Search the Community

Showing results for tags 'suggestion'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • SUPPORT
    • Contact Hinterland Support
    • Technical Discussions
  • THE LONG DARK
    • News and Updates
    • How To Play
    • General Discussion
    • Survival Mode
    • Wintermute
    • Tales from the Far Territory Discussion
    • Modding & UGC
    • Wish List
    • Time Capsule
    • Discussion Archives
  • SURVIVOR LODGE
    • Introduce Yourself
    • Fan Creations! Art, Fiction, Music, Etc.
    • Gameplay Videos & Streams
    • Survival & Outdoor Activities
    • General Discussions & Misc Topics
  • INTERNATIONAL COMMUNITIES
    • Deutsch
    • Español
    • Filipino
    • Français
    • Italiano
    • Magyar
    • Nederlands
    • Norge
    • Português
    • Pусский
    • Română
    • Suomi
    • Svenska
    • Türkçe

Blogs

There are no results to display.

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


  1. The number of hand-operated portable devices that can be used because of the presence of the aurora is very limited (flashlight and short wave receiver). These suggested devices would be obviously very limited for general use and like the flashlight may not be worth it for the character to be carrying around. During an aurora or in glimmer fog I have often thought "I wish I had an electric lantern", "an electric arc fire starter" or "a darn chemical and toxic gas detector". Certainly wandering around Zone of Contamination or more particularly Forsaken Airfield a direction finding device might be useful in the glimmer fog to keep oriented. Being able to know (yes I know I can don the respirator) what the canister capacity was at a glance or just change the canister for a fresh one and discard the removed one all for convenience would seem somewhat useful. AURORA-Powered devices (formerly battery powered) whether during AURORA or Glimmer fog events. 1. LED Lantern (new) NORMAL lantern use - area illumination - powered during the aurora. It can be left always on. I thought that if the power source was the aurora then for ordinary use the device should be able to remain ON for as long as the aurora is in effect which should be the same for the flashlight. No such thing as a "capacity" since the batteries would be nominally non-functional. Lantern has no turbo mode (anti-aurora wolf mode). 2. Arc-type Fire Starter (semi-new) NORMAL use - Device has capacity (heat limit) that should amount to five repeated uses (i.e. five fire starting attempts) in quick succession at which point the "capacity" bar is emptied and capacity would be regained as the device is allowed to cool off. Once capacity is exhausted, the device cannot be used for until it has regained some capacity. The device could be used for illumination though the light provided would be no better than that of a match and each use counts as a fire starting attempt. IRL such a device would be able to do hundreds of fire starting attempts on a single charge but for game purposes the aurora is a much less reliable power source so the mechanism is not quite so capable. 3. Chemical and gas detector (new) Device that can detect toxic gases and chemical contamination at least a short distance before the user reaches hazardous levels of the gas or contamination that may affect him. Device has to be equipped. 4. Modification of Signal Void short-wave receiver to have option to home in on a region's transmitter. (kind of new) The Signal Void receiver can be tuned (mode 3) to direction find a transmitter if the transmitter is within the region. It provides direction information (signal strength and proximity) similar to the bunker and supply cache modes. This can be problematic since the short-wave receiver has 0.0 kg weight as part of the Signal Void Tales and this modification would or should make it weigh something. Perhaps an optional reward (so the player can choose to modify e.g. add components or not modify the device) for completing Signal Void Tales Part 2 unless there would be a Signal Void Tales Part 3 where it would be needed? Without knowing anything about where TLD is going - I remember the ship in the December Devs diary - the modified receiver might be useful in signally the arrival of the ship which I am making the huge assumption would be the Trader's ship. QoL Respirator improvement The respirator should show the condition of the canister. While it could be checked by donning the respirator it might help if the respirator in inventory or when selected displayed respirator condition (canister condition) so a respirator with a nearly "new" canister might be displayed as 100% (95%). The respirator's canister should be replaceable at will by the character. Whether the removed canister remains working would be up to the devs' decision. This could be a feature to ensure that the character's can have a full canister in the respirator and not have to carry a separate canister though the speed that a canister would be used up might make this moot.
