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      Rules and Guidelines for the Hinterland Forums   07/28/2017

      The Hinterland Forums strive to be a place that is positive, inclusive, welcoming and comfortable. A community where intelligent, entertaining and meaningful conversations can occur. The rules are presented with these goals in mind. Warnings, bans, and lifetime bans are all at the discretion of Hinterland depending on the seriousness of the infraction.
        Rules and Guidelines for the Hinterland Forums No Backseat Moderating Let the moderators do the moderating. Backseat moderating is when people who are not moderators try to enforce the forum rules. If you see a person breaking the rules, take advantage of the Report () button or simply ignore the offensive post(s), thread, or review. Report Posts to Moderators Should you observe a fellow Community member breaking these rules please report the post or item by clicking flag button located on every item, post, and review. Do not do any of the following: Flame or insult other members Bypass any filters Post personally identifiable information (i.e. name, address, email, phone number, etc.) Bump threads Derail a thread's topic Post links to phishing sites Post spam or Re-post Closed, Modified, Deleted Content Repetitively post in the incorrect forum Openly argue with a moderator
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      The Long Dark Test Branch **February 2018* [OPT-IN, FORUM PASSWORD, SPOILERS]   02/21/2018

      Hello community, 

      As we have done in the past, we are implementing a TEST BRANCH to look over numerous fixes we've completed for The Long Dark. This reflects the fact that we have a huge diversity of players on a variety of hardware configurations, and as a small studio we just can’t test them all! 

      The idea here is to provide an early version of the next update, about a week or so before we’d like to launch it officially in the Release branch (i.e. where you are currently getting it), so that we get some extra time to find bugs, crashes, and any other issues before it goes lives for the rest of our community.  >>> IF YOU DO NOT OPT-IN TO THE TEST BRANCH, YOU WILL NOT GET IT. I.e. You will not get the Test Branch build "by accident". This should help keep spoilers to a minimum. Here on Official Forums the Test Branch Discussion subforum requires a password to access. The password is: test_branch
      Some details. READ THESE CAREFULLY: 

      * The Test Branch is for STEAM ONLY. It is available for Windows, Mac, and Linux. 
      * The Test Branch is full of SPOILERS. If you don’t want to see what’s in the next update, stay out of the Test Branch and all its discussions. 
      * The Test Branch is a tool for us to find issues with Work In Progress features. We’re primarily looking for feedback on bugs, crashes, and any major balancing issues. 
      * When reporting on bugs or issues, please use the appropriate TEST BRANCH sub-forums on Steam and in our Official Community. DO NOT DISCUSS TEST BRANCH FEATURES outside the Test Branch sub-forums. Those posts will be moved or deleted. 
      * When reporting on bugs or issues, please use the posted bug submission procedures. This will help the development team filter the feedback, eliminate duplicates, and in general ensure we can act on the feedback in a more timely fashion. 

      Our hope is that this new Test Branch process will allow us to ensure we can continue to put out stable Sandbox updates well into the future. 

      We’re very hopeful that the people who choose to opt-in to this Test Branch will approach this as a way to help ensure the updates are as smooth and stable as possible, and not use the Test Branch discussion as a forum to lobby for or against certain features or content. 

      As always, The Long Dark is a community-informed, not community-driven, project. We look forward to enlisting your help in identifying whatever issues we’ve missed in our own internal testing! 

      For more details, please check out the TEST BRANCH discussion forums [SPOILERS!] http://hinterlandforums.com/index.php?/forum/81-test-branch-spoilers/ (See password info above for access)

      Thank you! 

