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. I have been thinking a lot lately about Subnautica’s Time Capsule mechanic. For the unfamiliar, when you beat the game, you get to put 8 spaces of items into a “Time Capsule” that can spawn in ANY other playthrough by any other player. It adds a quasi-multiplayer touch to the game. Anyway, it would be neat if we could do something like this in TLD. Those little SV caches are just begging to be Time Capsuled, but they already have a purpose. So… when you die, you can choose to add your corpse to a central database of corpses (or place a cairn on the map), up to six of which will spawn in another player’s playthrough depending on difficulty. Of course, this assumes that the dead player is online at the time of death, and that other players are online when a when they start a new run, generating corpses with the rest of the loot table. Anyway, you may place up to two kg of items in your corpse/cairn, as well as a screenshot and a short note. Naturally if an Interloper player finds rifles and ammo in a corpse/cairn early game, then that would be unbalanced, so the game would filter out from the mix any corpses/cairns that have weapons that cannot spawn in your difficulty. But I’m not gonna lie, the effort to find these corpses/cairns would probably be excuse enough to let, say, climbing socks or a balaclava spawn in them.
  2. This is moreso an idea, i don't actually expect hinterland to do this, although it would make me pretty happy haha So, what if we could choose different voices for our survivor instead of just astrid and mackenzies voice? [Example: have the survivor have the same voice as heller, vachon, or molly, ect. ect.] And maybe be able to change the model according to the voice selected as hearing Mackenzie or astrid with another characters voice would sound a bit off You could also have unique dialogue as well according to the character/voice chosen to fit the personality? Just a thought i had What do you guys think? [The changing models and specific dialogue to fit with the characters personality isn't required in this idea by the way! I just thought it would be nice]
  3. Could the default orientation of the skillet on a campfire cooking surface not put the handle towards the fire? Sure you can rotate the skillet manually, but if you happen to "pick it up" or move it around, it will spring back to the default orientation. When you get the time for such minor thing like this. Thanks.
  4. Since it appears that Lost and Found might come into play on a more widespread basis than it has for a while: I would like to request that the rule about ruined condition items disappearing when placed or go to ruined condition in a container be suspended when it come to the regional and local Lost and Found boxes. The player has no control over Lost and Found which can wreak a fair amount of damage to a player's arrangements by gathering in all of a player's stuff into a Lost and Found box. Since Lost and Found was intended to prevent the loss of a player's gear and presumably materials, ruined condition items should not disappear simply because the game put them into a Lost and Found container. This should also apply to items that decay to ruined condition while in the Lost and Found box. Disposal of ruined condition items should be left, as much as possible, to the discretion and actions of the player. This rule suspension only applies to Lost and Found boxes.
  5. At the moment by my count, there are about 5 different things that we refer to as a 'cache' and boy it's really getting confusing. Rock caches built by the player from stones as storage containers Memento caches stored in lockboxes and other hidden places (loose boards, rock cache etc.) clued by memento notes Hidden supply caches cylindrical containers buried in the snow found via orange transponder gameplay Prepper caches randomly¹ generated underground rooms accessed via an aboveground hatch with a wheel Prepper's Abandoned Cache a permanent location underground in Pleasant Valley accessed via an aboveground hatch with a wheel, not subject to randomness There are also the Tales Bunkers that are found via blue transponder gameplay, located underground and accessed by hatches with a lever (not a wheel) that are buried in the snow. I don't think we generally refer to these as caches, and I don't think the game does at any point either, thankfully, but given the similarity with prepper caches, there is still plenty of scope for confusion! For my own sanity and clarity I wanted to write out this disambiguating list. I hope it might be helpful! As a community of Anglophone players, do we want to come to a kind of consensus on how to refer to these things? Agree on some names that don't use the word 'cache'? Or is that too difficult? @Admin I expect you are very reluctant to change the names of things in-game, but have you encountered this issue yourselves? Any ideas to help us? 1. not completely randomly, but you know what I mean
  6. I was thinking that the technical backpack should add an additional 2 accessory slots for gear and cargo items (such as the satchel and rifle scabbard). It makes sense to me... Good hiking packs are designed to have other gear items attached to them. This would free up the 2 slots we currently have for clothing items. But one would only get these 2 extra slots after finding the technical pack.