  2. J.W.P

    Bayonet

    A bayonet wood be cool to see for the Lee-Enfield and the bayonet could be multi-purpose and be used for a knief and on the gun it could be a spear for when that bear forgets to die and charges you
  3. The exception being referred to would be that ruined food and ruined food ingredients (and these particular categories of items that go to ruined in the travois) placed into the travois would not disappear per the general "ruined item disappears when put into a container". This might be helpful with use of Frontier Cooking given that so many ingredients have tended to get to ruined condition. The decay rate for meat and fish, cooked or raw, is a very short period (about 100 days for each state) compared to the normal 1,000 day decay line for most everything else (instituted when survival sandbox proved to be very popular). So many people may have large amounts of ruined food (meat, fish, canned goods, etc.) that they dare not put into a travois to move them because they would disappear immediately. Now if the devs implemented some food preservation mechanic that would lengthen the decay time line for preserved food to the normal 1,000 day line that would help. This exception, for this topic, would only apply to the travois storage and not any other general container... except for the Lost and Found containers if Lost and Found were ever to be executed again. In this latter case, the player has no option as the Lost and Found program will gather up EVERYTHING and put them into a Lost and Found container which then destroys all ruined food items.
  4. I’ve been hauling my loot from the zone of contamination to coastal highway. Recently got through the branch line, which, bringing through the tunnels was a nightmare on its own, I discovered an interesting skip possible with the travois. You normally are unable to climb the avalanched area on the train tracks from the BR side. On the right side, there’s rocks, which you arn’t able to climb up (atleast I wasn’t able). However, there’s your able to walk along them easily enough. And if you finagle the travois down to it and have the handles face outwards, you’re able to reach it and climb up. This allowed me to consistently reach the travois and allowed me to unload it. Unfortunately I don’t have any picture of it since I’ve already left the region, but here’s a scetch of it. since you always move to the travois handles when interacting with them, this also brings you up to them. I feel like this could open up a lot of possibilities for travois based skips. Of the top of my head, I wonder if you could use travois to be able to avoid fall damage. It would probably be incredibly hard, but would be possible based on how it works. There’s also a few skips that I feel like could work. The shorter pathway at airfields could more easily be reached. I’m unsure but possibly an area at the cannery could also be reached? I’m thinking somewhere along the trailers but there may be a better spot? I don’t think anyone else has talked about this, so I hope you all find this info useful.
  5. The screenshots of (in this case) the broth recipe shows three different situations: 1. When lacking ingredients "Item requires ingredients you don't have". 2. When lacking the necessary cooking utensil "No cooking pot in inventory". 3. When all needed ingredients and the utensil (the cooking pot) are in inventory. As for the cooking pot, the recipe says "in inventory" to make the error message go away but the cooking pot cannot be used in inventory but has to be on a cooking surface with an active fire. Maybe as a reminder #2 could be revised as "Cooking pot on cooking surface and active fire needed for this recipe". (color change as well) Of course it would reference the skillet when applicable for a given recipe. While I got your attention, could the cooking time for the recipe be broken down into preparation time and (actual) cooking time? You still have to have an active fire but knowing the prep time might help one keep the fire going rather than forgetting to keep track of that. I was making three pies and then three stews only to have the fire which was about a 2 hour fire (or maybe shorter, I wasn't paying attention as I did the stews) go out while I was in prep for the third stew. My bad for not keeping track but I think I didn't realize the prep time involved. It would be information that would have been helpful. Haven't done this much Frontier Cooking in a long time so not aware of the nuances. Could also use a generic soup recipe - meat or fish and water in pot or skillet, boiled. Hot meal. It doesn't have to do anything more than calories, hydration, and warmth bonus (if consumed hot). 🍜
  6. ATM There is only one item but i will add more to this list as time goes on. 1.) Add hot coco as a recipe to the game. Your in a nuclear winter and you don't have hot coco ?. What kind of location are we in ? 2.) On the hardest setting ( Custom not included ) if you survive 255 days you find a SMG ( Uses pistol ammo ) in your next play through. Or a new gun type. 3.) Be able to throw anything off a cliff that way your not stuck in a area because you need rope to climb.
  7. Ok, hear me out. Many people have asked for a shotgun in the game, but I think I'd be funny if they added a blunderbuss instead since that's pretty much the beta version of a shotgun. In all seriousness I think they could make the blunderbuss a very powerful weapon, but with plenty of drawbacks, like it only works at close ranges, you could only find it at one part of the map, you needed to craft a custom ammo for it, it also needs you to carry gunpowder, and it takes forever to reload I'm aware this is a very stupid idea and will definitely never happen, but that's exactly why I want it added!