      The Hinterland Team 

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Found 723 results

  1. Dealing with the Dead

    A couple of suggestions which I'd like to put out there to the guys at Hinterland. Being a tidy minded sort of chap, it's getting me down that if you make a base at the Camp Office there's always that poor dead chap sitting at the top of the stairs. Now, is it possible, do you think, that we might be able to click on them and move them? If we can't do that, the logical thing to do would be to have him slowly decompose, which of course would make the cabin uninhabitable, I suppose. An option for the custom mode, maybe? Secondly, how about using the dead bodies for decoy meat for wolves and bears? Or indeed...... cannibalism, with a downside in terms of disease or mental issues (as with cabin fever). Frankly, if you're out there, freezing and starving, a lot of normal humans might be tempted to take a sneaky mouthful of Ol' Pete the corpse. And finally, what if you're in custom mode and it's getting a bit hard,or boring. Why not have the ability to change the settings on the fly, if you want, rather than start a new game?
  2. I hope this is the correct place to post this as I hope it inspires the dev team and players of what is now possible! I wish the long dark could become like this! This game has unique zombies but developer has said after release they would have PVE mode where it just you and the environment! I hope this gets everyone excited on the future of TLD! https://venturebeat.com/2017/11/14/scum-the-survival-sandbox-that-simulates-the-whole-human-body/ Scum trailer wateness and weight https://www.youtube.com/watch?v=8k35oY5jRxk Scum survival game dev Q&A https://www.youtube.com/watch?v=QvwZbjTS0oA
  3. I know these ideas are complex and will take time but I hope Hinterland will keep expanding the game like a series, improvement like the sims 4 for instant! They keep producing the same thing and players just don't mind spending heaps of money playing the same thing and EA has no passion. But Hinterland does have passion and i don't want hinterland to abandon the game and stop production cause there is just so much that can be done! Have not heard from the developer what is their long term commitment for TLD? Will it close after releasing the episode and that is all we will experience in sandbox mode? Anyway since story mode is more like teaching you how to play the game is it necessary for the future? After the last episode to be release can time just be spent building up the environment? Reason for this change? You want to move beyond the point where there is more then just eating and watching calories and finding loot here and there and that is all you do in the story and in sandbox mode. Why not combine these things with more variety immersions? Improved realistic graphics for realistic immersion. Players can specialize and use different skills for different situations? More animals to find and more things that can be use from the animal? A living ecosystem where things are alive around you? No more loot lying around you got to realistic get it from where it came from. Players can specialize hunting and gathering different resources. A simulation system to run the world so things get affected. And a good complex AI system to run the animals and other survivors Co Op can finally happen in the game! Its all about giving players the freedom to choose what, how, why they want to survive by expanded the options and varieties. If i want to go hunting then I can hunt for animals that i like and not just rabbits or fox or a bear or a deer. Or if they are the only ones around then it makes it more exciting if they produce, die, and do thing so players can have that exciting movement to discover something about rabbits! You finally find their babies after tracking them! Or perhaps small animals that hibernate and have storage of food? Like bears? You going to steal it from the bear? What will you do? These different things or if animals is not something you like you could do more things in a house, decorate, repair, build from things you find? Just add more interest and variety. From there a story then can be made if need too with all these advance exciting features and the journey will add more interesting things then what we currently experience. It has shown already that the success of TLD was not the story but the sandbox mode. So I hope there can be more concentration on this once story mode ends and more love can be poured into this area. Still they has not been a offline survival game that can compete with the Long dark. Star citizen will be a game that will go beyond this and there is another MMO game that will have deep survival mechanics not seen in any other game! You basically can survive like in the Long dark but in an open world with other players! So if Hinterland don't archieved this then we might never see this happen! But I hope one day they can concentrate on these things when story mode ends. Been a long time waiting for this to occur and i hope it can become a reality. I long to see an ecosystem with seasons and everything grows, dies and produce. There is a small indie developer that is making a survival game where it does have this but not to the complexity of the long dark and its also online too! There is also another indie developer who has been around and not as famous and also catching on! Creating animals that do their own thing with their own behaviours. So if these smaller less popular games can do it I am sure hinterland can make something great after story mode! I was even thinking the hard and easy mode can all be delete cause players can now adjust the complexity of the simulation for the game! They can make it as realistic or as casual as they want and the living world will adjust to these things. No spawn no levels just realism. I know again it will all take time but i hope once story mode ends they will have time to do this! Just look at euro truck 2! They just keep expanding and building their truck realistic sim game! So TLD can do this too but expand on feature for a more complex world and as the years rolls on to have the ultimate simulator! The aim I see is that if players were only to spend their character time in one large region like for instant Call to the wild they will never get bored of the things to do in that once place! Then say ubisoft or other games where they need to keep creating new maps to keep players interest! Its like real life you don't get bored in one area when your camping! So the dev can work on one large region perhaps even online and it all dynamically changes and that one of the things to provide the variation plus other important things added to this. I hope the team and fans are excited about this idea!
  4. Okay. so recently, my original hinterland coffee mug was broken. leave it to that particular person to break the one mug in my collection that was irreplaceable lol My question is this. does anyone have one of the original mugs that you would be willing to sell? I don't mind if it's used, as long as it's in good condition and has been taken care of. I really want that mug back in my collection, I took a lot of pride in it. I guess I shouldn't have used it so much. I live in the southern United States, and am willing to pay shipping on top of your asking price. PM me if interested in selling, and thanks in advance
  5. I know this something simliar to this has been mentioned before, but I think it be a great idea to introduce a mechanic that allows for the descent down a mountaineering rope if you are encumbered. Here is the scenario I am thinking of... You find an assending mountaineer rope while out exploring. You drop as much as you can so as to allow for whatever you might find at the top of this climb. While foraging you become encumbered due to your finds. Let's face it, there's no practical way to make it up-and-down that mountaineering rope multiple times in attempt to bring down the goodies that you have found. This is where the "drop bag" concept comes into play. It could be made of cloth, or rabbit hides. It would be a small bag that would hold 'X' amount of weight and then when you click the mountaineering rope an option could be displayed like: If you deploy the drop bag, your weight would be reduced by whatever was designated and when you reach the bottom, the bag could be found on the ground at the base of the rope. The wear and tear on the bag could be such that it takes 25% damage each use and if not repaired, you lose items (RNG choice) in the drop. Its just a thought...my 2¢.
  6. Making clothes out of wool

