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  1. I have an idea for 2 Challenges/Badges which could be linked. Inspired by movies. 1. The Sound of Music challenge - Climb Every Mountain. Not sure what benefit the badge would bring, maybe a better chance of completing a climb? 2. Light The Beacons! (from LotR) - Light a fire on top of every mountain. Suggestions for rewards welcome on this one. I´ve made these suggestions in a light-hearted manner. I enjoy a little whimsy now and then.
  2. This won't be for everyone, which I totally understand. These are just a few things I'd like to see in game. 1. Ability to build simple things to make life a bit better. Such as snow shoes, backpack frame to carry more, a simple sled to move gear or even to pack a new kill on to. A packable tent. (These ideas are not all my own. A lot came from a TLD Facebook page) 2. Be able to fix or add to shelters. So fixing the roof in the mountaineers cabin. Adding gun racks in preferred bases. I'd also love to be able to move around the furniture already in bases and be able to clean up mess. 3. Using pelts to make more diverse things. Even decorations for out bases. Making a packable tent (mentioned above). 4. I'd LOVE to see more diverse wildlife. 5. More signs of other life on great bear. I remember (possibly incorrectly so forgive me) finding a little camp obviously just left because the coffee was still hot. This made things really exciting for me at least. 5. The ability to jump! Or even just step up on to things a normal person could step on to! As I mentioned, these ideas will absolutely not be for everyone. Nor did I have the ideas all myself. (I'm sure many of you have thought about it) There are many hardcore loper players that would and do see these ideas as ruining the toughness of the game and I totally respect that, this is just 'it would be nice' post. If the Devs did end up adding any of these things then a way to toggle them on or off depending on your play style might be good. Thanks for reading if you did and apologies if you think this would ruin the game for you, I just thought it would be fun.
  3. Given the extreme scent mechanic with raw meat, I think it would be great to be able to carry a plastic container. This would weigh something like 2 kg but allow you to carry 10 kg of raw meat with reduced smell radius. I think this would allow for hunting farther from closed structures and reduce the ridiculousness of running 200 meters and dropping your meat to reset the wolves tracking. What does everyone think?
  4. << Winter Apocalypse >> "You're realizing now the true scope of the event before you. The world is getting colder.. and colder and all life on this island is slowly dying. The blizzards are getting stronger and more dangerous as time passes. This is the end of humanity as we know it.. a feeling of dread and desperation is hitting you.. yet you sense a primal urge to survive. How long can you last?" This Challenge is unlocked after completed Whiteout Challenge You have XX days (30/60??) to prepare yourself for the final cataclysmic event. Days will be getting colder.. and colder as you get closer to the event. When the Apocalypse starts and the "Polar Vortex" begins... all life outside dies. The weather outside will now be a 100% unsurvivable Whiteout Blizzard. No matter how much clothing you have on you, you cannot tolerate the cold at all -100C++ The inside shelter temperature will be unsurvivable without a constant fire going (will need a VERY HIGH TEMP fire) to just "barely" stay warm. Chose your survival shelter carefully, not all homes have the same insulation If your shelter fire dies out... you will die with it. Cabin Fever will be disable for this event. You must also provision as much food as you possibly can when the Apocalypse hits as you still need to eat/drink. In the end you will eventually die as you run out of kindling and food.. the goal here is to see who can last the longest! <<The Sledge>> "You gather some very critical medical supplies that are much need to save your ailing wife/husband. You have built a makeshift sledge and your ready to embark on the journey back. The sledge is heavy and tedious to pull, but you know life hangs in the balance if these meds don't make it back to base." New item "sledge" is added to the game. (Up to the devs if they want to make it able to hold inventory or not. or just a novelty item for the challenge) You can "haul" / "release" the sledge on the press of an action key (like climbing) The sledge is heavy, and bulky... your normal movement speed is reduced to half and you cannot run (obviously) There's the chance of spraining your wrists/ankle while pulling the sledge. Pulling eats your stamina, when your stamina hits 0 you can barely move (rest/recover is recommended) The Sledge will zone with you when you enter/exit an area. You have X number of days to make it back to base or your partner dies. You begin at the Hunting Lodge at the broken railroad. You will need to push this all the way to the Farmers House in Pleasant Valley (or any other nice long winded area to get to)
  5. I'm sure we have all been face to face with a hungry bear or a moose too close to home. I think I might have the solution to that problem while also balancing the underlying issue. A new firearm a single shot muzzle loading rifle. A rare and powerful tool capable of killing a bear in a single shot however ammunition is extremely rare and requires gun powder to load not only that but there is a possibility to hurt yourself if are a novice with it. At the end of the day The long dark is not a shooter but a new survival tool would be greatly appreciated because it seems the rifle is rarely enough to combat the larger predators and with the ammo being rare and the possibility of hurting yourself this new gun would be seldom carried and used sparingly.
