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  1. Im in CH(Coastal Highway) And i had 23 protection then i found another 8 protection and it didnt show on the stats thing is the stats meter thing broken or it didnt register me having it?
  2. So we know that EP 1 took place in Milton EP 2 in 3 Regions EP 3 in one region EP4 new region and 2 others? i think that sounds reasonable and i would love to hear what you guys think PS It would be dope to see prison guards at the prison thinking that you are an Convict or something
  3. here's a small collection of screenshots from my saves, the full collection is on my steam: https://steamcommunity.com/id/stilljustethan/screenshots/ all screenshots will have a location tagged, hope you enjoy ^ mystery lake ^ coastal highway ^mystery lake ^ the connection between mystery lake and milton ^ mystery lake ^ the basin (i think) ^ the connection between mystery lake and milton
  4. so i’m going through the cave leaving milton and when i reach the end nothing happens? i thought it was weird at first but didn’t know the game bugged out and i was supposed to get a cutscene, 2 hours later and i reload the save and try to get the cutscene to trigger but nothing’s working, apparently this was an old bug in 2018 bit got fixed so idk what to do, i tried sleeping in the cave and going through the exit again like how some ppl recommend but nothing happens still
  5. i just realised how i am posting too much on this wish list xD today i posted 4 new ideas so yeah it a lot... i will add all my ideas in one post instead of making new post everytime i have an idea so my first idea was to being able to OVER customise our sandboxes. what i mean by that (beacause we already can play a lot with it) is: - being able to disable the spawn of everything in the game and its spawn chances so you can really decide if you dont want certain items - being able to start with wathever we want at the start of a sandbox for example: (an aluminum can a a rock) or (socks and a knife) or (nothing) -being able to makes the world colder (i mean really colder) -100C degrees if we want -being able to make the weather cycle even more random on a shorter period of the time and being able to make the days longer/shorter and the same for the nights -being able to chose exaclty where we spawn -being able to save custom settings not juste having a code that is linked to the specific settings... this could let us make EXTREMELY difficult survival situation and controll how it starts Now my second idea is a challenge idea wich i think could be even more difficult than as the dead sleeps beacause the trouble here is everything that you have in ATDS but also you have time as a problem... (the beggining has been ispired by someone on the topic so it is no mine) You live near milton at the paradise meadows farm and it is the end of the winter... you take some week off to go see a member of your familly at the blackrock federal prison. when you are there an earthquacke happens at milton and blocks all the possible entrances to the region. except one: by forlon muskeg at marsh ridge. The only way you can get back to your familly to check if they are safe is by FM and the winter is near ending... we all know that FM is a dangerous path during winter so its not even imaginable near the spring as the ice gets thiner and thiner, sooner or later the path is going to be untakeable. But our hero wants to try his luck and start by foot from Blackrock and travels to his house. now the challenge is right here you will have two days to go from blackrock to your house and without taking the fastest shortcuts it is not going to be possible. on the way multiple dangers will come: blizzards wolf packs bears hunger. everything that we know. now if you finally get to marsh ridge alive you will still have to go from milton bassin to your house and there is still thin ice and big bears there... you will have to pay attention. the last part is the most beautiful one if you finally get to your house after climbing one of the highest climbing spot in the game you will finally see your home and a beautiful and peaceful spring hitting the plains as a reward for this challenge... Now here is an idea about a new region that would really make sense to implement a semi industrial/semi comercial zone on the coast... i know that the devs are already working on a new region but we never have enough ideas ! The idea is a region in wich all the goods in the long dark come from. If we think about it there is no propper habour so i was thinking that we need (for logical issues and player interest) a map that is connected to sea with an habour and to the rest of the world with a railraod and a road connexion. Some stores like a little grocery store, outdoor store for fishing and hunting, drug store, even a small airport could be nice to have . Where did will thaught he were going to land ? And there is already two planes crash on this island there gotta be some big air traffic near great bear. The kind of place where the local population could go once a year to refill their stocks for their watchtower or trappers cabins hehe. this leaves some space for another map that is conected to a road between BI and CH maybe blackrock? or a national park? (this is only speculative if there is no road between bleak inlet and coastal highway my idea is a