    As I was making myself a pair of deer skin pants I started thinking, wouldn't be great if we could make our own clothes out wool instead. Considering how warm and light it is(compared to the clothes made out of hides) it would be perfect. What if when we found an item out of wool we could unravel it and then knit or even weave it to make something else, something better. Or maybe we could have random ball of yarn spawn here and there that we could use. I've grown up in norway and we could easily get -20c(sometimes down to -30c) up here so I know very well how effective this stuff is when fighting the cold. And it remains warm when wet to so it's ideal for the climate we face in the long dark. I know very well there's good wool clothing in the game but not so much in interloper and custom modes with low resources, and I thought it could be quite fun if we could make our own clothes that way. So any thoughts on this? Is this something you'd like to see too or am I being completely unreasonable?
  7. So, how do you know you've been playing too much TLD?
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  9. Fire Pit

    @Celeblith posted a topic here in the wish list section proposing the implementation of indoor fires due to the fact that lighting fires outside isn't always possible due to wind. In my opinion being able to build an indoor fire would be quite overpowered; however, I do tend to agree with him that making an outdoor fire in windy conditions is a pain in the sphincter, but what I'm proposing is a bit less overpowered, fire pits. Still overpowered... well hear me out. Now I'm aware that @Mobscene proposed the implementation of fire pits in a thread talking about uses for stones, but here I want to discuss the implementation of fire pits specifically. Now I know many TLD players, especially the more experienced ones, don't think that we need fire pits and I, myself fall into that category. But at the same time, before the re-implementation of snow shelters I didn't think that we really needed them. Now I use them a lot when playing interloper. My suggestion for making fire pits not/less overpowered would be to make them like how snow shelters are implemented. They would require maintenance. Building them would require 20-30 stones and keeping them going would require 1-3 stones per day. They would lose about 10% condition per day and once the condition goes below 50%, any change in wind direction would set the timer of the currently lit fire to 10 minutes. Still overpowered? Add another item to the crafting requirements. Metal, animal hide, wood, saplings... Thoughts? Suggestions?
  10. My First Bear Attack

    This requires a little backstory, but I'll set the scene in as few words as possible. I started this custom survival game (changes made include lengthening days and reducing rates of starvation and thirst, to more adequately mirror what I think a real life survival situation would be like) playing as Astrid in Coastal Highway. I had never played a very successful survival run before, so this was going to be my first. I learned quickly that if I wanted to make any real progress, I'd have to move away from scavenging and start foraging, so I established a hunting camp in the house on Jackrabbit Island. There, I hoarded supplies, things I'd gathered; hunted rabbits, went on short trips to find deer carcasses for pelts; and cured my finds in the living room. Eventually, though, once I thought I had adequate supplies, I decided to undertake a real expedition. I knew the way out of the region--the railroad way--and after a steep climb up a service road, I took a train tunnel out of CHW and into the Ravine. I was cold but excited, imagining new sights, new treasures just over the next rise. When I came to the broken part of the trestle, I simply skipped across, trying not to let my fear of heights overcome my exploratory spirit. The rest of the trip was exhilarating (and terrifying) as I crept through the bowels of the Dam, eventually finding myself wandering the Winding River and harvesting maple saplings. But this is just background; the attack didn't happen until I returned home. With all the pelts and guts I'd gathered, I decided it was time to move to a better location. The fishing outpost on the shore of the bay didn't have a stove, but it did have a workbench, and that's exactly what I needed. Now, I know every survivor has to contend with the wind and the cold, but I truly believe my fire-building situation is even worse than most people's. See, with no indoor location to build one, I had to have my fires outside. And oddly enough, the game doesn't let players cancel building a fire. One has no choice but to see the construction through to its failure or its success. This had never been a problem for me before. Not until the day the bear came. I had some crafting to do, and it was cold out, so naturally I started to work on building a fire next to the table. I had very little accelerant to spare, so I was doing it the slow way. That's when I heard it. The groans, the huffs, the low rumble of his breathing, and the heavy step of his massive foot. I began smashing the circle button in the hopes of canceling my task, but it was of no use. I had to stand there, watching this tiny fire crackle, listening to the bear close in on my helpless, paralyzed personage. Of course, the fire failed, and it was too late anyway. I looked up from the cold stack of logs, and what did I see? Nothing. Baffled and confused, I looked to my left. Only snow. Then I looked to my right. I had never been mauled by a bear before. It was as if he had been waiting for me to turn in his direction. He batted me around a little, tore into my leg, left me bleeding and on the verge of passing out. I barely limped back to my main cottage in time to dress my wounds. But that isn't the worst thing that bear did. See, bears are smart. For whatever reason, he didn't kill me, but that doesn't mean he wasn't going to. He didn't want to grant me the peace of a quick death. He wanted me to suffer. Knowing I didn't have the resources to build a fire or the strength to gather any, he simply waited in the vicinity of my camp. Waited as my strength returned and my supplies dwindled. Waited as I came to my last drop of water. Waited as I tried in vain to build a fire to boil more. Waited until I came to my last match. He's still out there, somewhere. Waiting beyond the small rises that border the outpost. Rooting around in the bushes, watching from the shadows. He patrols the road, and there are wolves on the ice. I have wood but no tinder, no matches. I've been without water almost a day, and I'm down to my last slab of venison. As I ready my flares, my tools, my tiny store of medicine, I find my thoughts keep drifting to the bear. As I study my map and draft up my plans in my head, I wonder, how fast can he run? I remember the cabin several kilometers up the highway, think about the small stash of food and soda I stored there. As I exit my tiny cabin, I swear I can hear his snuffling, his prowling, just out of sight. The sun's going down, but I can't last another night. I strike the first flare, and a dark shape moves across my vision outside the red light's reach. I take my first step out into the middle of the road. "How far," I think to myself . . . "how far will I get?"
  11. Underwhelming side quest

