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  1. 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
  2. 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.
  3. So this was a nice prize to "win" however it seems kind of useless to me. We need more slots for specialty items like this and the crampons. I mean how does wearing crampons affect me using a rifle holster or belt? I get the devs don't want us too OP and able to carry unrealistic weight, and the present weigh limits are MORE than reasonable, but if you are gonna give me an award for finishing a task, then at least make it something I will use?? Also the travois makes all of them less impactful, IMHO. Maybe add slots for feet and body so I can wear the crampons and use two of the weight allowance items? I have the technical backpack, travois, the moose satchel, the rifle holster, and now the belt that all give me some sort of weight allowance. Of the latter three, I can only use 1 or 2 of them at a time and I have the crampons competing with those three for 2 slots. I get the game is about choices, and having them is better than not, but I for one would like to have my crampons no matter what and I think that is reasonable given the other parameters the devs are balancing (esp. at lower difficulty levels). And, instead of giving me another weight balancing item I cannot really use, how about something neat I can use? I am thinking a scope for the rifle would be fantastic. Or perhaps gloves that are both extremely warm AND tough. Or snow shoes that let me walk and run faster. Or a hoist that allows me to get weight up and down a cliff face. Maybe some dynamite which could open up new game aspects that currently don't exist? I really like the way this game has evolved over time, and I used to never play Survival but the devs have made that very enjoyable and I rarely think about Wintermute anymore because of the Tails and the way the game has changed. I like the new challenges, some of which I did not like at first (like the poisoned wolves or glitter fog) but slowly have adapted my game play to these new challenges and it (I have to admit) does make the game more fun with added challenges. Happy Holidays all!
  4. 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.
  5. 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.
  6. 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.
  7. 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...
  8. 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.
  9. 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). 🍜
  10. This seems pretty obvious… since herbal tea is purported to give improved rest, it should probably work to cure the new Insomnia affliction, as well.
  11. 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!
  12. I noticed that subtitles in Wintermute censor swear words in the subtitles when they are not censored in the spoken dialogue - e.g. in episode 4, Mathis says "fucking" out loud but the caption reads "****ing." The purpose of captions should be to mirror the experience of listening to the audio as closely as possible, so there is no need to censor subtitles. People who rely on subtitles are not more delicate than people who don't, which is what censoring subtitles risks implying. Discussions about this issue in the Deaf community online are numerous, and I have always seen them reach the conclusion that censoring subtitles is unnecessary and negatively affects the experience. I hope Hinterland will consider revising their subtitles to accurately reflect the dialogue. I will say that otherwise I have been impressed with the quality of the subtitles and how closely they match the dialogue, as well as grateful for the option to increase their size (and have them actually be nice and large when you do this! In lots of games the options are tiny or slightly less tiny). ETA: I note the game has a mature language filter option, which was not turned on in my game - I'm not sure if the subtitles being censored but the dialogue being uncensored is a bug caused by the implementation of this feature, or if that is the intended experience, but either way they shouldn't be mismatched.
  13. This topic is entirely dedicated to the plot of survival mode! Here you can publish your theories and assumptions. For a long time, the mystery of Aurora’s appearance was not revealed, but the new fairy tale “Signal Void” helped us get a little closer to the truth! Here I will present my theory of the appearance of Aurora, supported by facts! And you can help me develop this theory! The theory itself will come out in a few hours!
  14. 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. 🙂
  15. 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.
  16. 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
  17. Throughout my playthrough, I noticed cured leather to be a limited resource to get your hands on. Cloth is usually not that hard to come by and recycling shoes feels like a waste of good clothing. I'm proposing the idea of a tanning rack found throughout the world. Essentially you can use it to cure animal hides/guts slightly faster (10-15%, calculation not final) to reduce the very long wait time for players wanting to craft fur clothing. In addition, once a fur is cured, you can use a knife/axe to skin the fur out and acquire cured leather instead. The amount of cured leather you acquire will depend on the animal hide you cure. This new feature will give early-late game players another reason to harvest hides from animals. In terms of where a tanning rack would be located, it would be close to individual shelters that exist within the wilderness (ex: Timberwolf Mountain hut, Mystery Lake Trappers Cabin, etc.). You won't find a tanning rack in a town with multiple shelters close to each other. Furthermore, The amount of hides/guts you can place on the tanning rack will depend on the size of the animal. You can put 3 rabbit hides and fresh guts on 1 tanning rack, while other animals take up all 3 slots due to their sizes. Feel free to share your thoughts down below if you think this concept idea would fit the game, or if you have any feedback or suggestions on how to improve this idea as a whole. Cheers
  18. 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?
  19. I don't like the way feats work right now. By the time you can use them you don't need them. And you can get access to them by simply grinding. If you play TLD for long enough, you will obtain all the feats. The only exception is the Darkwalker feat, but not many people use it. I don't like feats, but a lot of people do. After all, it's a whole new level of strategy and a way to add some meta progression to the long dark. At the same time though, they make the game easier for the players who are quite experienced already. So here's my idea. Defeats! As the name implies, they are the opposite of feats. Instead of making the game easier, they would make it harder. You would unlock new defeats by completing some difficult tasks. Here are a few examples I came up with. UNFLINCHING FOE - The immortal bear is constantly following you in every region you visit. (Obtained by surviving for 30 days in "Hunted, Part 1") DREADFUL HORDE - Timberwolves spawn in every location. (Obtained by reaching the top of Timberwolf Mountain) UNEAGER WANDERER - It is as cold inside the buildings as it is outside. (Obtained by surviving outside for 15 consecutive days) If you have any other ideas, be sure to leave them in the comments.
  20. What’s the only way to upgrade the most overpowered self defense weapon on the game? Add another barrel to it, like this WWII-era German flare pistol: Both barrels could fire in quick succession to help save your bacon if you miss your first shot. It might be a bit heavier than the normal flare pistol, and be an extremely rare item. Realistically, I’m not even sure where you could find something like this on a remote island like Great Bear…
  21. 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.
  22. 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?
  23. 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.
  24. 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!