little useless so i have to fill it with something xD) abandoned touristic national park could be nice just sayi'n ; ) So this last idea could seem a little crazy and i dont expect a lot of feedbacks in favor of it. In fact i dont even know if it would be great to the game this is why im putting the subject on the table I was just thinking about some random things that could be happening during a sandbox randomly but those things can completely change the way you play and you will have to adapt. i am talking about forest fire, earthquacke, BIG BIG BIG blizzard, etc. the type of things that modify the environement for ever (in a single sandbox) those things like the forest fire could destroy some part of the forest or even small buildings and change it forever lets say there is a population of deers living in that burning forest then once it has burned down the deers will migrate and you will have to find where they migrated if you wanna eat the next couple of days. the deers will never come back to the burned forest. In the case of a building you will no longer be able to acess it (there are already some buildings that have burned versions so i assume thst it wont be that difficult to add that, same for trees. the earthquacke could block entrances to some regions (as we know it regions all have multiple places where you can acess em so you will have to take other path some could be longer than before. it could also scare animals away, lest say you are tracked by a wolf it could be the one event that saved your live but will make it more difficult after that... big blizzards could destroy windows of houses making em less protected to the cold. it could also take down big trees wich could potentially block entrances to places in the world. maybe they could even make you unable to breathe if facing the wind it would force you to stay inside during the blizzard. now, individually some are easier to implement in the game but for the big blizzards especially i think that it would be extremely difficult to implement it would need to be falling tree coded case by case and widows coded case by case it would also require to make every interiors building that would have breakable windows to now adapt em to the outside map... Please if you want to add ideas to my list (im talking about the custom sandbox list) do not write a seaprate comment quote it so at the end we can get a full and complete wishlist also feel free to comment and give your feedbacks on the other subjects have a nice day y'all
  6. Hello everyone and before you read this long post I want you to know I am in no way attacking the game or the devs, I played the game a fair bit and I totally get how passionate they are about it and I don't want to ruin anyone's mood, but before leaving the game for a while I thought it would be nice to share my feedback I don't normally do this, but this game gave me a lot of emotion and I feel it's just fair that I take a bit of my time to let the devs know how I felt about it, my impressions might be more common than they seem.. I can't bring myself to play this game after 60-70 hours, for several reasons. Essentially, the game is at its most fun when you're almost dying, freezing and without supplies, it really shines in these moments and the devs' vision comes to life beautifully, the problem arises when you have stuff and you get good at the game. It becomes boring, a clicking simulator without any depth, you start to see the code behind the game instead of the game itself, and it's the worst thing that can happen. Why doesn't the long dark have 10's or even 100's of thousands of players concurrently instead of just thousands? this is by far the most beautiful, immersive and deep survival game out there, it originally surprised me when I discovered it but now I think I understand.. it's not that deep! after the first hours of absolute wonder, it becomes really really repetitive, boring and slightly depressing to play. I understand it's supposed to be like that, and in a way you're not supposed to have stuff, you're supposed to wander around always on the brink of death and that's the game at its best. But.. Every survival game has this phase in its gameplay, when you're weak and defenseless and you have to gather strength, TLD is ONLY about that phase, when you become stronger and full of stuff there's nothing to do, literally. You just have to eat/drink/sleep and you win, that's the game. I've been reading the forums and reddit for a while and it seems the solution the community found was "self imposed challenges", basically ignore certain parts of the game in order to get more enjoyment out of it, and that's perfectly fine I do it all the time in most games I play, the problem I find with this one is that outside of said "challenges" the game is terribly EMPTY! do I have to do the developers work for them? I'm sorry guys but sometimes while playing I feel.. cheated, it's like 10% of a survival game with a superb atmosphere, good but ultimately pointless exploration (always the same 30 items.. no variation) and nothing else, it's like minecraft without interactivity, or 7DTD without crafting, it feels unfinished and lacking in content. What would make me come back to the game and what is essentially my criticism of it? once you're geared up and moderately comfortable on Great Bear, the fun is over. If all the