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  1. 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!
  2. 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.
  3. 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.
  4. -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.
  5. 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.
  6. 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.
  7. (Please note: I am playing on the PS4 version of the game, and have not bought the DLC yet. So maybe in other versions, or with the expansion you already have these things.) Allow lamp oil cans to be added to Jerry Cans to consolidate inventory Likewise a quiver for arrows so they aren't spread out throughout all the other gear in the bag cheat commands on console: I just want to be able to put on moveobjects true and straighten out my cans and water bottles on the rickety metal shelves without it turning red because the shelf is uneven. or turn up or down the brightness like you can in Storymode. binoculars. I've got very poor eyesight, being able to zoom in on the trail ahead to make sure no dogs, bears or wolves (Or very random moose) are about would help. A bear trap. The ability to change the shape, size, color, of the reticle on my screen so I can see it better, white on white is horrible. (I want the option for it to be a wolf paw <3) some indicator on the map of my current location. Currently I can only check in survival mode by using a charcoal piece to survey. Again, in Wintermute I believe there is some decal on map like an arrow or circle to show where you are. (Like the reticle it would be nice if you could customize these even just in size or color to be easier to see,) ** ability to make fresh rabbit hides into cured leather: we'd need a knife or axe to scrape the fur off (Fur fluff could be used to start fires or stuff clothing or such like the ptarmigan down.) and we'd need to build a wooden frame for drying it on, (sticks/reclaimed wood and guts) then it would take time to dry. That's all I can think of for right now. Loving the game so far, I do want to get the DLC, maybe after Christmas when my money's not tied up, keep up the great work, cant wait for ch 5 of the story mode (I've been watching playthroughs of it, only just started ch 1 myself last night.)
  8. 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!
  9. Watched Blue Eye Samurai episode 1 and didn't know that by hammering the end of a steel tool that part can become hot enough to light incense or tinder. Seems like kind of common enough knowledge among people who work metal but I certainly didn't know that. Heavy hammer and a piece of steel (probably, for game purposes, forged piece of steel or maybe the improvised knife/hatchet and with a condition cost for the tool) and tinder. Not a quick method but maybe just the thing to justify toting that heavy hammer around for more than forging or breaking up planks, pallets, furniture, and crates. Tinder should be a requirement (an alternative fire starting that negates the "no tinder required" benefit, if one wanted to use it). More involved that flint and steel or a fire stick in terms of implementation but a thought.
  10. There should be a Shotgun as a weapon, perhaps modeled after either an Ithaca 37 or a Winchester 1897. the Ithaca 37 could make sense in terms of time era as a hunters shotgun, but since the island seems to use lots of military surplus the Winchester 1897 would make sense as a police shotgun so the police cars/trucks could spawn one and the prison could spawn one and more places I don't could as well. It would count as a noise maker because well... it's loud and could do good damage maybe a gun to rival the moose but because it's a shotgun you'd have to get close to the target to do significant damage. reloading a shell could introduce the idea of wadding and judging by the size of a piece of cloth you could make maybe 3-4 wads and of course, beads/shot and gunpowder. a shotgun would be great for killing a bear or moose and stopping wolves dead in their tracks (pun not intended) and it would be the only gun that has a good shot spread/wide spread.
  11. we should be able to melt down say rifle casings into 2 revolver casings and the opposite for crafting rifle ammo it would get rid of the brass for a rifle you don't have so why not!
  12. mail offices should perhaps have a mailbag/mail carrier spawn not only would it make the post office more than just a paper supply but it could make it worth traveling to get something similar to the moose bag of course the moose bag would still be better but the mailbag could be a helper when you start/aren't equipped to fight a moose.
  13. Here's what I've been wondering about for a while now... In episode 3 when you enter the Community Hall you see a lot of crash survivors, father Thomas, and... That's it! Where are all the locals? Is Thomas the only one who survived the First flare? The first time you talk to him, he says "We gathered people here when the weather started turning bad three... Or was it four days ago? The houses became too cold and it seemed better to bring everyone under one roof. Then yesterday, the crash survivors started showing up." So... Where is everyone? Did they all die in 2-3 days? That makes NO sence! And I kinda get it. There should be a reason why Astrid is the one who has to go look for survivors. But there could still be a few locals too old/sick/injured to do this job. It would be very interesting to see, for example, an old lady knitting in the kitchen, or two covered in bandages guys playing cards in a corner of the stage, or a mother with a little baby. Something like that.