  8. You made the Darkwalker challenge based on Darkwalker 4DoN, I suggest you to make the hardcore challenge based on 4DoN 2017-2018. The main difference should be the challenge starts like in the 4th day, with permanent night, permanent blizzard and -20°C in all the houses. I remember I've started from scratch in the 4th day and it was very unique and hardcore experience. I've ran to Quonset Garage but died because I burned all the wood and it ran out. The second attempt was better only because I've ran from Coastal Highway to Carter Hydro Dam, where we also have -20°C but a lot of wood. It was very interesting later going through permanent blizzard in permanent night and trying to survive. 🙂
  9. I'd have the following suggestions: Harvesting In recent update harvesting a fresh carcass with bare hands has been disabled. It requires a sharp tool to cut open first then may be harvested with bare hands. I think the change is a bit too drastic, making it impossible to cut open without a sharp tool is not realistic. With some patience, one may be able to cut open with a stick or stone provided the carcass is not frozen. I would suggest the following changes: - Add the notion of "cut open" when harvesting a fresh carcass. If no sharp tool, would be possible with a stick, stone, scrap metal and would require several attempts to succeed (this may also be a skill we may improve over time) provided the carcass is not frozen. - The more advanced the state of mouldiness would be, the easier the carcass would be to harvest with non sharp tool. Water handling I've always found weird we could die of dehydration in TLD where we are constantly surrounded by snow. I know "eating snow" could lead to hypothermia and so it is prevented which makes sense, but what about gathering snow into a container and placing it some time into a building where temperature is above 0°C? Water may be fresh and lower our body temperature a bit, but at least we would not dehydrate.
  10. I was thinking about how beach combing works and had an interesting idea about a rare encounter you may discover on the shores. Spoiler warning for Wintermute chapter 3: Within the 3 regions (Bleak Inlet, Costal Highway, & Desolation point) where you can go beach combing, it would be cool to find a dead whale hanging near the shores. It would be frozen and covered in snow, perhaps some aquatic predators bit off a few pieces. Though this would be a rare event, you won't always stumble upon a whale corpse when you enter the regions. Perhaps there could be other types of large aquatic species that end up on the shore (comment down below what sort of aquatic species you'd like to see). If we wanted to add some gameplay elements, I have a few ideas. I'm no expert, but I've heard whale oil can be a good source of fuel. It may be a bit far fetch for a survival game like this, but it is a possibility. Secondly is the source of food this large aquatic creature can provide. I doubt you can harvest the entire animal, but you could harvest a large piece for yourself to eat. However, when there is a whale on the shores, the smell would attract predators like wolves and bears. So anytime you see a whale, there's usually a group of predators surrounding it. Making it more difficult to approach it. That's my take, what do you think?
  11. I am harvesting the feathers from five ptarmigans and I felt there had to be a better way to get four feathers than spending 21 (with a knife) or 28 minutes (by hand) to get just four feathers. Two hours (and 200 calories) for four feathers? How about a tool similar in form to what Will started out with in Wintermute to speed the process up. Basically a shard of sharp metal. Increases the rate that feathers get harvested from one every 21-28 minutes to four every 21 - 28 minutes. It take 1% condition loss per harvesting action and cannot be sharpened and is ultimately disposable with nothing that can be extracted from the ruined tool (like sewing kits or cleaning kits). It just gets disposed of. With such a tool harvesting four feather from a ptarmigan carcass will be the equivalent to taking a hide of any other animal (by hand at Carcass Harvesting level 5). The skill carcass harvesting could also have the same effect on harvesting time. I am at Level 5 so think of harvesting a hide as taking 28 minutes by hand or 21 minutes by knife. One scrap metal at a work bench with (whatever time the devs decide on) to fashion into the tool. It can be used to make the initial incision in place of using a knife, hatchet, or hacksaw. The incision cut or any harvesting on a "normal" animal would cost 5% condition. If used like a knife for any other purpose - like fighting a wolf or cutting up a pillow - the tool takes 5% condition loss with each use. The tool is not a good or replacement knife. It is a field expedient tool. An improvised knife or hatchet tool would be more durable and have wider use. I am sure that if this is considered OP the devs, if they decided to implement something like this, would make adjustments.