    *******EPISODE 2 SPOILERS ALERT ******* Did anybody also feel a little bit angry at Jeremiah, when you finish the Old Letters quest and there's not even a new possible dialogue? I mean, we get deerskin pants from the Forest Talkers, a great boot from the Grey Mother, and then this quest which is by far the hardest one - endless nights waiting for an aurora, eaten by zombie aurora wolves, burnt by the cables, with a possibility of being stuck waiting for yet another aurora... - and not even a "thank you"?? F**K you Jeremiah! P.S.: I love how the game challenges us and I actually loved doing the quest. Just the lack of a reward or even an acknowledgement was really dissapointing
  12. This is a list of improvements, reworks and additions i could think of to make the game more challenging and realistic. Struggle changes Flare gun selectable as weapon in a wolf struggle to instantly scare them off Note: The option to instantly scare of a wolf in a struggle is a very helpful and realistic addition to the game and the rare amount of ammunition for the gun prevents it from being too strong being able to use an already activated flare in a wolf struggle to scare them very fast Item changes Knife/hatchet condition rework: the higher the condition of these items, the more damage they deal in a struggle and the lower the time to harvest carcasses and branches etc. Note: the current condition system is not very realistic and this change improves the gamepay in a couple of ways. Not only is it realistic that sharper weapons do more damage and sharper tools harvest faster, it also increases the incentive to use whet stones. These stones are usually useless in the early or mid-game or in non-interloper games in general, because of the huge amount of tools available in the game. This way players are also motivated to keep their tools sharp all the time. Being able to move more objectives by rightclicking them note: there are many objetives in the game that should be able to moved around (boxes, planks, small carcasses). These objectives are not too heavy for the player and the player should be able to move them around, however this should come with a very high movement speed penalty to keep it situational. (moving carcasses towards a campfire or out of the wind/ moving bosxes or planks towards a campfire to break them down) Taking a „torch“ from a campfire doesnt result in obtaining a normal torch note: the previous mechanic (taking a burning branch from the fire that can not be relight) was way more realistic and getting a free torch also made one of the already few crafting items obsolete to craft Animal changes More fur color variety for animals, especially for wolves Note: a more grey-ish or white fur color makes them look more realistic, it would also make the game harder in a very iteresting way, if they are much harder to detect Wolves roam around in packs note: change to reflect the natur of wolves and also make the game more interesting. The more wolves in a pack, the more aggressive are they, less wolves have a higher chance to run away in fear New animal: fox (more passive and less damage than wolves) note: just a addition to makte the world feel more alive and interesting. This would also introduce a new type of fur and more options for crafting items New animal: Mountain lion (more aggressive and more damage than wolves) note: again, to make the game more interesting and dangerous for the player Carcass harvesting changes Ravaged carcasses only harvest 1 guts and no hide Note: the huge amount of revaged carcasses and fixed spawnpoints forces the player to play in a certain way to be effective. The appearance of the ravaged carcass deer also indicates that you cant use the hide anymore and it should have less useable guts. It also makes the early game a bit harder and increases the incentive for hunting, if you dont have so many free guts and deer hides available in the early game Being able to „harvest“ arrows that are stuck inside a dead animal over the harvest option Note: at the moment you just lose too many arrows depending on how the animal drops on the ground Being able to harvest bones/antlers from dead animals to craft primitive weapons and tools with low condition (bone knife, bone arrowheads) Note: this will add more variety to the game and provide a simple alternative for the early game Being able to harvest animal fat from dead animals or as a product from harvesting meat (similar to oil from cooking fish) to use it as fire starter New items Adding more maps to the game note: this should be an addition to the current charcoal mapping system. I was thinking about typical „foldable tourist maps“ for each zone. These maps should not be as detailed as the handdrawn map and only show major point of interests, streets, certain houses etc. In addition to that there should be a map of the whole „world“ which only shows the different zones and how they are connected. These maps can be found randomly in the world and maybe also on the wall of certain builds, like the mistery lake house, post office in milton, gas station in coastal highway, etc. Most of the experienced players dont use the current map anyway and it would be a nice addition tot he game. Bear trap Note: being able to place the trap and bait wolves or bears with meat and bleed them out with the triggered trap Snow shoes note: a very loved piece of equipment in many winter survival games, which increases your walking speed on (deep/fresh) snow More variety of handcrafted fur clothing note: there should be a craftable item for every major