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  1. Hello all. I'm a little curious about how people's play styles may differ, and one thing that came to mind is planning and the journal. I'm rubbish at making any kind of plans, I usually know what I need to do any particular day r over the course of a couple of days (weather permitting - blizzards in PV almost had me starving to death recently) hunt, gather wood and so on, but I don't tend to think much longer ahead other than in a very general sense (need more hides for new pants). I also tend to forget what exactly I leave at various shelters when I have too much to bring to my main one, especially as it may be weeks or months between gaming sessions. So, I've recently started to use the journal to take down notes to keep track of things like that. So my question is this, do you plan ahead?
  2. What new things can the player say to increase the playing experience? What situations can use new vocalizations?
  3. Every experience of starting Interloper in Desolation Point seems particularly doomed to failure. I've narrowed my problems with it down to one issue. Calories. Even if I succumb to cold or thirst, the issue is always calories in the end. I need them because I can't really afford to create a lot of fires to heat me, if I even manage to find matches at all. Beds are the immediate way to heat myself. To get the obvious out of the way, I grab every mushroom, roseberry and make sure to only consume them before I sleep. The problem of calories is a chain of events that involve moving through the same maps too many times. The only way to create a stable source of calories is to hunt and I can't hunt without forging iron tools, knives to make snares and arrowheads to hunt game. For that to work I need the hammer and the hammer is never found on that map. The first step is light. I can't run straight out of Desolation Point and preserve any loose calories on it because all exits are caves that are impossible to navigate without light. So before I leave the place, I need to find at the very least one light source (there usually is another one in the mine, but I need light to find it). In searching for that light I have to stay inside Desolation Point and use a good deal if not most of its free calories. By the time I have found one, I will have stayed on the map far longer than I intended to and I will have gone through most available free calories in attempts to warm up in beds. The second step is condition. At this point, having used up most free calories in my vicinity, I tend to leave the map at 25% condition or less which, dwindles down to 15% or less as I cross the connecting map to coastal highway. At the start of Coastal Highway it's a long walk to the coastal townsite. The first house on one of the islands is closer, but provides fewer opportunities to find more free calories. The last five percent condition run out before I manage to reach either destination. The third step is backtracking. If I am lucky and manage to find the hammer in the gas station at Coastal Townsite, I can head straight back to Desolation Point. There are some more free calories around here, so I also have the option of moving onward to Mystery Lake or Pleasant Valley to look further if I can't find the hammer right away. Either way, eventually I have to backtrack through the now free-calorie depleted maps, still without being able to generate calories myself. I die. A lot. The fourth step is extra time. On one occasion I found the hacksaw early on, which helped me through step three a bit easier by scrounging just a few kilograms of deer meat from corpses. I managed to make it back to the Riken and forged all I needed. At the end of it I was still stuck in Desolation Point with no free calories left and no bow. I couldn't make traps because the intestines needed time to cure and I would have still needed time to actually catch anything. I still died the next day all while being extremely lucky to have found the hacksaw at all. The fifth step would have been getting out of these calorie depleted maps a THIRD time, but I never managed to get that far. I already do not see how I could have made it beyond the third step without the hacksaw, there just aren't enough free calories to cross in and out of the same areas. If I could somehow make more calories (without resorting to potatoes and rocket fuel), I'd have a better chance at getting through these five steps and maybe reach Trapper's Cabin. I have at this point played maybe 40 Interloper 'matches' and paid close attention to guides people have written and recorded for it. It hasn't proven enough yet and I am starting to wonder if it ever will. This is is feedback, but I would appreciate advice on how to get through these steps better.