  6. I am pretty compulsive about my mapping and take great joy in mapping every catail, rosehip, ect before I collect it, while also clearing up carcasses before mapping so they don't clutter up my map. Contrary, I know. I'm weird, alright? But anyway, what I would really like to see is collected resources becoming smudged and faded. For plants enough so you can still see what it was but also know that you got that one already, or in the case of carcasses evetually fading out completely. I mean I'd totally make a note of where the other 5kg of deer meat is so I can come back after dropping my current load back at my base, but at the same time I would probably try to rub it out afterwards so I don't confuse it with the next hunt. And sinse things don't regrow it's not like I'm keeping track of where things are for next season, so I would totally be crossing off the different catail groups as I collected them across Forlorn Muskeg in the hopes of not missing any. It would also be neat to be able to cross out structures manually, for example after you've broken down everything inside.
  7. One thing i noticed when i was running my current sandbox play through was that the two aspects of the game that foes not have any survival skills are wood cutting and cartography and i thought of a few perks that might be useful in the game. lvl 1 normal lvl 2 10% larger survey radius lvl 3 20% larger survey radius + 20% chance not to consume charcoal lvl 4 30% larger survey radius +40% chance not to consume charcoal lvl 5 40% larger survey radius + 60 % chance not to consume charcoal + player location marker on known areas
  8. Seeing all of the people who get these 2000 day+ runs has made me wonder: if you survive all those years, what about seasons? Canada in summer is very different than it is in winter, and it never makes an appearance in game. Maybe springs could be short but animal spawn rates would be buffed, while winter animals would be far less plentiful and hostile wildlife far more abundant. Of course the odds of this suggestion being considered are very very low, as it kinda changes the main premise of the game, but I think it'd be a cool option for custom games. Thoughts?
  9. For you today I have a suggestion regarding a potential revision of hunting in the game. When a player will drop meat in the snow, a predator shall be attracted to the meat and will eat/steal it. To prevent this, the player could craft an improvised cloth sack or use a moose satchel to put the meat in. The sack would then be hung from a tree using a mountaineer rope or some sort of craftable rope (from fishing line?) I'm sure you've noticed how some players will cheese the bleed-out mechanic. A way to prevent this would be for the player to have to guard their kill from predators. Failure to do so would allow the predator eat the carcass. (This mechanics can be something for higher difficulties.) (I deleted the old one and reuploaded a revised version. Sorry to make you read it again, and thanks for doing so.)