equipment slot in the game Hunting changes Note: in my opinion hunting needs one of the biggest reworks in the game and hunting deers/rabbits and fishing should be the primary source of food in the mid- to late-game. Therefore it needs a lot of small changes to make hunting more interesting and challenging Change respawn time of animals (being able to set the approximate days for a respawn in the custom settings instead of low/medium/high) note: the respawn rates are just way too fast (even on the slowest setting) and it would be much more interesting when the wildlife takes a couple of weeks to respawn. This would also force players to travel between the zones constantly Wildlife wildlife roams around the world instead of having fix spawn areas Note: searching or tracking down animals should be a major part of hunting but that is currently not possible with fixed spawn points Big wildlife is leaving foot tracks while they are roaming around the world note: makes hunting more interesting and the weather should determin how fast these tracks fade away Wildlife detection range should be much higher note: at the moment you can jsut sneak up too far to an animal an literally be 2 feet next to a rabbit and they dont detect you. to compensate that you should always be able to shoot your bow when you are crouching because it makes no sense to not be able to do that. It also makes snares much more viable again because hunting rabbits with stones is just way too easy Survival Skill changes Note: skill systems are a very important way for survival games to reward the player and keep the game interesting and create incentives to do something and make the players better at what they are doing, but it should not make the game much easier in a unrealistic way and take away some important survival aspects. The current system is outdated and here are some ways to change this and make it more realistic. Fire starting always needs tinder note: tinder is essential to start a fire and you should always have to use tinder to keep it realistic (in my opinion survival skill systems should only make players better in what they are doing). Not having to use a certain item anymore also removes an important survival game aspect to always be prepared and plan ahead and gather things. Fire starting skills dont incrase the burntime of a fire. note: it jsut not very realistic and the fire starting skills should be increased to 10 levels or more and each level should increase the chance to start a fire by 5% and reduce the time to start a fire by 5% Remove cooking skill 5 note: being able to never get parasites or food poisoning just breaks the endgame. Again, this just makes the endgame so much more easy and a survival game should not do that in my opinion. There are already so few afflictions in the game and removing 2 of them makes the game a lot more boring. Being careful with mouldy and parasite infected food is a good survival aspect and it should not be removed from the endgame Carcass harvesting skills should only reduce the time to harvest guts and meat note: again, to be realistic you should not be able to harvest carcasses by hand that are significantly frozen or only with hands in general Adding more base characters to the game note: each character should be a specialist (chef, hunter,…) and start with a specific boosted survival skill Crafting books note: it would be intresting to introduce books that teach the surviver to craft a certain item after finishing the book Custom setting changes Being able to increase the duration of blizzards Note: i would like to see blizzards that last for a couple of days and that i have to sit out in a shelter It would also be very interesing to change the duration of how many hours of daylight you have every day (even being able to play with 24hours of night each day) Affliction rework Increase the recovery time for some afflictions Note: the recovery time is just way too low in many cases and there should be put significant meaning to it (broken ribs are a step in the right direction) and a sprained ankle or wrist should not be cured after sleeping for couple of hours (this also increases the value of medicine, hence makes the game harder in a realistic way) Add some new afflictions like a simple cold or flu note: jsut some simple and realistic ways to make the game so much more interesting Empty ressource drawbacks note: each empty ressource should have a negative effect on the player, just like low stamina reduces the weight you can carry. For example having an empty stomach should also decrease the weight you can carry. This makes the game more interesting and challenging, even if it is jsut a very suttle drawback That all being said…the list above is just a list of improvements i could think about in a very short time and i hope it makes clear that the most important thing this game needs is mod support. TLD is a game that focusses on detail and atmosphere and you can imagine that the game is not that much fun when you have all these improvements in mind that will probably never get adressed or only in a couple of years. Every friend i know who plays the game says the same thing, that they have fun for a couple of hours after each patch but then it gets boring and unplayable because they are just to many things that need tob e improved, and only the community can change that issue if they are able to give their input with mods. Custom settings are a good step in the right direction, but by far not enough. What are your thoughts about these things?
  13. A new goal and gamemode