  4. So, recently my coffee maker broke. Without it, I've been dumping coffee grinds straight into the hot water, (AKA campfire coffee) and it looks something like this.. Anyway, this got me thinking. How does the survivor make his morning Joe? Does he use the same strong, gritty method? Probably so, with the lack of electricity or a maker. But surely in the northern Canadian wilderness, SOMEONE has to own an old stainless steel campfire percolator. There would have to be an added perk to using the percolator as opposed to mixing grinds into the hot water, however, or it would be a pointless addition to the game. I really have no idea what that would be, since every cup of coffee is virtually the same effect no matter how it's made. But yall sound off on this thread and pitch some ideas! Let's make it happen
  5. Hello, I'm not a very active forum member, but I do enjoy, fear and love this game. Even in Alpha it shows a mature degree you can hardly see out there. I started this topic because I just had my first sour moment playing TLD. I've achieve 21/22 of steam badges and I was about to beat 200days (stalker) badge before starting a higher difficult challenge. I was wearing +22ºC clothes and sleeping in a Bearskin Bedroll (+5,6º bonus by then... a bit used) and I just died of Hypotermia while sleeping at a fishing cabin. As you can see in the screenshot, I've played some other long runs and I spent as much time outside as I can but never died of hypotermia before so I believe the heaviest blizzard ever struck CH that dammed night. Have you ever experience strange temperature fluctiactions that might cause you dying while sleeping? If you pass time you can monitor your status and weather while looking thru the window (which makes sense), but dying while sleeping SO CLOSE to the 200th night has been a bit heartbreaking. Maybe a last warning from your body and natural instinct.. enough to use an emergency stim and drink a hot beverage (5 or 10 minutes game time) would make sense? Anyway... "never think you can outsmart the death" are going to be my first words every morning in the next sandbox. And everytime I go to bed. Keep up the good work and thanks for your comments/suggestions.
  6. This is my very first post on this forum so I want to take the opportunity to thank you guys at Hinterland for making an awesome game, I have played for over 40 hours and I love every single minute of it. Now on to the subject, I don't know if this have been mentioned before but here goes; You walk a lot to get to different places which is cool, I like it, but what would be even cooler is if you could get around the map using skis, ice skates and sleighs! The game takes place in a snowy Canada so there is bound to be at least one pair of skis laying around. I think the expeditions would be even more exciting and fun if you had a small sleigh that you could use to pack some of your stuff in and make longer expeditions as you can travel faster than what you can do on foot and don't have to search for food just as often if you have a lot of food with you and you can pack the stuff that you find along the way in the sleighs storage. It's just an idea that I got that I think would be very cool. I don't know if it is possible for you guys at Hinterland to implement this in the game but I really hope you at least will give it a thought as I think this is something that the game is missing. If anyone else got more ideas about this subject please feel free to post them here as I would love to read them
  7. So, I don't know about everybody else, but for me, this Nomad Challenge is sooooooooooooooooooooooooooooo hard. Now, keep in mind, this level of difficulty is not due to the "challenge" presented, but rather the challenge within the challenge, which is: Boredom! Seriously, guys, I think you should reduce the time required to be inside of the specific building down from 3 Days to 1 Day (or less). It is soooooooooooo easy to do on Voyager difficulty that I'm getting very bored from it. I'm receiving absolutely no challenging aspects of this so-called "challenge". In fact, I'll be able to complete 2 more Achievements (Silent Hunter and Happy Harvester), while, simultaneously, completing this Nomad "Challenge". Am I the only one who thinks that the number of days inside of the buildings should be reduced!?
  8. The overhaul to the clothing system in the Resolute Outfitter update was a truly welcomed and refreshing event. It not only changed how we clothe ourselves from the elements, but also contributed a significant diversity in the variety of clothes and garments we can find and craft. That being said, I still think that there might be a few items that would provide even more diversity and fill vacant niches if they were added into the game. This topic is open to anyone with new ideas for clothing and appeal. Let me get the ball rolling with a few of my own ideas: Silk Liners Description: "Thin, lightweight socks designed to wick moisture away from your feet, keeping them dry and comfortable." Slot: Feet Weight: 0.10 kg (0.22 lbs) Warmth: 0.25o C (0.5o F) Windchill: 0o C (0o F) Waterproof: 40% Protection: 0% Sprint: 0% Repair: 1 cloth, 75% in 15 minutes Rabbit Fur Cap Description: "A handcrafted cap made out of warm, fluffy rabbit's fur." Slot: Head Weight: 0.5 kg (1.1 lbs) Warmth: 2o C (3.6o F) Windchill: 1.5o C (2.7o F) Waterproof: 50% Protection: 3% Sprint: 0% Recipe: 3 rabbit pelts, 2 guts, 8 hours to fabricate w/ sewing kit Repair: 1 rabbit pelt, 1 gut, 30% in 30 minutes Galoshes Descripiton: "Encased in waterproof rubber and lined with insulation, these tough boots have been worn by fishermen and miners alike to keep their feet warm and dry." Slot: Feet Weight: 2 kg (4.4 lbs) Warmth: 2o C (3.6o F) Windchill: 1o C (1.8o F) Waterproof: 80% Protection: 7% Sprint: 10% Repair: 1 Leather, 30% in 90 minutes