  10. UTC-10

    Reloading Kit

    Asking for consideration of a reloading kit that would has the dies and tools to actually reload the spent cartridges given a supply of necessary components - bullets and gunpowder. The reloading kit would tend to produce less than commercial "perfect" quality ammunition compared to what the player could produce at the ammunition work bench. The components can come from two sources - homemade at the ammunition work bench in Bleak Inlet or found in rare small packages (two to five rounds worth) of commercial components here and there. Homemade components would have a skill level decrease of -2 while commercial components would have a skill decrease of -1. Player skill can never be below level 1. If you do go back to the ammunition work bench to reload cartridges the -1 and -2 don't apply. Whether use of a reloading kit has the same credit as reloading ammunition at the workbench is up to the devs. Under this proposal there probably wouldn't be enough commercial component packs to make that much of a difference and using up commercial components at low skill level might be not desirable except for emergencies. This might be something for the future. It would add to the workload of the devs to implement so I am hopeful, but don't expect anything soon. We just got the ability to make ammo and now I suggest being able to make ammo anywhere. Reason: I achieved Level 5 Gun Smith by reading a number of Practical Gunsmithing books and making ammunition at the ammunition work bench. Not too difficult when you play in Pilgrim. As I leave Bleak Inlet, it struck me that my gunsmithing skill, even though maxed out, would be functionally completely useless because I need the ammunition work bench to make bullets, gunpowder and to even load the cartridges. As opposed to using a forge, where I didn't have to have a skill to forge items (hmmm, another possibility?), I now have a specific skill that has no real use away from the ammunition work bench. I realize that I want to be able to use my skill elsewhere in some fashion which is why I make this suggestion. I assume the devs had thought of it too. They're pretty smart folks.
  11. I realy wish there was way to modify or upgrade the bow and the arrows. Im on day 200 on Interloper now and all i can use is the bow. Maybe the higher the Skill is, the more you could modify bow and arrows. or craft a better Version with Metal or higher distance or visualised target help. Fact, if you play on interloper you only have simple bow and simple arrows... it would be such a huge Upgrade for this exciting Mode. best regards from Germany
  12. I don't know if this has been suggested already but maybe being able to mark your map like in Breath Of The Wild, with different markers for different uses: a skull for where wolves regularly resides. Maybe a cross for where medicinal items are, a house for where buildings are. The thing that brings this up in my mind specifically is durring Episode 3 when I had to gather the supplies for the church, It took me forever to find gasoline for them, despite a large supply of it being in a nearby bunker, I should've remembered it forsure, but if I could've marked it on my map, would've made it a slight easier, and my idea is, in an area where the map has already been marked down with charcoal, if you hold the command to mark on your map, it'll let you make a specific mark of your choosing in any mapped area, at the cost of a piece of charcoal( or half of one??? Idk). Hopefully this hasn't been suggested already😅
  13. I know that we just got bleak inlet, but I have had a new region idea for a while, so I thought I should share it. When I was playing in Desolation Point and Bleak Inlet, I couldn’t help but notice the mountains way off in the distance separated by the water. So I thought of a region with towering mountains and lush forests. I can think of it being called “Bordering Peaks” and being located at the edge of the great bear map, because some of the biggest peaks are at the top and left of the map. Just some food for thought.
  14. So, i'm sure we all know what a bear trap is and i suggest having one as something you can find in the game as a hard to find item. Effect on Animals. Bear traps should also be able to work on wolves and rabbits but if a bear trap somehow does get a rabbit in it the rabbits hide wont be harvestable due to the probable DESTRUCTION of the poor rabbit's body and when a wolf or deer steps in it it should start bleeding to death, but lets say a moose or a bear steps in it they would then start bleeding and walk EXTREMELY slowly while the trap is stuck on the leg and they would try to run away if seen by the player but have a 50 50 chance of falling over at the start of the run animation and if the animal falls, said animal would take 5 seconds to get back up again and run while limping aggressively. The Setup. Unlike snares, you have to place bait on it, the bait could be anything that gives a scent like a rabbit corpse, meat or even beef jerky if your'e desperate, there would also be a chance of you failing to set it up and either getting your arm caught in it which would give a bleeding and crippled limb affliction which would stop you from using weapons for an in game week or the trap just wouldn't trigger when used by an animal. Misc. There would also be a skill that is related to traps which reduces the chance of hurting yourself and failing while setting up the trap.