    Multiplayer. BUT, before you click off... This isn't quite multiplayer - let me explain. This is a pseudomultiplayer gamemode which would work on a matchmaking system wherein players choose their preferred difficulty - e.g. stalker - and queue up (or play against friends) and have a survival experience with the same world, same spawn etc to see who can survive the longest in that world whilst not actually physically playing in the same world. Of course I am aware that there are problematic factors such as loot RNG but i think we can come up with solutions for it for example: Key balancing points -Non-container items are identical in spawn -Container items work based off of who gets to that particular container first for example someone opens the trunk in the paradise farmhouse bedroom in Mountain Town and gets nothing, the other person would also get nothing; however, if that person DOES get something, then the other gets either the same thing or same type of thing e.g. food, clothes - Or (less preferable) container RNG could just be untouched I am aware that someone can already create a custom code and share it with friends but what if you want to play against a random person? Please let me know if this idea was any good as well as upvoting if you think it was and thanks for reading!
  14. Wishes regarding fishing

    It would be interesting to have a struggle (like with the wolves) every time you catch a fish. If your struggle is taking longer, there would be higher chances to get tire and loose a fish. Secondly, it would be nice to have more fishing equipment, like fishing rod or nets, each having it's pros and cons. Tell me what do you think!
  15. The (Updated) solution

    New Idea I've left all my previous ideas below for reference because my new idea which builds onto houses needing to be modified - instead of them breaking down and needing repair, they just need upgrades (Possibly with this refining planks mechanic) because the world gets colder over time. No outdoor/indoor environment interaction would be necessary, only indoor visual changes (could even do without visually seeing the planks) and a higher temperature. This would also by the way force you to go outside and collect/harvest wood to keep your home intact. Old idea I know this topic is talked about over and over but I think i finally have The fix. Houses need to be repaired: (I really hope no one has already thought of this so that I don't look like an idiot. Also before you click off this could be disabled in custom settings/easy mode playthroughs) The houses in the Great Bear are - I believe - all* made out of wood . Therefore, houses should need to be repaired after blizzards, humidity and long periods of time to keep their temperature. *except the Hydro Dam and Hibernia Whale Processing, meaning of course they would need a way to compensate for being very large e.g. just having a low base indoor temperature (open to more suggestions): -windows can break -wooden boards can fall out or become rotten - -open to more suggestions Of course, all these things can be repaired with wood or new items such as repair kits, having to refine wood into planks*, nails, cloth for weaker weather defence etc... *I think the having to refine wood into planks is quite a good idea - hear me out. This would tie quite well with house starting to break down later in a playthrough if a sawmill is added into the game, they would be rare like forges and hard to get resources to use (Metal sheets made in the forge could work for smaller houses made of metal if there are any). Or, of course, all these new items are unnecessary besides the repair kit and planks can just be refined with a knife and used with a hammer and the repair kit - there are many options! I know there are other similar ideas such as houses already being partially broken when you start a world but I personally don't think that they're as good of an idea and means less interactivity. Thanks for reading and please give me suggestions and feedback down below!
  16. Hello, here is my idea for the game, I think that in the future there will be many more new locations, and what if to make such a crawl as a cave system so deep and confusing that even experienced players would often be confused there. and in the center of this location there would be a lake.
  17. I found what I belive to be a glitch or two, because when I started a new wintermute, the inventory got synced with my survival world inventory. Another crazy thing is that when the new wintermute started I fell down right through the world, but fortunately I got teleported back to the surface. One more strange thing happend, when I tried to climb the mountain to get out of the plane crash sight (Wintermute) I fell down every time I tried. I might have a video for it. Notice that everything that everything I describe happend in the exact same Wintermute.
  18. Hunting Moose

    So the other day I stumbled upon a moose in ML near the small cabin just north of Unnamed Pond. He was milling around the clearing with the rabbit grove. I was able to creep up onto one of the partially fallen trees rather close to him. I then waited in a crouched position until he presented a close head shot. I shot him in the head with the rifle, he shook his head and took off running. A short distance away he turned around and started to calmly walk back to the clearing where he began milling around again, but he definetally acted as if he was wounded (different noise, and body movement). I was still crouched in the fallen tree and again waited for a close head shot. And again I shot him in the head, this time he dropped in his tracks. So my theory is that if you shoot a moose from a concealed location and then do not give chase or reveal yourself he will return shortly. Thereby presenting you with another shot. This is of course not tested as I have only ever seen one other moose that I was forced to shoot 3 times in the head (killing it) as he charged me. So has anyone else had similar experiences like this with moose? Or has anyone figured out some other way to reliably and successfully hunt moose?
  19. Let's talk about The Long Bright