fun in the game comes from not being good at it or playing an artificial version in your head (self imposed challenge) or playing interloper with even less variety in gameplay, can I really say it's a good game? can I suggest it to my friends? I have to be honest and say no, and I don't like it because I see how passionate the developers are and I know it's their first game, but when you look at it objectively, this game is unfinished and in need of more content. We need something to DO with our resources, outside of keeping ourselves fed and clothed and healthy. We need simple building, build a table or a cupboard, or a rack for drying pelts and meat. We need use for basic survival tools and materials, stuff that is everywhere in this world but it's not used: plastic, rubber, copper, natural gas, salt, sugar, different metals, power tools, all the stuff that you see in the game but can't interact with. We need a higher goal both in survival and story mode, like finding out ways to restore electricity or basic industry, helping random NPCS that can die at any time, we need very basic physics so we can carry branches to our camp/cave instead of being forced to freeze to cut it right where it stands instead of moving it 20 meters away where it's safer, or be able to move a cupboard or couch (with caloric cost of course) to personalize my living space, guys anything would be better than the barebones experience we have now. It's too niche and I feel it's a waste, because adding more stuff doesn't detract anything from the game and you can always give players the options to disable it, or play "self imposed challenges" without it, it worked up to now didn't it? you could very well have a game that sucks you in for more than 200 hours a game with what you have here! let the first 50 be exactly as they are now with hoarding, raising skills, learning new stuff and stabilizing, and from then on give the player a chance to assert themselves over nature again if they are skilled enough, use books to lock the extra stuff for natural progression, you found a "Basic Chemistry" book, "Basic Building" you slowly get better at it and gather more tools and stuff. And i don't want an "easy mode" with this, let me build and then take it all away with a 7-day blizzard, or a giant wolf pack that sets camp right outside my door, allow me to fall from grace and feel actual loss from having to move on and change location, do MORE! ... Outside of pure content problems, the technical state of the game is good but sometimes wonky. The inability to not jump, but at least HOP, or just raise your feet more than 20cm off the ground is just insanity, it breaks immersion constantly and makes you feel like you're not actually controlling your character in-game, would it really be that difficult to implement guys? AI is very difficult to program realistically so I won't blame the devs too much but.. please fix the pathfinding, whenever wildlife gets stuck somewhere it emits a loop of sounds that break immersion, it sounds like a machine gun. As I already said this game would benefit amazingly from very simple physics, it's probably also why we can't properly jump.. and one last thing about the story, just a thought. The story is just mediocre, not bad and not good, but I see you are focusing a lot on it with voice acting and writing. Do you really feel the game is complete and the only thing missing is the story? is it really the top priority in terms of money allocation? isn't it a bit of a waste especially considering the mixed reception? for 90% of your players the story is not important at all, actually the sense of mistery and wonder is a bit ruined when you play it, I don't want to be disrespectful and tell you how to do your job, but at least from my perspective, is it really worth it to spend that much time and focus on something most players just ignore or don't like? just my two cents.. Sorry for the long post, but I think it speaks volumes on how much I liked this game and how strongly I feel about it, otherwise I wouldn't have bothered. Keep up the great work, and I hope to come back one day to a more complete survival experience, this game can easily become a 10/10 masterpiece with a few extra years of content and updates, for now it's a brilliant seed of a game that doesn't exist yet, and what exists right now is fun for a while but ultimately pointless and boring, except when you lose everything and then it gets fun again for half an hour, rinse and repeat.. give us a higher goal and this loop will become 10x more addicting, because you're building up to something, instead of just passing days without any real goal and that's it, hope we can have a nice discussion on this, and thank you for reading
  7. Hopeless Rescue was my first challenge to complete after over 120+ gameplay hours. At first I underestimated the time limit and messed around trying to find better protection against the cold, but ended up having to restart by the time I got to the summit of Timberwolf Mountain. On the second try I wasted no time and got to the lighthouse in Desolation Point right before the 7th day. I took a screenshot before I ended my journey traveling across Great Bear Island to share my victory with others who completed the challenge. I've never been to Timberwolf Mountain until this challenge, and boy was it difficult to navigate.