  15. Exact and fine control over loot/item settings (on Custom sandbox games) would be desired. Specifically; control over how low (and high) both the quality and quantity of a certain type of item can be or appear in the sandbox. I'd like to create a Custom sandbox game where you'd have an "Interstalker" experience with rifles and pistols in the game that spawn with either Ruined or 1% to 5% condition. Dito with tools like the Hunting Knife and Hatchet. You can find them, but hardly use them due to their near-Ruined quality. I'd also like to tweak ammo availability for weapons by specifying the loot drops available; maybe up to one cartridge per firearm per region, and no boxes of cartridges. Maybe other folks want up to two, or three -- because they tend to miss the hard-to-spot loot. Dito with casings; maybe up to one casing per weapon per region. You'll have the POTENTIAL to turn that casing into a usable cartridge, IF you manage to dominate the Bleak Inlet region. Maybe some folks prefer no cartridges - and only casings. Maybe they'd like an Ammunition Workbench outside of Bleak Inlet to make that a possibility earlier on. Also, quality range of these cartridges being tweakable would be very nice. Perhaps that one cartridge you find was a 15% quality one that was the previous owner's first try at reloading ammunition. With the above you'd get an experience where the local inhabitants have taken their servicable/viable weapons and boxes of ammunition with them when the Quiet Apocalypse's long-duration Super-Carrington type Event hit. But then that one round that local clumsily dropped and bounced behind the trashcan two years before the Event, one they couldn't find back then, is still there for me to find. Furthermore, restricting repair items for these weapons or tools (Cleaning Kits and Whetstones) similarly to the weapons -- they'd be Ruined or have just 1% to 5% condition. So you can repair your tools and weapons - if you're lucky to find the repair kit. But to a very limited extent. This'll make this "Interstalker" experience one of juggling weapons, experiencing more misfires, cartridge cycle fails, etc. And being excited to find "Hunting Rifle #3" that might give you one to three more chances to fire a shot, instead of "eh, decoration for the safe house". The off-chance of seeing a weapon or repair item only to then have to appear to be Ruined is another interesting roll of the dice -- if you see it, you don't quite yet know if you can actually use it. When in Stalker you can trivially grant yourself a 100% quality Pistol with over fifty cartridges. That's after fully looting your second region -- if not your first. Having a barely functional revolver with two rounds in it and then finding another cartidge by searching very well is an endorfin spike. And a +50% damage output boost. Having a perfectly maintained sidearm with more ammunition then most professional soldiers have during their patrol and then finding a full box of perfect ammo, let alone a single subpar cartridge, is "whatever". How Hinterland would handle/allow the above with the repair mechanics introduced with Aurora-powered apparatus in Bleak Inlet is up to them. I'd like an option to limit that repair ability (up to a certain low percent) -- there's a bit of handwaving with the nighttime Aurora to allow advanced electronics like computers or elevators to function; but I'd like the option to severely limit the quality (upper limit) of repair work that can be done. I mean, that fluorescent lights can be powered by a geomagnetic storm is probable. That long conductors will get magnetically induced current and voltage is true to nature as per the Carrington Event of 1859. But buck-boost convertors are designed to deal with a very specific voltage, current, and AC frequency in mind -- I doubt machines would function with power induced by a massive geomagnetic storm that has massive voltage and current surges and wild frequencies all that well - if at all. Hinterland can use that reasoning to allow limiting of the quality that repair facilities in Bleak Inlet deliver. Or at least introduce the option of having that in the game. Maybe also an option for improvised tools having low quality/durability upon creation - just as suggested for firearms as per above. You only have an iffy furnace at your disposal; not a proper blacksmith forge which operates at 1400F/800C -- let alone a complete modern workshop with stable 230VAC power supply. Not only that, the ability to tweak the quantity and quality of a certain type of item (like food) in the world would allow folks to tweak their Custom game to be back to earlier an earlier, tighter and harsher, Interloper experience. It could be that some players like to tweak the number of calories of lootable food items per zone, as well as the quality range of said items upon spawn. Obviously the percentages will need to be tweakable. Some folks prefer lootable items with higher initial quality then just between one and five percent. Having the "survive by the seat of your pants" feeling is what Interloper players enjoy -- and starts to fade once they reach abundance due to their crafted armor, bow and arrows. Extending that feeling (or introducing it for pre-Event made weaponry) is a GoodThing™. This suggestion would allow that.