    So in a nutshell we all love the the beautiful, deadly wilderness that is the long dark and we want more, right? So why not - The Long Dark in a the desert/savanna instead as a stand-alone game or an expansion. -explore a deadly expanse of desert/savanna with quicksand, sandstorms, deadly predators -manage your temperature so you don't overheat -use shadows(shade) to keep cooler -keep your hunger, tiredness and thirst to keep your condition up -hunt, repair clothes, explore, craft - just like the long dark -lots of options for both predator and prey - Prey(?): -camels -elephant (rare and kind of like the moose - only aggressive if provoked - stampedes) -armadillo (tough to think of something small like the rabbit) - Predators(?): -hyenas -crocodiles would be cool if you had to collect water from oases(oasis plural)/rivers -lions - Miscellaneous features/topics: -vultures (crows) -boomerang(?) -cacti for sustenance(?) -sunburns(don't know too many heat related afflictions - headaches/nausea??) -jungle biomes(?) - Possible problems (I know my idea isn't flawless): -collection of water -how clothing would work -using buildings to cool down? (electricity would probably have to be available but difficult to attain - fuel for generators?) - Thank you for (hopefully) reading through my idea! I am most definitely open for all feedback (let me know of extra features and whether or not this idea would be realistic); hence why i have left dashes in each subsection for extra features. Finally, if you loved the idea, please spread the word and link this forum as an original ; ) :::Note::: (?) - not sure if possible/unfinished list/idea ) : :::Note 2.0::: - I am no expert in deserts or the like and that's why some ideas may not be the best/fully developed
  20. hello from the U.S

    hello from the U.S my name is Michael i love playing video games mainly just survival games like one of my favorites hinterlands the long dark but if u see me post like i have in the wish list discussion dont be concerned about criticism if u can dish i can take it im am always open to criticism love meeting new people so even if u dont criticise (me yes im aware i spelled that wrong) just stop by say hi and we can talk
  21. Overhaul Suggestions