  8. I’ve recently been looking around online at some pretty cool Kentucky rifles, and thought how cool it would be if there were muzzleloaders in TLD. I’ve made many threads about new weapon ideas that some people didn’t agree with, but I think I’ve really thought this one out as the cons out-way the pros so it’s not OP. So if you don’t agree, that’s fine, just make sure that your not rude. Anyway, the muzzleloader would be a very powerful flintlock rifle that would be in the game. It could only be found in select regions, which would most likely be Bleak Inlet, Coastal highway, and Mountain town and would have a pretty rare spawn chance (Only one would spawn in the select few regions I listed) Once found, you would still need a few more things to make it work. You would need gunpowder, which would be made at the ammunition bench in BI, shot which could be made at a forge, and shooting patches made out of cloth which could be made in the inventory. You would also need a ramrod which could be crafted at a workbench from a maple sapling and scrap metal, but their is a chance that the rifle could come with one. The gun would be heavier than the hunting rifle which would affect aiming stamina and obviously take longer to load, but packs a greater punch. When first starting out with the weapon their could be a small chance that you put to much powder in or not ram the contents down the barrel fully which would affect recoil, durability reduction per shot, which would already be more than the hunting rifle, but this could be eased with a new skill. Increasing in level will reduce the chance of having mishaps while loading and will reduce the amount of durability lost per shot, increase accuracy, and increase aiming stamina. The muzzleloader could be repaired at the milling station like other guns, be cleaned with a firearms cleaning kit, and would provide some scrap metal upon scraping it. Now your probably thinking that you wouldn’t pick it up because of the hassle that this weapon brings with trying to use it, but that’s the point. Like I said, the muzzleloader hits harder than any other weapon, making it great for hunting large game like bears and moose. This damage buff comes at the cost of one shot at a time, less accuracy and more condition loss, rare spawn in a few select regions, and the other items required to fire the gun. Hopefully you agree with something in this thread, and if you don’t, that’s fine. Any suggestions are welcome.
  9. Hello everyone. Here, I wants to tell you about some ideas of new update, what I would like to see in game in the future: 1. We know, that reloading our old great bolt rifle is fast. And I imagine: why pilot without shooting experience can reload gun so fast? I think that reloading time must be longer if player's shooting skill is low, reload animation must be longer than if skill of shooting higher. 2. If your skill in game of shooting is low, you can make reloading faster with special ammo bags on character's body. You know, like a soldier :) 3. And if we thought about soldiers, let's talk about two new weapons. First – shotgun. High damage size on low distance and no damage when you shooting too far from your target. It can be two barrel shotgun or pump action system. Second – automatic rifle. I know, everyone thought that I wants Call of Duty with furrys in Canada, but no. Weapon will got a lot of quality damage in blizzards and in other kinds of bad weather. But that isn't all bad things in this kind of gun. Ammo for automatic gun must be rarely, than bolt rifle's and revolver's ammunition. 4. Parody on Doritos in game. Only for fun 😁.
  10. I discuss two things here: a custom Interloper that works surprisingly well and a wolf bomb (really). I've been playing Stalker without a rifle for a long time. Barring a surprise attack by multiple wolves, I can survive as long as I want (> 200 days). For me, Interloper is possible, but very depressing. I did 100 days on Interloper a while back and recently started a new one. I quite after 60 days although I had no immediate issues. I had warm clothes, including a moose-hide cloak, and all the weapons and tools available in Interloper, except a magnifying glass. It was just that my attitude responding to the world is against you of Interloper was starting to affect my real life. So I tried again to find a custom mode intermediate between Stalker and Interloper. This time I tried a custom Interloper with the only change being three weather parameters: Weather variability, Blizzard frequency, and World gets colder over time. For Interloper, they are: Very High, Very High, and High. I changed them to High, High, and Medium (these are the Stalker values). I expected this would provide a small, but welcome improvement. I was wrong, it made a profound improvement. I call it "Warm Interloper" and would recommend it to anyone who is ready for more than Stalker, but not for the every moment struggle of Interloper. So I was playing Warm Interloper and just made a hatchet, knife, and some arrow heads at the forge in Forlorn Muskeg. As it looked like a fog might roll in, I decided to avoid the islands and go back along the western side then the railroad tracks to ML. As I noticed wolves to be less prevalent than in Stalker, as I had in previous Interloper games, I expected to encounter a couple along the western edge and 2 or possibly 3 along the tracks--wrong. I encountered 18 or 19 wolves between the forge and the Mystery Lake office! In all my hundreds of hours playing TLD, I have never before seen anything like this. Rather than the 2 or 3 I expected, I encountered 8 wolves between the western end of the railroad tracks and the accessible rail car. I encountered another 8 between there and the office in ML. Has anyone else experienced anything like this? Although I made some arrow heads at the forge, I didn't stay to craft a bow and arrows, so my only weapon going back was the flare pistol I got from the Ravine basin. So I sneaked by all the wolves by crouching. Because of the number of wolves, all together this took several game hours. On regular Interloper I would have frozen to death several times over. Due to good weather and the Warm Interloper changes, I survived just fine. Right now I'm waiting for Moose and Bear hides to cure.