  12. A lot of players (me too) used to go down of steep cliffs without any ropes. That's bad I think, I even don't want myself to play this style, but I can't force myself to avoid it. 🙂 So my suggestion is to add a chace of uncontrollable sliding if player stands on a very steep cliff (>60°). The game "throws the dice" for each new step so it would be impossible to go down from very high hills. And uncontrollable sliding should not be the only penalty... We can have sprains, HP debuff, broken ribs... depending on the hill's heigth.
  13. It would be nice if the new ingredients could be made renewable though beachcombing and having the occasional boat wash up with crates of produce onboard, once intended for the few residents of great bear before being lost at sea. Water from ice fishing holes has been a long requested feature, with the addition of salt perhaps fresh water sources could provide unsafe water and the coastal regions could provide seawater which could be boiled dry to make salt.
  14. Please add polar bears to this game I think it would be pretty cool to have polar bears in this game, it fits the theme of the game, my idea is, some regions would have a possible rare polar bear spawn (kinda like the moose) but even harder to find. it would be stronger and more agressive than the black bear and you could craft something usefull out of its hide maybe a coat with almost no reduction of sprint speed, (it obviously doesnt have to be that) but i love the idea of finding a polar bear in this game Just an idea, maybe its stupid... Give me your opinions tho, do you think it would work?
  15. I didn't think that improvised insulation was properly situated on one of the Accessory Slots. It should have been usable as a replacement for an inner layer (i.e. where the thick/thin wool sweater would go). Its utter lack of any water-resistance makes it problematic to have it as an outside everything layer. It looks rather strange for an outer covering. Suggest that a new clothing item that might be more suitable for an Accessory Slot would be a deerskin cloak. Version 1 would be two deer hides (min 1 kg) and Version 2 would be three deer hides (min 1.25 kg). The difference between the two would be one is like a shoulders to legs covering akin to the Light Shell - primarily as wind protection with some warmth bonus - though I would expect that would negate any other worn wind chill protection bonus while the second is like the first except it includes a hood meaning it provides more protection than the Light Shell because the wind protection now extends to the head. If the devs decide to work it in then a Version 3 which uses rabbit fur for a slight enhancement to the warmth bonus of the deerskin cloak. Alternately one might use ptarmigan feathers for insulation. The bonus would be minimal, +1 C, over the default warmth and wind chill protection of the basic cloak. Might be a bit heavy (min 1.75 kg). Now why have a cloak? It keeps the clothing underneath the covered areas dry until the cloak gets 100% wet. It may be quicker to dry, like a Light Shell or Windbreaker, being light-weight while tougher than the Windbreaker or Light Shall. A balance could probably be found somewhere. It would also provide yet another clothing item that might be crafted from available hides and guts assuming that it is seen as having enough utility to be worth crafting. A change in mechanics might see the use of line made from gut that currently only is used on fishing gear as a heavy-duty thread of sorts.
  16. being able to scavenge bones could mean easier crafting of arrowheads at the expense of say less damage and a bone knife for cutting things in the early game.
  17. I'd like to suggest a few actions that would generally make some things smoother in the game. First, as I'm sure many have said before, some sort of ability to vault over or jump over short things. This can come at the expense of calories and make you more tired per action. Tree limbs and guardrails around houses would be the tallest things I would hope for, but ultimately the insufferable ledges that seem to be only inches tall yet you can't walk over are the main reason for this. Second is an ability to toss items. When I get to a rope to climb down and have too much on my person, it would be nice if I could lob some of my items over the ledge and pick them back up after my descent. This could come at a loss of condition and only available for things like tools. I wouldn't think food or cloth would be good choices. This is the only place I can see tossing items would matter so maybe it can be a prompt when at the top of the rope. It could open like a storage container, but once you exit the items you placed are tossed to the bottom. Third has to do with boiling water and I'msure has been asked before. Can we get a warming bonus for freshly boiled water? I normally boil in bulk to store anyway, but when I'm traveling and trapped by a blizzard it would help and it just makes sense. Maybe even freshly cooked meat could offer the warming bonus one day, but the water first, please. I had another post talking about vehicles so I'll just restate it here. Being able to look in all directions when in them, possibly siphoning fuel, and maybe harvesting the cloth from the seats which would ruin the sleep option unless you have a bedroll. Please let us sleep on benches or armchairs. Some buildings have no bed, but have long benches that can easily be used as a bed. Beyond what's stated above, I think having crows become more interactive would be good. They could be eating the freshly downed animals giving us a chance to throw stones and get a tiny amount of meat with a lot of feathers. In clear weather they could be in trees and if we get too close they could fly away and alert nearby predators. Other than additional animals, in survival there could be an introduction of random NPC survivors who occupy a random building (preferably not the main buildings) and offer either trades or ask for help. The more you help, the longer they possibly survive and could offer rewards. But it's still survival and one day they won't be there anymore.
