra-rare but legendary items that are high performance and are practically immune to wear would be a fun addition. Anyways, there is no point discussing the flint and steel further, because I found out while perusing the game's code, that it is already in the game and just not activated. It has texture graphics, but no description yet, and is hidden from normal gameplay, so I assume they are still working on the animation and mechanics.
  11. I also like the idea of a rare traditional flint & steel set that lasts forever and won't run out like a lighter or matches.
  12. Just to be clear, I am talking about pry bars with crook necks just like the one in the game. After heating it up to cherry red, you can add all those bends in a single minute. The notches are equally easy. A pry bar like the one in the game would take 5-10 minutes to forge from a flat piece of spring steel. As far as how average people would know to use spring steel, I think that is a good case for why forging should have a skill metric associated with it and there should be skill books that open new abilities and harvestable materials. It goes without saying that your first arrowhead will be much cruder and take longer than your 50th arrowhead. Knowing what type of steel to use, knowing to quench it in oil, and understanding how to temper a pry bar so that the working edges are hard but the main body is still tough and ductile - those are all things that not everyone knows, but you can easily learn from a book.
  13. Agree that tools should not wear like the do in the game. I have axe bits from the 40s that are still just as good as any new ones being made. I'm not actually so sure that tools like hatchets and knifes would be all that rare though IRL. After all, there are probably as many axes as people in Canada, and with all the people gone, there would probably be lots of them to go around. On the other hand, I really like the idea of good tools being an epic find that really changes your quality of life in some way, so I don't want them to be super commonplace either. I think one way to reconcile it would be to have a relatively high amount of cheap Chinese made tools that wear out fast, but there could be rare high quality variants that have significantly higher stats and are nearly indestructable. You might find a dozen cheap knives with rubberized grips and hardware store hatchets, but now and then, you could find something like a Leatherman tool that can replace an entire toolbox, a superb quality Hudson Bay Company axe, or a handmade damascus Bowie knife with a stag handle. They cut through wolves like butter, do tasks in half the time, rarely need resharpening, and last forever, but there's only one of each in the entire sandbox...
  14. Not sure where you're getting that idea. Pry bars are a simple shape and require practically no skill to forge. If I had a hacksaw, or a set of tools, I could harvest a stack of leafsprings from a car and have a dozen pry bars forged later that day.