  16. Hey all ! First of all I want to express my gratitude for your part in creating a game I enjoy so much :) I've been wanting to share with you a few ideas : - Compass : I'm thinking having a small compass (I imagine it as a broken wristwatch whose compass still works) could make orientation in low visibility conditions or unknown terrain more interesting (at the moment for me it often boils down to going in a line and hoping for a familiar sight). It might be fun to see the needle go crazy during auroras. - Cartography skill : To me the current map making process is so unrewarding that I never use it, preferring the wiki maps when I'm feeling lost. I would suggest a skill that goes up when using charcoal to draw bits of maps. Skill progress could increase the size of the area a single charcoal creates, but also help locate the player by marking his/her approximate location on the map. I'm seeing this as a circle that would appear on the map and whose size diminishes as the skill increases. An expert level bonus could be that the circle shows up even on parts of the map that haven't been "charcoaled" yet. Skillbook titles ideas : "Find your way", "Expert surveyor guide". Hope this finds some support, Have a great holiday :) Renaud
  17. Cigarettes: Offers temporary condition which is lost after it's duration. Can also be used as a lighting source for campfire. Cigarettte's smell can also deter wolves slightly. Whiskey, Beer, Wine: Grants calories and water. Cures cabin fever. Can be used as an accelerant or antiseptic. Drinking too much however can cause you to shake back and forth like low on condition. Makes you unable to aim properly. Peach Wine Crafting: Requires Pinnacle Peaches, Tomato Soup, and Box of Crackers. Left in a bottle in a house like curing. Has a % shown on how long it is fermenting. I guess that's a bit of a stretch but would be interesting. Very good way to use low quality Pinnacle Peaches and turn it into something edible.
  18. Greetings Hinterland users! This post will be focused towards presenting a new affliction suggestion and few new items for the gameplay, feedback is appreciated! ^o^ -------------------------------------------------------------------------------------- New affliction: Photokeratitis (AKA Snow Blindness) I also wanted to suggest something that involves sunburn, the player that is exposed to the sun for long periods of time has a chance to get photokeratitis, this is a painful eye condition that occurs when the eyes are exposed to invisible rays of energy called ultraviolet (UV) rays, as the snow reflects most of UV rays in this biome. 👀☀️ Snow blindness can be caused by sun reflection from water, ice and snow. It can also happen if you stare directly at the sun. This affliction increases even more on high ground places, like Mountain Town, Timberwolf Mountain, Bleak Inlet, Hushed River Valley, etc. NOTE that this affliction will only occur during daylight and when outside during completely clear weather. Gradually increasing upon prolonged exposure. This affliction risk can potentially appear after around 1 hour of direct sunlight exposure and can be contained after around 24+ hours of expossure. Upon contracting Snow blindness, the player sight will get notably deteriorated, starting with blured vision, sensitivity to bright light, color changes and constant blackouts as the survivor complains, limiting the aim focus when using ranged weapons, being susceptible to miss most of the shots. As well gradually reducing the player's condition over time upon sunlight expossure (1% per hour). Treatment: This affliction can be treated by using eyedrop antibiotics to potentially increase the process of healing of this affliction plus around 10~12 hours of rest. The use of this antibiotic will also temporarily stop the risk of snow blindness for around 2 hours. Another way would be consuming painkillers or Rose hip tea and preventing sun exposure for at least 2 or 3 days until the survivor's eyes are healed. Prevention: Photokeratitis can be prevented by using sunglasses or improvised snow glasses as a new accessory available in the game as well staying out from direct sunlight for prolonged times. Also by using the eyedrop antibiotics that will stop the affliction course if the player is outside and heal the affliction while staying out from direct sunlight. -------------------------------------------------------------------------------------- Now