  14. This topic has come up in other threads too, but I wanted it not to get lost, so started its own thread. I do see the point of having to finish the harvesting task and animation to open and dress a carcass initially, in order to get closer to the meat. Yet, if I'm setting out for a larger harvesting task (e.g. a whole moose for 3-4 hours), when blizzard hits after the second hour and I cancel the remaining task to run to shelter, I believe some of my work should have yielded resources (both from a reality and gameplay perspective) - and I should not be having to start over. [btw, I'm really enjoying that I can experience the environment, e.g., getting dark, snowfall, during the animation!] There is an obvious-looking workaround to set out multiple, smaller chunks of harvesting, so that less is lost if cancelled. With the length/shaky camera movement/"too explicit" nature of the animations this seems less of a fun way to experience TLD I think... [Yeah, I'm a wuss, not denying, while very much welcoming the immersion, this change also immediately altered my behaviour to try harvesting in as few steps as possible, and/or do it in a dark cave with smaller game/looking away during] I'm not yet 100% decided what option I would suggest as best (therefore the thread to learn others' perspectives), but I believe the current situation could be finetuned. On microharvesting - which is somewhat related: I agree with the intention (if there was one?) to somehow limit the possibility of cooking 100 g chunks to level up cooking quickly. (although I found that tedious myself, and rarely resorted to it). In general I would love the option to split / cut / (+merge if same condition?) continuous types of resources into smaller (larger) entities. (e.g. to carry some flour and oil with me). Even if there is a minimum size for a piece of meat to yield cooking experience (0,5 kg? 0,25kg?) / partial experience based on size (?) Thanks in advance, if you choose to contribute your thoughts!
  15. There should totally be some form of meat preservation in the game. there is salt, so you could cure the meat (and you could make the salt renewable by giving a small amount by boiling water in coastal regions) or, you could smoke the meat. you could also add downsides such as the salt-cured meat making you extremely thirsty, or the smoked meat needing a long fire in order to make it in the first place. and some upsides could be heavily reduced decay rates and possibly making the meat lighter.
  16. It was and is irritating to find that my J key for the Journal now takes me to the Signal Void Tales screen and that's it. No hit the J key twice to get to the Signal Void screen then to the Journal screen and a third time closes the journal back to the screen. I write very regularly, almost daily game-wise, in the journal (probably why my save game is 13 MB now 😅) so the intrusion of Signal Void Tales into this was unwelcome. I have adjusted to this but that does not mean I like it. Sounds like a reason to add another assigned/assignable hotkey to bring up the Tales (or an optional auxiliary menu).
  17. IMO, the fact bow variants cannot be repaired effectively makes them trophies. I seriously think they've gotta be repairable. My suggestion: when a player finds one, add a blueprint for the corresponding bow into their workbench tab. When one breaks, snap the string and replace it with a ruined/broken version. Using the stringless but intact body of the bow and cured guts (perhaps more than used for the survival bow, for a bit of balance?) the player can restring the bow, but it will be partially damaged (perhaps scaling with your archery? 50% at lvl 1, 60% at lvl 3, 70% at 4 and 80% at 5?), reflecting the lower-quality string and therefore having a drawback. Although the system sounds obtuse, it would keep one of the base bow's main flaws: the inability to replace it without workbench access. We should NOT be able to restring and repair the survival bow this way to infinitely preserve maple saplings. This is both for balance but also realism (forgive me for flaws in this next part I'm not a proper bowyer or trad archer) because, being a survival bow made of poor-quality green wood, the actual body of the survival bow will gain large amounts of set and eventually give out FAR quicker than seasoned wood or fiberglass would. This of course would make the variant bows substantially more powerful, and maybe they'd need some extra balancing. Besides the ways mentioned, one avenue I might suggest is perhaps damaging arrows slightly faster. Heavy bows need heavy arrows, and we can assume the simple arrows are not particularly robust or built for the strain of being fired from a proper hunting-weight bow and doing so would definitely put some wear n' tear on them. This would also give the players the fun extra consideration of preserving birch or maple saplings since one or the other will be used up faster depending on their choice. IMO this change is pretty badly needed in some form. It doesn't matter if the ruined version is the identical sprite with a big red X over it and it doesn't matter if the icon for the repair blueprint is the same as the icon for a survival bow (it would be nice if this wasn't the case but I survived when I saw the tipup icon was the same as snares lol), whatever makes it easier on Hinterland. Pic attached is in celebration of actually finding this beauty! Since as those of you who read my (equally whiny) other post about bows know, I did NOT have the same luck finding its more traditional cousin, the WR's bow. Anyway, curious to hear what you all think.