  9. I know that like 75% of the dev team is working on the story mode but here are a few things i think should be added to the game. Me and a lot of other players does not like the way the current food/hunger system works right now because when you "starve" you die really fast compared to real life were your body starts to break down fats and muscles to keep your body running but in TLD you die in like a day and i do not like that at all. What i suggest is that the devs add body weight that affects you in a lot of ways like your strength and how long you can keep warm in a cold climate and how good you will survive against a attack from wildlife and how much calories you use while moving and sleeping. You should be able to get overweight so you cant carry a lot and you become slow and tiered easily but you can keep your body heat much better and you do not have to eat for a really long time. You should also be able to get under weight which leads to weakness and you can barely do anything physical because your body is running on fumes of energy and even if you get your hands on food after you've been starving for a long time you shouldn't be able to eat a lot because your body is now used to not have a big intake of food for example the jews in nazi Germany who were walking skeletons and when they were saved they had to be given a special diet to not die when they finally got to eat. The devs should also add a flashlight thats high quality(waterproof LED) and one low quality (not waterproof and uses a lightbulb and its weak and has low range) and they use batteries and this is lightweight and much better than the 2 Kg lantern that uses fuel and it takes time to turn on the lantern The HQ flashlight (LED) uses 2 AA batteries and lasts for 5 hours but depending on the power left in the batteries it will give out a weaker light after 2 hours and a quite weak after 3 and the last 15 min is almost useless. The LQ flashlight (normal lightbulb) uses 3 AA batteries and lasts for 3.5 hours and it will give out a weaker light after 1.5 hours and a quite weak after 3 and the last 30 mins are almost useless but this is just how i think these stats should be but i have not look up how much weaker flashlights become after time. The HQFL is a lot more durable because its made out of lightweight aluminium compared to the LFL which is made out of low quality plastic. A nice addition would be to add chemicals/chemistry to the game so you can use normal household chemicals for some useful stuff like here:https://thesurvivalplaceblog.com/2014/01/18/top-5-household-chemicals-you-need-to-stock/ but you might want to read a chemistry book before using some of them(in game). It would be nice to be able to take down burnt down houses and the fishing huts for planks because they are really not that useful and with the wood we can fuel fires or build a snow sled with them. It would also be useful to be able to blow into your hands when they are cold because thats what you do when they are cold and this could save you from frostbite on your hands at least. why don't the character sweat when it "feels like" +20C when you have a lot of clothing inside or +60C when near a fire for a long time so could we get something that stops us from having like 2 parkas and 8 pairs of pants on while inside like if we are too hot we lose water faster. Will we ever be able to heat up a room because if i burn like 5 cedar wood shouldn't the camp office be quite warm inside for at least over night or a whole day? If anyone that reads this that have seen the movie World war Z will know what i thinks of here so i think it will be really useful to be able to use duct tape and a magazine around your arm to protect it vs wildlife because you do always use your arm to keep the wolf away from your throat if attacked. It would be nice if you could use the antlers of the deer to make bone hooks if you don't have access to metal. Add chocolate bar that contains a high amount of fat. camouflage to be able to get closer to your pray. could be nice to have some dextrose tablets when you're tired so you don't have to use your emergency stim. Don't forget to vote in the polls to show your opinion!
  10. Who finds it hard to find how to get to new regions / map still? I presume new players have no idea at the start? I still get lost if I have not played for a while.(over 400 hours) Sure some of will say no problem it's easy, or I just use a cheat sheet/map. Others might say I get lost every time trying to go to Pleasant Valley or find Timber Wolf Mountain region. I suggest Hinterland add some simple but subtle direction signs into the world. This would surely make us explore more and find all these wonderful new regions of this amazing game? Rough example of a sign.