that I have presented the main idea this topic, I will to introduce the new items that will run around this new affliction: -------------------------------------------------------------------------------------- New accessories: Snow sunglasses & his improvised version This accessories were designed to reduce the amount of sunlight reflecting off the snow, preventing snow blindness when outdoors, as well offering minimal windproof % physical protection, although they do not offer any warmth bonus and cannot be repaired at all. The snow sunglasses can be found inside lockers or houses, whilst the improvised sunglasses needs to be crafted by the player Common Snow Sunglasses Improvised Snow Goggles (Inuit goggles) Crafting Requirements: Work Place: Workbench Tool: Hunting Knife / Improvised knife Materials: Fir firewood + Line Time: 6 Hours These accessories are very fragile and can be potentially damaged upon struggles. The Improvised Snow Goggles decay rate is higger than the common ones. And this is how these sunglasses will affect the vision of the gameplay ^^ -------------------------------------------------------------------------------------- New item: Eyedrop antibiotics This new first aid item will serve as the treatment for the snow blindness affliction as well his prevention. Rare loot! can be found only on first aid boxes & lockers. -------------------------------------------------------------------------------------- Sources: https://www.aao.org/eye-health/diseases/photokeratitis-snow-blindness https://www.outdoorrevival.com/instant-articles/avoid-snow-blindness-costs.html https://en.wikipedia.org/wiki/Snow_goggles https://en.wikipedia.org/wiki/Inuit And remember kids don't raise the game's brightness too much unless you wanna experience the same affliction! jk
  19. Eerie Park A massive lake surrounded by mountains and forests with frozen parts and non-frozen parts. It was once a tourist location. With a ski resort, fishing club, a large naturally occurring park, an a massive lake (basing this off Lake Erie). However due to the unexpected avalanches that occurred around the mountains surrounding the park, the constant ice storms that dismantled the functions of the ski lift, news of tourists attacked or threatened by wolves lead to shutting the place down. There is also myths of a serial killer around the area (just a story sensationalized into something out of a movie) though many of these confounding tales were confused with attacks from wolves. Large ski resort. The aurora allows the ski lift to be operated and be taken to move to the other side. Or you can just walk through the large span of land moving slow and endangering yourself from wolf attacks. Many players will find they can use the ski lift to basically transport very heavy loads of gear they couldn't normally do. But of course this is only during a borealis. They can manually get it to work without the aurora though but requires a hefty battery. In the ski resort there are resort houses as hotels, a lounge, a store etc. Chop skis for wood and possible ski boots spawns as well as possible warm clothing spawns. Dangerous wolf packs roam underneath the ski lift that may have settled there after watching humans hanging from them like hanging meat. Ursa Major Lake. The large lake once known to be a place for recreational fishing. Much of the water has frozen with some free flowing water. Has boats stuck on the ice with supplies. Small fishing huts and a small fishing houses on the shore for fishing enthusiasts. Careful using your firearm, distress gun or interacting with wolves/bears that make loud noises. Loud noises can initiate dangerous small avalanches around the area knocking you out dropping your warmth to 0 and giving you risk of hypothermia. Similar to the thin ice in Forlorn Muskeg. The difference is you have to watch out making noise. A struggle with a wolf or bear can trigger an avalanche though sometimes you can use that to your advantage to knock the bear or wolf off you as well. Very dangerous especially when traversing the mountainous region of the park. There's a kind of invisible meter that builds up based on how much sound is made around the area and it slowly drops in danger but if it reaches max you get an avalanche. Large pine forests. Known to be a tourist attraction with park benches, coffee shops (tea and coffee possible spawns) and gift stores dotting the region. Reaches into a mountainous