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Found 987 results

  1. suggestion

    i think we should have maybe a crossbow in the game as in canada many hunters choose this as it being powerful but silent so it doesn't scare off any wild life if you move. it could take arrows as ammo. thats just a idea i had
  2. Hi there! how about that a Öls campfire will decay after some days? Because after a while a good ammount of the nature is Full of it and it doesn't look good or make a Sense.
  3. I suppose technically this belongs on the wish list forum. But I just wanted to discuss what we can expect from the next big sandbox update. At a guess - the pistol. Maybe a good ol .44 hunting revolver? this is something that the partly uncivilized denizens of great bear would realistically be carrying. that's what I'd want on my belt with all those bear and moose out there anyway. Maybe we can expect the next big update to coincide with the episode 3 update. So now it's your turn. let's take pot shots at what the next update might be. it's always an exciting topic
  4. Hey folks and Hinterland Staff, besides my little rant about the current code feature for saving custom difficulties i wanted to let you know that i really like the custom difficulty option. It improved my gameplay experience rermarkebly so i wanted to thank you for that. However, i felt a little limited when i created my first custom difficulty. Sure, it is great for the average person that just wants to be quickly able to make his own difficulty without worrying to much about the in-depth meaning of a variable. E.g. the population variable can be set from "nothing" to "very high". This is very intuitive indeed as it should be for the average person: "High bear population means that i will encounter bears more often!" --> Clear and simple = perfect! For more dedicated creators however, it feels very limiting though to have such little choice. Maybe i do not only want to modify the number of bears spawning in one region but also be able to distribute them amongst the available regions as well (e.g. no bears in mystery lake and timberwolf mountain). Maybe i want to define custom spawn locations for them. Maybe i want to give them custom routes by setting waypoints so they wander arround between them (randomly/ in a pattern?). Maybe i want to make them more/less aggressive in certain areas. Maybe i want to make them more/less healthy. Maybe i want to define a chance of getting intestinal parasites from bear meat. Maybe i want to apply all these custom settings differently for each region. As you can see, there is a lot, and i mean A LOT of customization possible. The same settings as for bears could also be applied to wolves (make them act in packs?). And it is not limited to populating animals and defining their behavior. Maybe i want to change the climatic conditions of certain regions or areas? And this is where an advanced difficulty customization interface would be required. Of course it couldn´t be done by adding a million additional fancy UI elements. The game would have to provide a manual with all alterable variables in the game and a text interface (or at least import) where you could play arround with all these funny variables. It would be an ingame modding-feature! And the way to create your ultimate survival experience yourself! (Real modding however would require to support scripting! And scripting is next-level sh*t! So let´s not think about it right now!) I absolutly know that this is an idea for the long term. I do not expect Hinterland to focus on difficulty customization right now. But maybe after finishing the story mode would be a good time to think about it... Share your thoughts about it with me!
  5. Is there a way to stand at the edge of a cliff, that has a mountaineering rope and drop items off the edge, until you are no longer encumbered? Then you can shimmy down and pick up the items when on the ground. If not, please use this post as a suggestion!