  7. tl;dr The current set of recipes for Frontier Cooking while nice do not have the flexibility to encourage a character to carry a weighty pot and/or skillet on his travels. Weight tends to be at a premium so why carry a pot or skillet on the chance one finds the right ingredients so the current recipes could be used? If a survivor already routinely carried a pot along on their wanderings that is one thing, but for everyone else one can ask "why carry a pot"? The current pot-based recipes revolve around stews which require meat, broth, and Old Mill Flour. Lack any one of the latter two ingredients and the pot is useless for Frontier Cooking (of course the pot can be used to cook the meat and it grants a slightly shorter cooking time and a long time to burn). The stew recipes should be split into two or three tiers which depending on the ingredients (other than the meat or fish) would affect the final product. Tier 1. Meat and water into a pot and simmer until tender. This basic stew (I don't cook so don't throw the pot at me) then provides for calories, perhaps some hydration, and a hot meal. The leftovers can be reheated later using a pot, unless the devs decide to allow a recycled can as big enough for a "serving", to allow for a hot meal later. This would also allow for something that the game largely lacks at the basic level namely the ability to have a hot meal as opposed to a hot drink from existing natural resources. Tier 2. Meat and broth into a pot and cooked until done. The result is similar to that of Tier 1 with maybe additional calories derived from the broth component. The ability to heat the stew later for a hot meal would also be available. Tier 3. Meat, broth, and Old Mill Flour into a pot and cooked until done. At this tier the secondary effects, both pro and con, as shown in the current Frontier Cooking recipes come into play. Otherwise the ability to have a hot meal later would also apply. The above set of tiers is just my brainstorming how such a structure could be set up. The point being that by having a lowest level and pretty readily craftable meal that has some benefits that would help the character would make Frontier Cooking and carrying a pot at least more attractive. Skillet? It just occurred to me that skillets might be problematic as most of the recipes would be for pies requiring cooking oil and Old Mill Flour. Perhaps a skillet could be used in the same manner as a cooking surface with the additional benefit when cooking most meats that tallow could be harvested and could act as a substitute for cooking oil. This needs to be thought out more. But maybe has some possibilities. To limit the accumulation of tallow it might, by dev fiat, go bad and become unusable for cooking rather quickly. This could be modified if the devs decided to implement some use for tallow such as the often requested candles but this was not suggested for that express purpose only as a possible future development. If a survivor already routinely carried a pot along on their wanderings that is one thing, but for everyone else one can ask "why carry a pot"? The current pot-based recipes revolve around stews which require meat, broth, and Old Mill Flour. Lack any one of the latter and the pot is useless for Frontier Cooking (of course the pot can be used to cook the meat and it grants a slightly shorter cooking time and a long time to burn). The stew recipes should be split into two or three tiers which depending on the ingredients (other than the meat or fish) would affect the final product. Tier 1. Meat and water into a pot and simmer until tender. This basic stew (I don't cook so don't throw the pot at me) then provides for calories, perhaps some hydration, and a hot meal. The leftovers can be reheated later, using a pot unless the devs decide to allow a recycled can as big enough for a "serving" to allow for a hot meal later. This would also allow for something that the game largely lacks at the basic level namely the ability to have a hot meal as opposed to a hot drink. Tier 2. Meat and broth into a pot and cooked until done. The result is similar to that of Tier 1 with maybe additional calories derived from the broth component. The ability to heat the stew later for a hot meal would also be available. Tier 3. Meat, broth, and Old Mill Flour into a pot and cooked until done. At this tier the secondary effects, both pro and con, as shown in the current Frontier Cooking recipe come into play. Otherwise the ability to have a hot meal later would also apply. The above set of tiers is just my brainstorming how such a structure could be set up. The point being that by having a lowest level and pretty readily craftable meal that has some benefits that would help the character would make Frontier Cooking and carrying a pot at least more attractive. Skillet? It just occurred to me that skillets might be problematic as most of the recipes would be for pies requiring cooking oil and Old Mill Flout. Perhaps a skillet could be used in the same manner as a cooking surface with the additional benefit when cooking most meats that tallow could be harvested and could act as a substitute for cooking oil. This needs to be thought out more. But maybe has some possibilities. To limit the accumulation of tallow it might, by dev fiat, go bad and become unusable for cooking rather quickly. This could be modified if the devs decided to implement some use for tallow such as the often requested candles but this was not suggested for that express purpose but only as a possible future development.