area popular for hikers towards a free flowing waterfall and cave popular location for couples. Wolf spawns and a possible moose spawn to watch out for. Many forgotten cars. Be careful entering some can trigger a car alarm causing a small avalanche Locked cars that you can pry open with prybar. But be weary some cars can trigger a car alarm causing a small avalanche. Snowed in houses that you can only access from the basement through the basement doors Part in Ursa Major Lake with hockey goals and hockey equipment lying around. Park Ranger Cabin. Very likely they were trying to do something about the overpopulation of wolves and dangerous animals in the region. Seems like they didn't get so far. Good place to hunker down though. Museum: Has a museum with stuffed bears and wolves and basically a museum for the park and about wildlife. Long abandoned but you can find some useful tools and items in there. Maybe a hammer the mason workers left behind who knows. Yes I used the name Eerie from Lake Erie which is a lake in Canada and U.S. The word Eerie meaning mysterious and frightening. And of course being quite and silent is beneficial in this region as avalanches are a big occurrence and special about the area. Also it kind of paints a picture of Camp Crystal Lake from Friday the 13th that has been overtaken by a snowy tundra.
  20. First off, I love that they've added handloading ammunition. It really peaked my interest because I handload my own hunting ammo and on occasion use a lee "lee loader" this is a small portable die set that doesn't use an actual press just light tapping with a hammer to to size brass and seat bullets. Would be a handy, fairly light tool to load on go.
  21. The intro of the Wintermute has the amazing song made by First Aid Kit called "Lions roar" witch I really like. The song just fits so well into the atmosphere of TLD. It would be really awesome to get more songs from First Aid Kit added to the game. For example if in future releasing episodes 4 & 5 will have some sort of intro. My personal favorite song from First Aid Kit is "Fireworks". I would really like to hear it in The Long Dark.
  22. Will it be a christmas event for the game as we approach the season? I'm thinking if there is a "secret" file in the game that activates itself when the date on the computer shows closer to Christmas Eve. I imagine broken christmas lights around the rooftops. Curved Christmas tree inside some of the houses, with Christmas decorations on and Christmas presents under the tree you can pack up and find toys .. Also that it is possible to collect, for example, a Christmas hat to add to some collection. Maybe an *achievement where you have to find Santa's hat, and it can be anywhere in the game in a random place anywhere on all the maps. And there is only one of those hats. Imagine how awesome this would have been. Maybe make this as a christmas challenge in the game? "Find Santas Hat". And that is where all the christmas stuff is
  23. what about add the bow drill to the game? although even on interloper we can deal with matches scarcity thanks to magnifying glass i think would be a nice addition. It could be an only-craftabled item made it with one cured gut 1 reclaimed wood and 1 stick in a workbench and no option to repair (it will lost condition with each use). We could only use it once we get fire starting level 3, takes three times longer to light (compared with matches) and succeful probabilties start with 25% on lvl3 then 50% on lvl4 and 90% on lvl5 (time to start reduces proportional with the level too). I suggested this low probabilties and restriction to lvl3 in order to dont get the game so easy but sustentable on interloper very long runs and to stay even more time outdoors and increase exploration experience
  24. Please, for the love of the snowpocalypse, stack items that are placed inside Lost and Found boxes. I'm extremely happy about this feature in principle, but I ended up having over 100 pieces of charcoal in one box because, well, it was in the PV homestead in a pile.... and I just had to click, click, click, click, click, click, click, click, click---- Please, please please stack items in the Lost and Found boxes. Please. Please. PLEASE. 😂
  25. A heavy axe could be used for felling trees. Say 5 hours for the felling, then increments of 30 min depending on much you'd like to harvest. A whole tree should yield 150 pieces of wood and 100 pieces of tinder.