  18. I really wanted to like them. I still think the concept is interesting and a good idea to make the game more engaging. However, they move the camera a lot and are very jerky - the camera bounces up and down with the sawing motion of the tool, etc. I am very susceptible to motion sickness in games so this makes me nauseous. Even if the animations didn't cause this problem I don't want to watch it so many times per animal. Imagine harvesting a moose in 1 kg chunks you'll have to see the animation about 35 times.
  19. Now that the devs have implemented harvesting animations, what other animations can be added to heighten immersion? Would eating and drinking animations be a good adition or just useless work? This question can be applied for many actions in the game that could become an animation instead of a spinning wheel. Here are a couple exemples or actions in the game: Starting a fire, repairing clothes, eating, drinking, harvesting materials, etc. I would like to hear what you guys think! I also what to know if its worth the devs efforts.
  20. I want to dilute the achievements a little, as for me now, achievements are boring, they are performed either during the game or during the passage of wintermute, so that I just don't ask for a list of achievements for both players with and without TFTFT, so that everything is honest. I'll tell you right away: These achievements are related to TFTFT parts, if you want to add your achievements or add achievements not within the framework of TFTFT parts and free updates during this time, write your suggestions in the responses to this offer I am Russian, if there are errors in the text, please correct DLC - TFTFT: Before starting, I want to give a small design for the achievement icons, the icons can be made either in orange or with the inscription TFTFT on the bottom left so that the achievements can be distinguished externally. Mysterious signals Complete Signal Void Gas in my lungs Complete Buried Echoes Treasure Hunter Find all the caches using Handheld Shortwave Radio on Great Bear Island Deadly flight Wear a Flight Jacket and Aviator Cap at the same time The Chef Prepare a dish using the found recipes Time for long-distance trips Craft the travois Tea time Use a Insulated Flask to quench your thirst with a warming drink Non DLC - Free: If I came up with a design for DLC-related achievements, then these achievements can be performed in the style of ordinary old achievements. Hunting time Make a Fire Hardened Arrow to hunt small animals Luck is on your side Find the supply bunker Fun fishing Catch rare fish An experienced fisherman Catch all the rare fish Outdoor fishing Make your own hole for catching fish Vitamin C deficiency Get Scurvy
  21. There should be a gauge or a meter to see your vitamin-c levels, I was thinking in the lines of the temperature, fatigue, thirst and food gauges but it wouldn't be visible in the HUD, only in the status window where you see your afflictions and other stats. this could you help plan ahead your meals and such. what are your guys toughts in this
  22. Do you think thermoses will sell in the new merch store?
  23. I feel non-research books should be readable. because they have no purpose currently other than just a fuel source, it would be cool to have them be able to be read. Maybe they could have a small chance to give a random number of points to a random skill upon completion, or maybe they don't even do that and it would be a different way to pass time. i think it would just give us something to do other than practice our shuffling skills!
  24. Consider 1) allow chopping a hole in the ice for New Fishing even when indicator is red and 2) require that a fishing lure would have to be used for such a hole in the ice. Too many locations have suitable ice except the game indicator remains red and there is no green anywhere. Fishing lures have no particular use (that I know of) that justifies the effort to make one at a higher cost in materials compared to ordinary fishing tackle. Other than flavor. Under these circumstances, using a bare fishing lure gets the lower class fish (no special ones) for the location such as white fish or trout and those would tend to be of the smaller size of those classes. Baiting a simple fishing lure then generated the normal range of lower class fish (can get the larger ones). Baiting one of the more "sophisticated" lures gets a normal chance of fish catch. The expanded capacity to fish gets balanced by a need for bait and a more costly (in terms of materials) to craft fishing lure. At least this would allow fishing in more locations where suitable ice was located but nowhere was any of it really suitable for New Fishing.
  25. I think it would be a good idea to have the ability to spawn in the same way as you do in Wintermute in any difficulty for survival. That being (for those that have yet to play Wintermute) at night, during an Aurora, in Mountain Town, under the plane crash. The plane and surrounding area would be on fire, you would have that metal shard in your hand (yes, a tool in interloper, its not a good one and wont upset the balance at all). HL could also add other such spawn points with different results wherever there are plane crashes or helicopter crashes.