  8. So, I think it would be great if there were some more feats centered around revamping health regen and fire burn time/bonus. Was thinking, what if you could only regenerate health when next to a fire and even further, what if you could only regenerate health for the length of time you had acquired of a burn bonus? So, if it is warm outside you would acquire less burn bonus time and therefore would have to place more fuel on the fire in order to aquire the full hour or more. It sounds convoluted, but I am certain somebody at Hinterland understands what I am suggesting. There could be a second feat meant to make it even more difficult, by halfing all time put on by burnables, or maybe only targeting certain fuel sources like coal and sticks. Thoughts?
  9. Since now revolver casing do have a purpose outside of making new ammo, i was wondering what rifle casing could do. A lighter made either in the ammunition workbench or milling machine, using 1 rifle shell casing, 2-4 scrap metal, 1 tinder/cloth (for the wick) and 1 stone (simulating the flint since there isn't any in the game). The lighter would act like a lantern with less fuel in it. You can use it either for firestarting or to simply provide some light, but not only you need to refuel it but overtime, after being used quite a bit, it will require to replace the wick (with tinder or cloth) and the flint (with stone). In terms of fire starting, obviously it would be better than matches but less efficient that a firestriker.
  10. Survival Stalker, 150 days survived. Greetings everyone. Thank you for this DLC update. I'm concerned that many ingredients I've found are at 0% RUINED state making them unable to store them in containers since the game deletes them automatically, Is it possible to change the probability of finding them at between 50% to 75% in a future hotfix, I believe this will make the feature more approachable ? I'm also worried the long term sustainability of this improved cooking feature since many ingredients are non renewable and depend solely of looting, so in a way perhaps we have a very limited amount of tasty food to create, they also weight quite a lot combined together. Perhaps a future "ingredient pouch" feature could be used to provide around 2 kg extra space for food ingredients ? We all know we'll use that extra space for extra cooked food in the end hey at least the idea is there. Thank you very much for your time reading.
  11. Why isn't the official soundtrack avaliable on spottify and other music steaming platforms? It's such a nice soundtrack and I'd love to be able to listen to it without sailing the seven seas.
  12. One of the most infuriating things in TLD is to be casually walking along with a torch, only to have a sudden wind gust blow it out, often while there is a wolf nearby. To remedy this, I suggest a Shielded Torch be added as a craftable/findable item. To craft it, you would need: 1x Storm Lantern Quality Tools 5x Cloth 0.5L Lantern Fuel 7x Scrap Metal 6 hours at a forge The finished item would: Weigh a hefty 2 kg Be capable of burning for two hours Be immune to or at least much less severely effected by wind When it goes out, you can relight it with a match, 5x Cloth, and 0.3L Lantern Fuel. Advantages and disadvantages: + Burns longer than a normal torch + Immune to wind like a lantern + Can be crafted once and then relit + Can light fires like a torch + Can be used to light normal torches + Can be used a a struggle weapon roughly equivalent to the prybar - Very heavy - Very resource intensive to craft - Gives lower warmth bonus than torch - Cannot be thrown, but can be placed like lantern - Cannot frighten wolves (¿or less effective?)
  13. Hello my dear survivors and of course, my beloved developers! I would like to bring up an issue that has probably come up here many times before. The hands... those frozen, bare, trembling hands. Those hands, that often disturb not only my own immersion, but probably the immersion of many other people as well. I would gladly join the ranks of my bare-handed peers and offer not just one, but two great ideas for this chronic problem! -First, the most obvious. The implementation of a full first-person hand and body animation, that changes based on the clothes you wear. -The second one is more developer friendly… probably. Just undo the hand animations, but keep the item animations (Guns, torches, etc.). As an oldschool player, I would like this optional solution, which should be changeable in the accessibility menu. I think that would be also better than seeing frozen, bare hands all the time. Thank you for reading. Have a nice day!