  11. First off for the non-climbers like me: A hitch is a knot used to attach a rope to a fixed object. Throughout the game there are numerous climbing spots where the character can climb up or down a cliff using a rope. The way ropes work means that the character can´t use the rope of the cliff they just descended. This is meant to avoid the player being stuck somewhere without the ability to get back up. The issue is: The player can still get stuck by simply walking down cliffs. I actually use that strategy a lot, it is particularly helpful in traversing TWM. Because of this, I think a more realistic approach to climbing would be nice. Real life mountaineers don´t leave their ropes on the mountain, those things are expensive. Instead they use either release-hitches (the climber ties the knot in the middle of the rope and takes both ends down to the bottom. One end is used for holding the weight of the climber, the other one releases the knot if pulled) or hitches that only hold while under stress (I could not find information on them online, but I have seen some in real life. Basically the climber just has to shake the rope a bit in order to release the knot). Both of those allow the user to retrieve the used rope without hassle .I think if a player can make the decision to take a rope and walk down a mountain with it, they should also be able to climb down the rope and still take it with them. Maybe this can be combined with a new climbing mechanic that may or may not be coming, maybe additional knots could be part of the skill system for that mechanic. As always Ideas, critiques and trivia are very welcome! I will add any important information to the original post in order to improve accessibility (no one wants to scroll through 20 comments quoting the full original just to say "agreed +") so feel free to post as much as you want.
  12. So here this poor sod is, plane crashed and stranded on timberwolf mountain, about ready to feed himself to the wolves to stop the suffering. The first day was easy enough. This stalker stumbled upon crystal lake, took shelter in the cabin, found a coat and plenty of firewood and cattail. But from about day 3 on, it's been a non-stop struggle battling the elements, wildlife, sleep deprivation and starvation. He's clawed his way from death's cold embrace multiple times, been attacked by two wolves, rode out an early morning blizzard on a stick fire and has survived solely by fighting tooth and nail. Literally. Probably about the only thing that's kept him alive this far is his raging anger at lady luck herself. All that pent up rage and adrenaline sure comes in handy. He's definitely a determined stalker, but the world around him definitely seems to want this man face down in the snow. All the more reason for him to aggressively push onward, telling himself that he will make it through this. So here he sits by the fire, starved, exhausted, pissed off and ready to go out on another firewood run in the middle of the night. But at 11 % condition, this poor guy may not have much time left. But oh boy, if he does happen to make it through this, it'll be one heck of a story to bring back to the guys on a late Saturday night at the bar. To be continued, if mother nature allows.
  13. Welcome! In celebration of the release of the 2016 Canadian Census results (we like weird things up here) it's time for another census of the forums community! Are the tougher experience modes more preferred now? Have the Stalker players all migrated to Interloper? Do we have more non-PC players present now? Let's find out! You can also find last year's census here:
  14. I think it would be nice if we actually opend the door to lockers and safes like the fridge (but all the way) in the gas station in costal highway or in the hydro dam because if we did it would make looting more fun and interesting than just listening to your character poking around in the locker or drawer and then finding nothing. The devs might have their reasons why we dont open them like the fridge and thats maybe because they just havent had the time to do it (because they are working on story mode) or because there's problems with doors moving with the character beeing too close when opening it and that might be why because the fridge does only open a few inches and thats irritating because its quite hard to get a drinks inside through that small opening. This could be solved if devs added a animation for opening drawers and lockers so when you open it your character takes a step back opens it and then you're free to walk around but there is a better solution probably so what do you think? should the safes and lockers get this change or not? come with your own thoughts and suggestions down here about this.
  15. So, I keep wondering, why would one of the saltiest items on Earth cause you to quench your thirst!? It bugs me out like crazy. Everybody knows that the saltier the item, the thirstier you get, and the more liquids that you need to drink. So, why would sardines be any different?
  16. So, the upstairs of the barn in Pleasant Valley has a large hole in it that is precarious to cross, but story-wise, it doesn't seem to make any sense that the hole is there. It's just a random hole in what should otherwise be an intact building.