  11. For me i like pleasant valley because the farmhouse can give some really nice early gear. but, i don't mind TWM or desolation point.
  12. So im 15 lol and on a 115 day survival doing well except one issue. I just go frostbite. Now you might say thats not bad, you permanently lost 10 % of your condition well i did some research and found out that frostbite can stack up to 5x, (50% condition loss) but somehow i have received 7x frostbite! So im now permanently on 30% health. Has anyone else receives higher then 5x frostbite?
  13. Growing crops, to using them, to making meals. Solo play is fun, but Ive always wanted to share my experience with a friend. Maybe were they start at coastal highway and you start at mystery lake and ofcourse death is permanent for both players. A game like the long dark where it’s really meant to feel like your alone and no ones out there, maybe sometimes you don’t have to be alone. I just hope it wouldn’t ruin the base game.
  14. This topic I'm writing to propose some ideas about updating bears in game. From my opinion, live cycle of the bear in the game must have more details, than walking and sleeping in caves. Here, I wants to talk about some strange ideas for bears. Maybe they will do bears more interesting and realistic. 1. Hunting bears. After bear's awake, in the winter, it really hungry. But some of methods of eating can be... lil bit different. When bear take down deer, it will try to bring new food closer to it's own lair, but not into it. Bear can bury new food under snow, what's lays nearby. And player can find a place, were bear hides some goodies after hunt, but not without damage to quality of meat and character's body with new cool jacket if bear finds you at butchering body. 2. New way of corpse disapear. When player left dead body not already cutted (body of any animal), bear will try to steal it. Most importantly – do not cut deer too long! If bear live or walking nearby, just live body alone. Bear will try to take it, cause it can smell every dead body. And if you know that bears prefer to eat meat at winters, it better to bring not many food, but alive than coming someone's dinner. 3. New animal. Some animals in the nature have a wonderful sense of smell. I think that new resident of woods can find hidden bear's meal. About who can be bear's worst neighbors we can discuss below.
  15. He jugado un tanto desde que salio la actualización y como un jugador con cerca de 140 hrs aun me considero medianamente novatillo. Quisiera discutir ¿Que les ha parecido a los jugadores veteranos y a los más novatos la actualización?. A mi en lo personal me ha encantado un montón. Con el spray puedo marcar las zonas donde he visto peligro u oportunidades para sobrevivir que no aparecen por defecto en el mapa. uso regularmente los refugios de piedra para dejar las regiones por la que transito con lugares donde descargar y cargar rápidamente palos y cosas que se pueden acumular un montón. Por ultimo con las polaroids me siento como un pirata buscando un tesoro. Me encanta como la información de tu entorno es uno de los recursos más valiosos de este juego y como la actualización me ha llevado a recorrer los rincones más bellos de este juego
  16. Different variants of rifles. Wouldn’t affect the stats of the weapon, just change the appearance. I’m thinking of the version we have, and a more modern, tactical version. I’m pretty sure I saw a video where people out in remote Alaska talk about how they get their guns delivered, so modern firearms in Great Bear could be a possibility.