  18. One thing that would improve the use of the vehicles would be the ability to look around 360 degrees. I understand the game isn't meant to be entirely realistic, but this is one of the weirdest things. When there are wolves and bears about, no one is going to limit themselves to only facing forward in a vehicle. Something else that could be added would be siphoning fuel from the vehicles for use in lanterns or fire starting. Even the ability to harvest cloth from the seats would be nice.
  19. After i collected some avaiable data and stories + my personal interloper experience.. Concept was born.. (still need full clinical tests) For long inerloper runs Scurvy timer= avarage dose vit c for the last 20 days. 20 vit c units per day on interloper is required. If not enough vit c was consumed, scurvy risk apear and you have approximately 5 days to develop scurvy. 20+5=25 days. Similar to matches and fire starting policy: In the early interloper stage when you stil exploring, visiting all maps and complete buried echoes, everyone should feel free to use avaiable man made food, experiment and beat scurvy risk your own way. But you will have no full control because of that last 20 days avarage vit c consumption factor. You need full control. So take scurvy in "controlled condition" and enjoy 20 days scurvy free. When scurvy risk strike, you will know that you have 5 days to go to the nearest fishing hut for treatment. After early interloper stage you should have supplies of fish around fisihing huts waiting for scurvy treatment. You can do this Japanese way- sushi (raw fish have more vit c) or traditional cooked fish(with additional oil). Dealing with food poisoning shouldnt be problem already for you. So you take scurvy under control: waiting and fishing in hot fishing hut with plenty of fish around. Wait for scurvy.. Heal instantly.. Enjoy next 20 day free from scurvy circle. Treat scurvy risk like a" reminder from you doctor " and head for the nearest, prepered fish hut for treatment. This all hassle is because of your mental health. Remember that uncontrolled scurvy is your worst enemy. Its a endless fight with scurvy risk,and because it is that "avarage last 20 days, 20 unit per day minimum vit c dose" mechanism you will have constant scurvy risk which can lead to your (non game) insanity, or you risk need to treat scurvy in unpredictable, not under your full control moment. All that advise is still during test stage. Help with reaserch, share your story. Its dedicated for long interloper cave man's. Thats why i mention raw fishes because of that ultra late "mag lens fire only" times. Scurvy data was taken from famdom wiki. Just google if you are intrested in all that vit c dose stats etc. Ps. No native english speaker, so sorry, anyway maybe someone found that intresting
  20. -See resources when preparing for sleep I often have to keep coming back to see if I'm properly fed before going to sleep, so I don't take thirst damage - See resources when on inventory I don't like to leave left overs, when I'm going to each a piece I like to make sure it's gone, so here I also have to keep coming back to see how much hunger/thirst I have in order to eat certain food. There's also the problem that some food also recover thirst, and I have to double check if this is going to waste or not. - Visible status of clothing (when fully repaired) It took me a long time (more than 300 days into voyager + 100 days into stalker + Full campaign) to realize that the condition of a clothing changes it status dynamically. First I thought I just needed to keep it well above breaking, and that was all. So I use to compare all clothing as it was, before equipping, that led me lose so many good and better clothing, become it was on bad condition. When I realize that condition would affect it status, I had to rely on external sources of the game (Wikki) to see a clothing status before deciding to repair and keep it. The game could show us the "current/fully repaired", or "Current (Fully repaired)" status of a clothing - Quick Stats (default Tab) should show your stamina - Hitting "forward" should cancel auto-move This is how it work on most games, so I think The long Dark should abide. Here it will only cancel auto-move if you hit "backwards". It almost got me killed quite a few times by walking into a cliff's edge - Option to Unload Storm lantern What I do get the oil out is harvest it, which take 1h. - Pain / headache could disable stereo By disabling stereo you can't tell the direction of a sound source, it could be that or having the sound coming at random positions at you. I had this idea when playing with my speakers inverted, so I realize how dangerous it can be, you automatically keep facing the sound source, even when you know it's not right. Not knowing where a wolf or a bear is could be your last mistake. This is to give pain and headache a more impactful menace, because as it is now, I just don't bother with them. - Option to bind a key for every item or Have a specific key for flare gun I'm not sure how to make this better, but my problem is the following: When I hit "weapon" shortcut the character pull the weapons is a specific order: Pistol - Rifle - Bow - Flare gun. So when I'm hunting bear/moose I like to drop my bow on the ground, so from the Rifle it goes to flare gun (if things get nasty), and that's really cumbersome. We could be able to: Change the order of the weapon on our menu-wheal (so it cycles the way we want) OR, a simple keybind specific for Flare Gun, due to it's importance and urgency.