  17. discussion

    I had 45 days. Had everything in the world item wise... Hammer, bow, rifle, ammo, arrows, and both flare guns. I had been everywhere had 52% of the map discovered... Died of good poision from a can of peaches that was 45% value in the echo ravine chasm cave.. in timberwolf mountain... had an hour left on my rest needed... And died... That's not really what upset me... This is my longest run and i died in a very small way it almost hurts... WHAT PISSES ME OFF IS THIS, I got the note from the mountaineers hut on crystal lake, after i died and started reading all my notes on all my days I found the note and it said 'examine'. The screen had the note (the 3 days about him waiting for his friends in the cabin then going out) then in the bottom right it said 'quit to menu'. I COULD NOT SAVE MY JOURNAL. @admin Anyway I can get the files back or the save or the journal? It's completely deleted and I'm crying on the inside. Please help I can only be strong for so long. (btw I only want it back for the journal. If i can only get the save I will kill myself by trying to get food poising by eating raw rancid meat, I only want the journal).
  18. Finding a dry stick in the snow during a snowstorm seems a bit unrealistic. Maybe make sticks have a 'wetness' that can be cured by just having them in your backpack and your 'feels like' temperature high enough for long enough. Or staying out of the wind or near a fire could dry it. Maybe wet sticks result in the chance of a fire starting to be lower and or result in them not burning as long. And if the wetness level is high enough could result in lowering the fires burn time. Maybe an option while in a fire like cooking or melting water could be 'dry wood' and you place wood near the fire and it dries it over time.
  19. Hi there, i really like the game but the wolf attacks are out of control. My homebase is the quonset garage in the costal highway region and there are wolfs at every day and nighttime outside, i killed 4 or 5 of them but that does not stop the attacks, the game keeps spawning new wolfs every day. on my walk from qounset garage to the lighthouse i was attacked 3 times. There has to be a setting between no wolf attacks on pilgrim and two wolf attacks a day on voyageur. Apart from that its a great game. Thank You
  20. Might be cool to have a shivering infliction when you get too cold resulting in taking out items, starting fires, reloading a rifle, starting a lantern, etc slower or fail more. Add an extra element to starting fires. This alongside frostbite would be amazing. Maybe even add an infliction that slows you down more resulting in now being able to run maybe forcing a crouch randomly for a second, kind of like a stumble. Or maybe you could stumble in a snow storm or trip. Tripping or sliding on ice. Maybe when going down a mountain or steep ground walking sideways reduces your speed and reduces the chance of injury. I know i've broken plenty of bones walking down slants in this game.
  21. I've seen Radios around the map. And ever since i've wondered what would happen if I turned them all on. I've been trying to turn them all on but have ended up dying. Might try it on an easier difficulty. Anyone ever try turning them all on or have the same idea?
  22. All these bugs can be reproduced very easily in Pleasant valley in both the Farmstead and Red Barn. You can 'glitch' or 'clip' into the texture for the thing on the side of the silo behind the Farmstead. When in the truck inside the Red Barn (passenger's seat) if you turn left at a certain angle while looking down a little the camera snaps you back looking at the passenger door. You can place the sleeping bag inside the fire barrel in the Red Barn (I do not know if you can do this with every fire barrel or if these 'bugs' have been reported in the past). Also I have no idea which tag this needs, I don't need support, this is not a discussion, question, or suggestion.
  23. Currently your backpack can hold an absurd amount of items. Reminds me of GTA's infinite pockets with guns. Might be cool if when you start out just like your clothes your backpack is small and has a chance to drop small items randomly Ie: cardboard matches and berries. And you can find backpacks as rare loot allowing you to carry more and repairing your backpack would stop things falling out. Having a really damaged backpack might even allow big things to fall out requiring you to repair it and find a bigger better backpack. Each weighing more and less.
  24. What new wildlife would you like to see included? Please consider if there is a need for the animal, and what uses this animal would have. Example: I think raccoons would make a nice fur hat.
  25. Firestarting Level 3 enables the player to start a fire without tinder. Because of this, cat tail heads, newspapers and tinder plugs become completely useless. I think it should at least be possible to burn them, getting a few minutes and degrees out of them, but maybe they can be used for something else. Ideas so far include: Tinder could improve the chances of starting a fire (@CalNieDaGtarGuy) Tinder could be used to start fires (Firepiston) (@Rolandtigerfish) Tinder could be compressed into Firelogs or Pellets (@Seshins @vancopower) Firepiston Pellet Compressor [Note: Could a moderator or other official tell me if I should include the results of the discussion in the original post or not? Thanks]