  17. So basically, I want a polar bear to be added to the game. As a new predator, it functions differently from previous animals, by stalking the player. Similar to how wolves can sneak up on players after smelling them, this would function a bit differently as, after starting a new save file up, one, two, or potentially three polar bears spawn (in the whole game.) This would basically entail adding certain features, like skeletons, to previously empty caves, and then having a polar bear roam that area. After a player enters a polar bear's territory, perhaps just by entering that particular zone, it begins following them from a distance. I'd make it difficult to see, especially against the snowy background, but rather slow. Maybe a bit slower than the player, and it sleeps for a few hours each night, but otherwise it is always tracking them. After you get a polar bear on your tail, you can't attract a second one, and it could theoretically scare away wolves once it gets too close. Once it comes within a certain range (similar to the current range for the bear) it charges you, and if successful in getting to the player, it begins to maul them for 30/50/75/85% condition, depending on the difficulty. It also deals damage to clothes in a similar manner to the bear, and will then proceed to move a certain distance away after a bear "fight" scene where the player struggles in a manner similar to the bear spear fights, in trying to scare the bear away. It then gives the player a "grace" period before it begins stalking them again, and will proceed to kill them if the condition is below the point where a player would survive the attack. Now, killing the bear would have to be a difficult feat, not just something you can get lucky on and 1-shot. I propose it acting in a similar manner to the moose, where it won't bleed out, but you have to deal a certain amount of damage to it. This time, however, without crits. So for instance, the bear could survive 2-3 rifle shots, 3-5 bow shots, 12-14 revolver shots, and 6-8 flare shots (depending, of course, on where you hit it.) As a reward for hunting this creature, you could harvest a single polar bear hide (taking 2 hours ingame) which could be used for multiple new clothing additions, potentially requiring multiple hides per piece of clothing (I.E, with one hide you could make a hat, with two you could make a coat and pants, etc.) which would all have a significant buff to the current warmth level, but at a higher weight (for instance, they would be 0.5-1.5 kilos more heavy than the current crafted clothing). It would also grant about 14 guts, 55-75 kilos of meat, and 20 kilos of fat, a new resource we could potentially refine into fuel, or eat (in limited amounts) to restore calories. This would require a lot of fine tuning to keep balanced, but I think it would work out. As far as spawn points for the bears go, you could have one in TWM, (the cave near the moose spawn ?) PV, CH, DP, BI, FM. I would also implement a sort of timer where you don't get polar bears in a set amount of time after the game starts, depending on the difficulty, etc. As far as respawn times go, I think that should depend on the number of bears that exist per save (150 day respawn for 3 bears, 75 day respawn for 2 bears, 50 day respawn for one bear). I also think you shouldn't have a polar bear in every zone, since that would cause a lot of problems with other wildlife. All in all, it wouldn't be game breaking, and it would coincide with real life wildlife (polar bears are in fact found in the northern parts of Canada.) I also think that they would work well with a new glacier-themed zone, but I'll save that for another post. Thanks for reading this ridiculously long post, I hope you have a great day! ^^
  18. I was thinking, it would be interesting if alcohol were included in the game (vodka, whiskey, etc ..) drinking it would have advantages and disadvantages, for example: your character does not feel the cold and would walk fast even if you have too much weight but walking drunk, when the effect of alcohol is over you would be cold and your vision blurred for 1min. (I'm not good at English, I used google translator sorry if there are any errors)
  19. Dr.Dankalot

    Tents

    I’ve been playing the story mode a bit and have really found myself wanting tents .... not sure why but there is something cool about the idea of pitching a tent in a storm , placing your sleeping bag inside and sitting by the fire . I’ve been playing since early access when it launched , and it’s amazing to see how far the game has come ! But this would be cool to have one day .
  20. I usually play Interloper and go for Snow Walker (20% faster stamina regen) and Cold Fusion (minor temperature boost). If I play Stalker I add Straight to the Heart (coffee, stims last longer). I pick these ones because 1) I run all the time so I need that stamina and 2) interloper is cold, and the couple extra degrees can be the difference between freezing and not. What are your picks? Or which ones are you working towards?