  14. conanjaguar

    Booze

    In an island full of rugged backcountry folks, there are bound to be some boozers. What happened to their alcohol? It makes sense that some of it was stashed away, or even if looters took it, then we might find it in their dead bodies. I therefore suggest the addition of three types of alcohol: Whisky (or whiskey, depending on your origin), Brandy, and Moonshine. They would be classified with your other remedies . All boozes are found in “servings” of 0.10L. They would reduce the sleepy eye by 10% and inflict a level of tipsiness, causing varying degrees of lurching while walking. It might also give a tiny boost to condition? The differences would be as follows: Whisky: Gives 5% warmth bonus, will speed up hypothermia recovery by 20%. Brandy: My personal favorite. Gives 10% warmth bonus, speeds up hypothermia recovery by 15%. Moonshine: Double drunkenness, 10% warmth bonus, speeds up hypothermia recovery by 25%.
  15. Greetings, I am Dubshorts, an independent game developer currently working on a survival game styled after The Long Dark. I want to share a sneak peek of my character's appearance with you, and I hope you enjoy it.
  16. Currently we have one Aurora: ClearAurora. It happens only at night and only when the weather was clear. Id like to see more types. Maybe even make them "evolve" the longer you survive/ the further into Wintermute you get. Would give alot more to the whole "Something is broken" theme that the game runs on (Otherwise known as "its happened before"). Potential Types: Blizzard Aurora Happens only during a blizzard. Makes the snow light up and the other usual bits. This would mostly be a visual difference "The Night Without a Day" This would be a unique Aurora that is extremely rare in Sandbox that makes the Aurora occur for 24 hours. Not daylight. Constant night. Animals are entirely frightened of this Aurora and will run to their homes and cower. Aurora Lightning occurs during this Aurora. This can cause cars to power and move in erratic patterns and cause death should you be caught outside without any protection (Cave or something like that) This would be the only time when extremely odd things can happen, like the Old Bear spawning, Bear and Moose corpses spawning that you can harvest and maybe other things that the team can think up to make this event even more fun This could also be a challenge, to see how long you could survive during an infinite version of this Blinded Aurora This is another unique Aurora. If your outside you wont be able to see anything. Making travel extremely hard. This only lasts for a few minutes to an hour Daytime Aurora Just the standard Aurora during the day And some other types I cant think of. Would also be interesting to be able to make our own.
  17. I was reading over all the Signal Void logs & transcripts found during the tale. It references the mine, which we know will be the new zone coming soon and an experiment going on there. In Interview Transcript 12, it mentions "a shadow": Could it be a reference to the Darkwalker? Perhaps an early, immature manifestation of it?
  18. When you bait an animal with a decoy, it's hard to know what item you're actually going to drop. You have to drop all of your smelly items and pick them up in a certain order so that you drop the right item, if you want to drop something specific. If I'm holding a rabbit carcass and some fresh guts, I would rather drop the rabbit but the game might drop the gut instead. I have two suggestions: Add a radial menu for decoys. The current radial button for decoy simply drops a decoy, just like the decoy shortcut does. Instead, it would be useful to see all of the smelly items you have, just like the other radial menus, so that you can choose what you want to drop. OR Add a "Add to Radial" button to smelly items. Doing this will set that item as the default when you drop a decoy.