  21. This is just my personal opinion on how the update was. The TL;DR of this update is: Incredible environment and story telling, weird + impractical new items, and a few missed opportunities. Let's start with the good: New Region: Incredible. The layout of Zone Of Contamination is great. It looks very nice and the theme is excellent. The region has both contaminated dead areas and unaffected areas with life. The pools of toxic chemicals and red, corrosive water are very threatening and cool looking. Lots of warning signs as well, which helps the atmosphere a lot. The region's mines are so amazing that i can't describe it, you have to experience it yourself. Massive size and depth, with many dangers. Just perfect, loved all of it. Also, we have a and while it's not too practical because of it's awe-inspiring size, it's an amazing source of coal and also just plain awesome to explore. Felt like a true cavern, nothing like the usual caves this game has. The new mechanic of toxic chemicals is unique and fun, poisoned wolves are also unique, a new challenge because you cannot get food out of them. You have to leave the contaminated area and go explore the region to find things to hunt so you can eat. Very nice choice. The new gas mask is very well made, lovely sound and image distortion while wearing it New Tale: Great. The tale largely takes place inside the mine, and because of this it has an amazing atmosphere all the way from start to finish. I like the story we got with "buried echoes", it's quite dark and mysterious, a choice that fits like a glove to the theme of the region and the dangers of the underground mines and tunnels. Also, the story telling feels much more well thought out and solid this time around. I have high hopes for episode 5 if it's handled with this much care as well. And here's the bad: New Clothing: Weak. Unfortunately, the new clothes we've gotten are pretty bad, and there's not a lot of reason to use them. Their theme is "physical protection" because they're used by miners, but they're just.. bad. Hardhat: Absolutely pointless. It has the exact same protection as a rabbit/aviator hat, so it is a massive downgrade and has no purpose Jacket: Weak. A heavier, weirder version of a ski jacket with 1% more protection. Largely pointless. Pants: Weak. A lighter version of work pants, with WORSE physical protection. Largely pointless. Boots: Too limited. These boots serve a very important role inside the region by resisting toxic chemical spills, but their mediocre stats and inability to be repaired means that they'll never see use outside the region, where their gimmick isn't useful. New Tale Reward: Weak and boring. Spoiler ahead: New gas mask: A beautiful tragedy The gas mask looks and sounds incredible, but its functionality is pretty terrible. The filters are hilariously bad at their job. Our survivor's lungs can last for 50 seconds before suffocating, but a gas mask filter can only function for 20 seconds? That's really, REALLY bad. The amount of canisters you're given should be cut by half and their duration should be doubled because right now the gas mask feels like a cheap chinese toy, not like an actual gas mask. I literally never had to use the gas mask at all inside the mines (except once), because you can rely on your trusty lungs and sprint through the toxic air without issue Also it is an absolute tragedy that the gas mask doesn't have any functionality outside of the Zone of Contamination (excluding Last Prospect). It looks, sounds and feels amazing, but you have no reason to ever wear the damn thing. Maybe it could give you a warmth bonus, since it insulates your face from the cold air and traps your warm breath inside the mask, but also give you a mobility penalty since your breathing is restricted? Maybe it could give you a bit of physical protection in struggles, since your face is protected from wildlife behind glass? Maybe it could slow down how quickly your thirst meter depletes, because you're not breathing in super dry, frozen air all day? You have to do SOMETHING with the gas mask. The first tale gave us the radio, which you can use everywhere during an aurora to find loot. But the gas mask is just a pointless trinket outside of the poisonous air inside sections of mines. That's all for now. Overall this update was very very good, but once again the balancing of the new items and tale rewards left a lot to be desired, plus the new gas mask is unfortunately useless once you're done with the region.