  21. Just recently started playing Long Dark again after not touching it for quite some time. I’m happy to see a lot of quality of life changes they have made (for example, not being able to cook while doing something else). And it got me thinking, what other things could they possibly add/improve? 1. Make scarves an accessory item. 2. Be able to sleep anywhere without bed warmth bonuses. When I was a newb a while back, I made the mistake of forgetting my bedroll and spent hours in a gas station mending clothing and crafting and was ready to go to sleep. Well... to my amaze, I forgot my bedroll and there was a blizzard outside and it was pitch black (this was before I knew you could sleep in a vehicle, I probably would’ve of froze to death though). So after realizing that I was going to die due to exhaustion, I ran outside with a storm lantern hopelessly searching for somewhere to sleep. I died... anyways, I think it’s just common sense to be allowed to sleep on the floor and just not have bed warmth bonuses. 3. Be able to siphon lantern fuel from one lantern to another. I hate having to choose between either a good lantern with low fuel, or a bad lantern with high fuel. 4. Be allowed to hacksaw the barrel (and even stock) of the Lee-Einfield to reduce weight. This can be balanced by reducing accuracy. And after sawing you can harvest scrap metal and fir firewood I suppose. And to clarify, I know this game isn’t supposed to be centered around weapons and it shouldn’t be complicated. Well, this isn’t complicated. It’d be complicated if I advocated for needing a file, sandpaper, gun vise, steel wool, and a power drill with (forgot the name of the compound) to re-crown the barrel. 5. Hand warmers. Expendable temporary small heat sources. 6. Pen or pencil for mapping. This can speed up the mapping process and it’s a much lighter alternative to charcoal. 7. Hand to match in-game clothes. I’m wearing gloves so the hand should have a glove. Not sure how hard this would be to do though. I don’t see them spending a lot of time on something that is purely for aesthetic. 8. Dragging a carcass. Here’s a hypothetical, for some odd reason, you decided to go kill a deer on the ice at coastal highway. But here’s the catch, you forgot a tool to gut it. Instead of dragging the deer with you back to the garage, you instead are going to have to make 3 trips back and forth. I’d rather make 1 slower trip than 3 repetitive normal ones. Not to mention, I don’t want to have to gut the deer in the blizzard when its corpse is only a few feet from a cave. I have have more ideas but these are the most in-depth meaningful ones I feel. Thoughts?
  22. So I did a post like this a few years back after i did another post about issue's with a very certain DOOR, where i mentioned a few cool things id like to see in the game like (readable news papers that would maybe flesh out what happen during the great breakdown of the current area or stories about things going on in different areas of the game that would more greatly explain open the story) (signs for DOORS that lock you outside when you walk through them) So now i started a another one here where people & I can throw Ideas around, a few i have already would be (Giving players the ability to sleep in the back seats of cars with maybe the negative being resting is harder to obtain or doesn't add as much rest to gauges as sleeping in a bed would) (Draining Cars-trucks & other vehicular objects for there fuel for maybe a emergency lamp fuel source that maybe burns faster then normal lamp oil but also starts fires faster then lamp oil does at the cost of using more then you would with say accelerant to start said fire) (also more variety to food source's like maybe adding things like combinable/cookable Ingredients to add to other foods to enhance them like a cup of coffee & can of creamer would make morning coffee that gives a Extra bonus to the normal stats of just coffee but with the negative of going rancid quicker due to the dairy now in it to balance it out gameplay wise, or maybe ingredients that are inedible by themselves but when combined make unique foods like bread that would be flour useless by itself but when combined with water & a oven/stove makes bread loafs or dry rice, water & a Recycled Can makes hydrated rice that could be combined with a can of beans for the rice and beans) (glass shard as a weapon, maybe pick up a empty bottle on your travels & throw it on the ground "the lonely island music starts playing" & now you have a working make shift weapon that you can use once you combine it with a cloth or without it for a injury chance that cause's a rebound cut to yourself in a fight without it) this what i've come up with after looking at some things in the game so far, i haven't been playing a tun though so maybe i will throw in a few more things later in the thread to add to what i have here. What are some features ideas you all have though?