  19. Backpacks should be a part of the game, both for survival and wintermute. Wintermute would benefit from a proper backpack system more than survival. They should have their own slot instead of using one of the two accessory slots When you start you have a basic backpack. You have access to the crafting recipe of the improved backpack. The player should have a base carry weight of 10KG +5KG for the well feed status effect. In addition, these backpacks can be dropped. When dropped they turn into containers the player can use to store stuff. This would be useful for making bases outside where container space may be non-existent. While equipped they do not weigh anything and add their respective bonus' to the players carry capacity. When in the inventory they weigh 1KG. Notes: Specialized slots reduce the weight of items in them by 50%. Only the specific item for that slot can be put in that slot. Moose satchel should be on the level on the improved backpack as an alternative recipe Wolf hides could be used in place of the deer hides Stats: Basic Backpack (Starting Backpack): +20KG carry capacity Medium Water Canteen slot Recipe: 1 Cured Deer Hide 2 Cured Gut 5 Cloth Improved Backpack / Technical Backpack(Uncraftable): +40KG carry capacity General specialization Rifle Slot Hatchet Slot Medium Water Canteen slot Recipe: 4 Cured Deer Hide (Main body of backpack) 4 Cured Rabbit Hide (Two specialized slots) 2 Cured Gut 5 Cloth Master Backpack +100 KG carry capacity Extreme survival specialization Rifle Slot Hatchet Slot Crowbar slot Large water canteen slot Recipe (obtained by curing a Moose hide): 2 Cured Moose Hide (Main body of backpack) 8 Cured Rabbit Hide (Four specialized slots) 5 Cured Gut 10 Cloth 5 Metal salvage
  20. While the vast mayority of the players really love the new beachcombing system, it's actually very overpowered and i think it needs a bit tunning. Beachcombing was created to offer a renewable source of several resources, and historically it works as expected, now just it's much better. The problem is, beachcombing actually gives a big amount of resources of all kinds, at the point to letting one survive almost endless exclusively with BC loot. Several players have suggested changing the frequency of item washing, like every 2 o 3 blizzard rather than after every single one. Im not sure if this it's needed, but indeed it's an option. My approach to a more balanced BC tables it's the following: - Pilgrim/Voyager/Stalker: * Remove Hatches, Knifes and other tools from the loot tables. ¿Why? One of the core aspects of the game, even on easier settings, is searching for tools and keeping them in good state. ¿Whats the function of the cannery or the whetstones if every blizzard spawns new tools with good condition? * Reduce the amount of broken arrows/arrows considerably. * Exchange quality tools lot for scrap metal. * Possible other changes. - Interloper: * Reduce frequency of carcasses considerably, for balance reasons. * Exchange quality tools loot for scrap metal. * Reduce massively the frequency of fish washing on the coast, again for balance reasons. - Miscelaneous: * Add a possible spawn of all books, not just fishing ones, albeit very rare. This also enables lopers to get all skills at level 5
  21. As hinterland is teasing us with the idea of mechanics in base building, candles have been suggested quite a bit. An alternative could also be a lantern. So I thought and figured out a nice way of implementing it. A slow burning, but less practical lantern variant. So basically I tried to Make it as balanced for it's intended purpose. Being placed around your base. Not only would an old hurricane lantern like in the Image be cool as hell but also extremely fitting for great bear and all of it's old infrastructure. It would only make sense if you could find these. pros It will run out of fuel a lot slower, so you don't have to worry refueling them Every day. (Doesn't have to mean that they last a full day) Just once in a while. cons they are weak and can break, they need matches to start, maybe emits a little less light, stinky. So I should probably specify. It is a worse variant of The lantern that shouldn't Be used, but can Be used. It is weak, so it will either take a big amount of damage or break entirely from impact. Like fall damage or getting attacked from an animal. Imagine breaking your lantern in a cave. That's what I meant by shouldn't be used. Realisticly it could also start a fire, but that wouldn't really fit in TLD. It could still leave a burning scrap behind tho, that can give you burns. It can Be extinguished or will do on it's own after some time. The lanterns don't have an automated lighter in them so you will need to light it with matches just like the torch. You could also light it from a camfire or a lit torch from the ground. This could also work with The combination of candles. If you have some candles around, you can pick one up and light each lantern with it. I thought that the lanterns would also have a dimmer light, because the model I am thinking of is a less modern than the standard one in TLD. And well, lanterns like that tend to be a bit stinky. So they are perfect for being placed around your base, but are less practical on your travels.
  22. lunakittiy

    Food Talk

    Dose anyone else feel like they need to add pancakes or waffles for our syrup or flapjacks sounds cool too. And for those pancakes with syrup add the smashed acorns on top. That sounds delicious and amazing. What do you guy think of combining things and hope to add for foods???
  23. There's a new bug that prevents you from writing down notes in your daily and general notes. That is all.