  22. Fozzy

    MY WISH LIST

    Hi. Please consider fixing/improving this : Display the encumbrance bar on the HUD. Their own slot for crampons and ear wrap. A clothing slot for the neck; and a new 'catch cold' disease if we don't wear one. It will make the character cough. Tools should wear out depending the time used. Look behind when in a car. A battery in each car (some could be in good condition and some only harvestable for lead). Able to move furnitures and containers. Not possible to cook meat once it has reached 0%. Food should not be eaten when frozen. The eat and drink animation should take time depending the amount eaten/drunk. Predators should eat meat (and some other food) left on the ground. Bears should charge from distance greater than 10~15m. Entering a building (transitions) should not reset injuries/bleeding, and it should not drop arrows. The HUD should appear when we're busy (when set on contextual). Weather changes should be displayed when we're busy. Some areas aren't supposed to have wolves because they're closed (hunting lodge area). And others are open and should have wolves (ravine near the dam, for example) but there aren't any... Sleep where we want, even without bedroll. Just make it less effective. Sit down to drain fatigue slower, while reading, sewing or doing other stuff. Bandages have nothing to do with materials. Just open crates to see what's inside. They will become opened crate which we could harvest for reclaimed wood. Use crates as containers. Able to block the dam backdoor so that it can be re-entered. Make indoor rock caches. Make rock caches of different sizes. Make more than 5 rock caches per map. Start a game with a character with some skills >0. Hold and fire the distress pistol with one hand. We shouldn't be able to make a fire without tinder from level 3, only from level 4 with penalty, and level 5 without penalty. Fire should cast light more than just 2m away. The starry sky should be way more realistic and provide direction (especially Ursa major and Polaris, even if you don't make it turn during night). The moon should be way more realistic and have consistent phases. Interior lighting is unrealistic, there should be no light source from void, only from windows. The smell of blood and meat should depend on the total mass, not the number of pieces. Not be blocked by obstacles shorter than a stair step. The weight of water purification tablets should be reduced to 5~10 g. Clothing (especially coats) crafting should be limited by sewing skill. Craft leather from cure hides. Craft bedroll from cloth. Craft more stuff than a coat from wolf pelt, maybe a fanny pack... Choose the amount of water to boil depending the fire time left. Be able to touch the ground to find our way in the dark (this could partially show the shape of the close environment) Use charcoal several times. The temperature should change inside buildings, during time, especially day/night. Add : binoculars compass lighters (zippo like) candles table knives Also, about the forum, let us choose light or dark theme. Reading white text on black background is actually very bad...
  23. xxfinebeanzxx

    ski's

    back in WW2, the Finnish army used skis to move quickly throughout the battlefield why not do the same and gain a speed buff? Do you have to move a lotta loot from one base to another? don't worry about the weight dragging you down and leaving you defenseless against wolves, skis would most likely spawn in mountainous areas and high altitude places. NYOM!
  24. The ZoC region is absolutely awesome to me. I really loved all the new sound effects in ZoC, and also encountered some new elsewhere (did not spend much time elsewhere lately though): - wind howling feels it gained a new dimension - loved the new scary music pieces, but also the "contemplating ones" - when I first found the mining pit, there was an eerie silence. absolutely fitting - also seem to have met a new music for the glimmer fog in FA (not encountered it inside the ZoC. The one thing, that I found a bit odd though, was that the howls of the regular wolves seemed "too healthy" to me when coming from the poisoned ones. It would also add to the eerie atmosphere of the whole region I think, if they had a slightly distorted/hoarse or thinner howl of their own. I have no idea how much work it would be to create some slightly altered sounds for them, and separate which sounds are played for which wolves... If it is within reasonable effort, I would not mind this enhancement of having a distinct audible cue for the poisoned wolves. Thanks in advance for consideration!