  23. Hello everyone! This is my first forum submission and I hope you enjoy reading this! However, this might be too long so if you're in a TL:DR mood, just scroll down to the last few paragraphs. So I've been playing The Long Dark ever since (I believe) its launch date and I have 820 hours on it (yes, I know I should have more but I take long breaks, especially if I don't like the updates or when I get bored). However, ever since I've played TLD, I have always had a problem with the rifle. I can remember repeatedly sending feedback to Hinterland Games about suggestions to "fix" the rifle. These ranged from 'angry-man-child' rants to 'nicely-worded' suggestions. I'm sad to say but Hinterland Games are still yet to implement any of my suggestions. For the longest time, my problem has been the rifle's sway. The rifle (in the earlier versions); 1. Never sways at 100% energy 2. Slight sway at 75% 3. Significant sway at 50% 4. Mighty sway at %40 and below (And for the longest time, my suggestion has always been for them to implement some sort of hold breath mechanic to steady the aim) My first solution to this issue was to always bring a ton of coffee for every task that would need me to carry the rifle (i.e. exploring or hunting). My second solution was to get a bow. I can remember when they introduced the "skill" system wherein you can develop skills with certain tools or tasks the more you do them. I was so excited about this that I did not bother reading anything about the update and wanted to see for myself what awaited me once I mastered the rifle skill. ALSO, this update gave the rifle a strong sway, no matter how much energy you have - which also gets worse and worse the more tired you are. After about 50+ bullets or so (this is hyperbole - I don't accurately know how many shots it takes to master), I finally mastered the rifle skill...only to be disappointed to know that all it does is increase the critical hit chance and the damage, reduce per use condition, increase accuracy range (which, imo, is irrelevant), and +5 condition per repair. I find it weird that rifle mastery in the game does not involve the player learning how to hold their breath to steady their aim, nor does it grant the ability to cock the bolt faster than you could at novice level. The only way I've ever used rifles is to line up my shot using right click, then do a quick-scope. This is because the aim is steady for the first half-second of right clicking. Ever since I had this problem, I only ever saw the rifle as a stepping stone between having no weapons and having the bow - the most OP weapon in the game. Then the revolver came along...which made the rifle completely obsolete. My only reasons to use the rifle these days is to: 1. Get the rifle mastery skill (for fun - gives me something to do) 2. Kill bears for sport - I usually ignore or walk around them coz imho, bear hide is useless 3. Kill moose for sport. If I wanted moose for meat, I would use the bow coz for some reason, you can one-shot-kill them with an arrow between their eyes The revolver is superior to the rifle in every way. It's efficient, lightweight, has a fast-firing rate, and reliable. Missing rifle shots feels like my entire economy just crashed, whereas missing revolver shots feel normal - as if its supposed to happen. The revolver has no sway, so when I miss shots, I feel personally responsible. This is a good thing because I cannot cry "design flaw". I see every shot I miss as a need to improve. It's also more economic. The introduction of bullet forging made the revolver a thousand times better but it did not help the rifle in any way. Crafting 500 revolver ammo made me invincible from wolves and timber wolves. Crafting even 50 rifle bullets is only a waste of resources and literally handicaps me, hindering me from realising my "true revolver potential". I am passionate about this subject because I love the rifle so much and I love The Long Dark. I feel that in a survival scenario, having a rifle should be and must be one of the most game-changing experience of survival. Having a rifle in the wild could mean life over death, food or starvation, eat or be eaten. This is one of my reasons for taking breaks from the game. Every update, I check the rifle. Every time I do, I'm disappointed. My favourite weapon is useless and a burden to use. I have ideas on how to improve it though: 1. Introduce a hold breath mechanic to steady the aim - could be introduced from novice level or maybe unlocked after reaching level 2 or level 3. Maybe even the ability to hold the breath longer as skill level increases. The length of time the player can hold their breath could be related to the player's current energy level and/or their current stamina (i.e. shorter breath after a sprint). 2. Faster bolt action as skill level increases - mastering the rifle should be related to the rifle's key aspects. A faster bolt action would really feel like a mastery of the rifle. 3. Remove the damage increase as skill levels up. Either increase rifle damage outright or just leave it as it is - I'm honestly quite satisfied with its "normal" damage. 4. A very tight sway and steadier aim when crouched. Common sense on this one. The introduction of these mechanics would make the rifle more dynamic and would make it a contender versus the revolver and the bow. Because as of now, there is no contest. The rifle is a hindrance - a handicap. This would make it less of a stepping stone and more of a game play definer. Do you want to be a silent and lightweight hunter with a bow? Or do you want to be a heavyweight with power and accuracy? If you're still reading at this point, I hope you enjoyed the read. Whether you agree or disagree, or better yet, have a better suggestion, please do let me know! Either way, I hope the game developers listen to this or considers these ideas.
  24. So I personally don't search every single vehicle I see because I can't be botherd to do so. Either way I luckily found some pretty rare loot. Not Amazing loot like Expedition parka, but I found a Cowichan sweater in a locked trunk. I think you can find baclava inside a vehicle but I am not sure. So is it worth it to search every vehicle you see? Because sometimes I can see a car in the far away from me. What is the loot hoarder players opinions? (Note I was playing Pilgrim when I found the Cowichan sweater) Also I found a flying bullet when I enterd Crossing Thomas hall. I thought I was being shot XDDD