    Some more items such as: Zippo lighters that can be used for starting fires or a smaller light source than the lantern can be refueled with the lantern fuel but is exposed to wind so it can blow out (requires scrap metal(body) and cloth(whick) to repair) regular bic lighters as well but they hold less fuel even then the zippo and they are not refillable nor can they be repaired. Wax that can be harvested and turned into candles for long lasting light sources in cabins or caves (easily blown out by weather) could use ear wax (really slow gain) and also in the next section I mentioned bees wax. You could also find glass Jared candles that last awhile but are hard to find, found only in buildings and give off a pleasant scent that increases happiness if that is installed. Different kinda of bags/backpacks that can reduce the load of your items instead of just the moose one maybe make an option to pick up the pre existing bags on the ground that you can search. The ability to make crafting stations such as a forge, or work bench make it hard to eat to that point though ( needs to research a book or something like that to be able to build) then takes 10 hours to build etc. Caffein Pill Bottles gives you more stamina than coffee but can’t warm you up, doesn’t give you thirst back and in fact takes away some thirst. More food crafting items such as berries, edible leaves and such you could have a book lying around that lists off the different non poisonous types of plants. Then also salt so you can do two things with it salt your meal for flavor and calorie boost from the food source (can only salt certain things like meat, tomato soup, etc for what make sense and then you can also salt meat to keep it lasting longer. Crafting of a Sun dial clock that can tell time more accurately if the weather allows it. With the hours sketched onto it. grappling hook that you can throw or shoot out of the hunting bow attached to mountaineering rope to scale inclines you couldn’t normally go up but still get around to useful around servers places such as the dam, costal highway area etc etc. alcoholic beverages that could be used as a antibacterial for open wounds, could reduce pain if drank but then also gives you a semi woozy state of ingesting to much also warms you up a little bit but would also make you more clumsy and such. If happiness meter install (see next section) it would increase happiness. sling shot that utilizes the rocks as ammo and has a higher impact and greater aim than a rock throw and will scare away predators if hit with the sling shot also has chance to kill small game out right (bunnies squirrels etc.) High Powered B.B. gun that is used for hunting small game only such as rabbits uses B.B. rounds (find a lot more B.B. rounds than regular rifle ammunition but still hard to find the B.B. gun itself Craftable water tank that holds a lot of water that is stationary for a base of operations. Can be refilled or taken out and can drink from the spout. Glasses/sunglasses that would help protect your eyes from wind (wind resistance) Steroids that would give a huge stamina boost for the day but are very rare medical pills and would come with a very tiny permanent stamina drain after the day (useful for mountaineering rope climbing and long sprint journeys. Kraft Macaroni & Cheese box food source that you cook for warmth benefit (could give happiness) And/or Top Ramen Packs Other Overhaul additions: Happiness meter at decreases with bad status affects, being mauled, bad weather etc and increases with good weather, successful hunting, quality food, increasing skill levels and reading. The happier you are the more stamina you have (motivation) to do things and if your really happy you get a small boost to the stamina than you would normally have. One item you could instelal to increase this would be craftable musical items that you can use to pass time with increased happiness benefits (this would need more working or but you get he idea) Change the hunger meter to a picture of ham or something like that and use the bladder looking one now as a bladder meter that increases over time and you would have to relieve yourself (gives off smell that attracts predatory animals but repulses deer and rabbits) could come with the ability to dig a hole to negate the smell but takes time. Indoor hydroponics where you can craft pots install a way to dig for clay and fire it in a forge then plant seeds using a cabin or trailer as a green house basically and you could grow found seeds from either seeds packets from a store building or if berries and other plants were installed you would have a rare chance to find a good seed. Would take a long time to grow but would be a renewable source of food. You would need to water them atleast every other day to maintain them. The ability to fix up buildings taking time to repair broken cabinets/ furniture etc making it look nice for a permanent home. the ability to jar up some food items such as if you added berries or the honey from bees you could jar them up to preserve them longer also you could make jam out of the berries. Could add sugar to put into these food crafting. Hunting Manufactured Bow / Cross Bow that you could very rarely find like the rifle improved aim down sight line and accuracy uses same arrows Hunting knife that if mauled by wolf will quickly deal with wolf and make it bleed out faster and die after running. Also gives you an actual chance at fighting a bear when mauled because of the size of the blade you would have a small chance at the end of the fight to mortally wound the bear. make accelerant like the lantern fuel in regards to it not being consumed in one use give a meter on how full it is and give accelerant the ability to squirt portions onto an already existing fire for a 1-3 minute duration increase and a big heat increase for that 1-3 minutes (when you squirt accelerant on a fire it engulfs and gets really hot in real life) the ability to write down notes in game on paper using added item blank paper you could use charcoal to write or add pencil/pen to the game to that way we can write down lists of things needed to be done or reminders or where things are. Really useful if you plan to Come back to the game after a few in real days so you can remember stuff. The ability to get to hot could be inside with full gear and a fire going and then you would start loosing hydration quickly. Install a way to designate an area for base of operations either for below mentioned cats and dogs or for other uses such as being more noticeable on a charted map. hygiene meter ( you have to actually use the bathtubs now) can use heated up water from the added water tank item I had suggested using a fire underneath it) add toothbrush and tooth paste beard trimmer etc whichever makes sense to you guys good hygiene gives a morale/ happiness boost and keeps you healthy whereas if you are dirty you have a higher chance of catching an illness. And attract more attention to wildlife. Add more wild life: squirrels small game like a bunny beavers could use the tougher tail hide for some crafting also the large teeth could be used for tools or something along those lines. the ability to hunt birds via traps or using the above mentioned B.B. gun coyotes/fox that is less aggressive than wolves but can still give a good bite when aggro. bees that can make honey for consumption and bees wax for above mentioned wax for candles. But will aggro and you would have to either A make some net clothing that will keep the bees from stinging or B get inside quick after you steel the honey/wax larva found in the ground / wood chopping gives good protein(calories) but would decrease happiness if that’s installed. Rats that could get into food left on the ground but not in containers can also be hunted for just meat only and very little of it. Cats/dogs that you could find wandering and attempt to befriend by bringing meat for dogs and condensed milk for cats. You would bring to your base and have them there to kill rats and bring them to you for food and to protect food/ items in the ground and dogs could follow you around to help you hunt or stay around a set home to protect it.
  22. I've been pretty lucky so far in my current game. I've (sadly) downed four bears, a few wolves, and too many rabbits and fish. I'm drowning in meat and some of it is going off now so I've been leaving it outside in hopes that the wolves will back off and stop trying to eat me. The thing is, they run away now like I'm the devil incarnate but at times they walk right past me, within half a meter's distance and make no move to attack. If I move though, they run away yipping and crying. What's going on here? Is leaving meat around some sort of domestication/domination tactic with them? Does anyone know?
  23. So how do people go 50+ days in the sandbox without getting bored? I'm playing on stalker and I already got a base set up and the supplies I need. What should I do next?
  24. Clothing Decay

    The mechanic for item decay is very good except when it comes to clothing that is stored. I can understand a certain amount of wear and tear on items worn both indoor and outdoor but when an item is stored inside a container like a locker there should be almost no Decay if any. I’ve left items in a locker to come back and get them at a later time and found they were ruined although I can still harvest them for cloth I would like to store some items around the area in case I get into a scuffle and lose a glove or a hat or something of that nature need it replaced when I’m far from base. I think this mechanic is frustrating when you work so hard to get gear and you want to save a few choice bits and pieces and have them stored in a cash far from base. Anyone else run into this issue or am I just nitpicking ?
  25. Diseases.

    Hello, this idea has already been written, but it is possible to make illness, for serious reasons, for example, it has frozen and picked up the inflammation of the kidneys, and it's strange that the protagonist or the heroine, carry loads of more than 50 kg, and for some reason do not tear your back, although in real life And it happens.