  6. You can make unlimited torches a this guy and his fire rip
  7. Just as simple as the title describes it. Make an im-/export feature so players can save their custom settings reliably. The current "code" feature is not usable* because it seems to be case sensitive and contains non-alphanumeric characters (I wouldn´t recommend this*!). The code entry field only displays Capital Case Characters. Plus the generated code is not copyable from the game´s UI (very* unconvenient!!). Plus the game seems to mess up the information given from the code so some settings are not imported as they were saved into the code even when typed in correctly (BAAAAAD! FIX THIS ASAP). Let the player save/load his custom settings to a file via the game´s UI to make it user-proof* like any UI feature should be. This really looks like the coder* has ignored all rules about Usability Engineering for UIs! Ok, that fills up todays rant-meter. (I removed all harsh words - marked the edits with a * character - I really used the wrong tone and i want people to know where i did )
  8. 1.1 Containers; How come we have a literally infinite amount of water bottles? There should be a limited amount of water bottles to refill instead of suddenly throwing around with 20 full bottles. 1.2 On the other hand, when eating canned food, the food obviously goes into the stomach, but what happens with the can? Those "Empty cans" (Large for canned food, small for drinks and sardines) should be added as items after consuming them, either for other purposes (see below) or harvesting them for scrap metal. 2. Fire can: a small pot with a handle to carry around with hot coals. Extinguishes quickly if you don't take care of it, can only use coals, sticks or tinder (new purpose because it becomes useless after level 3 on firemaking) but saves the time on making a new fire, as you don't need any matches etc. (Found this on a separate topic now, but will leave it here anyway.) 3.1 Towing. I hate it when I for example shoot a deer somewhere out on the ice just because it's hard to find them somewhere else currently. my only chance is to cut the deer up right then and there and hope there will be no wolves or, even worse, a storm. I'd like to be able to either carry or tow (with a climbing rope) carcasses and larger pieces of wood around to nearby shelters for example where you are at least protected from the harsh winds. 3.2 Sleds. Having wolves or even a bear pull them is absolutely unrealistic, I totally agree on that, but from experience I have to say that pulling luggage on a sled is far more comfortable than carrying it on your back. It would take a long time, permanently require a climbing rope, but would make going around with heavy loads a lot easier, although going up steep slopes would be pretty much impossible with loaded sleds, so you'll have to look for a shallow way around or make multiple ways up and down to empty the sled before loading it at the top again. And be careful that nothing suddenly drops from it... 4. More veggies required! Rosehip can't possibly be the only kind of berry growing in that climate. What I ask for is digging for edible roots or at least a variety of (possibly) edible berries, berhaps a new skill with books on identifying berries? Or just trying your luck and risk a food poisoning, although even that risk is better than starving. 5. Although it is already mentioned in many posts, cloaks and ponchos. Just throwing a dried pelt around your shoulders works wonders to keep the heat with you, and a cloak, as long as you keep it closed, works better than a jacket. It's efficiency drops rapidly as soon as you have anything equipped, though.
  9. While watching https://www.twitch.tv/grizzlybeer77 he wished we could research skill books in bed for the warmth bonus. I think it is such a good suggestion that I got his permission to post it here. I imagine the sleeping UI would get a read book option similar to Pass Time. The Read Book in bed UI could also grant additional condition recovery. This would be especially useful on Interloper early game in colder places like the Draft Dodgers cabin with a blizzard howling outside. What do people think?
  10. I saw that if you're harvesting let's-say wool mittens, you will get 1x cloth. I know it's for balance, but you don't harvest ONE mitten, but two. The same thing with socks and boots. It just doesn't make sense, as we can't wear 1 different glove/sock/boot ( which would be awesome), so these items are the same for left and right.
  11. Hi Hinterland, thank you very much for custom sandbox games. You even allowed a simple way of sharing the settings, which is a very good move, this way e.g. Streamers can share their settings. I honestly didn't see customizability coming, because software which is also for consoles tends to be kept simple. I have suggestions: a) Allow randomness (or even better, a range between a and b) for as many settings as possible! For the kind of ...erm... realism experience it is good to have uncertainty and no information about specific aspects. b) As for the sharing, allow copy/paste! c) A preset save system would be nice. Very thankful! - Best regards - Tortu
  12. Hello all, I have been reading another player's suggestion for a personnal difficulty preference, and it struck me that we are quite many wanting to play the game with prefered rules. As Hinterland cannot add a difficulty for each of us, why not create a new pannel for sanbox mode difficulty customization ? For each category, we could choose between already existing rules (pilgrim, voyageur, stalker, , interloper) but that would allow us to mix them : Possible categories : Harshness of the weather Available buildings (standing or burned down, prepper caches) Number of containers spawned (including plane cargo boxes) Spawning ot items inside buildings and containers Intestinal parasites coupled or not with Cabin fever Wildlife : number (coupled or not with the next one) including fishing Wildlife : behavior/damage done number of feats available ... any other one For exemple, I would like to play stalker loot with voyageur wildlife, with intestinal parasites but not cabin fever (not immersive IMO) So let me know what you think of it Achievements are often disconnected from the difficulty so any one available in pilgrim would be available in custom mode. Any one available only at a specific difficulty would required to play the game with that difficulty setting
  13. Hey mates, I accidentally started my new story from LF, and you know what? It's a bit weird. I know that you actually begin from the start, but it's a bit weird that you start without basic things: -"Use a f*cking zipper" -Never play knife game kids" -"What's the case" I know it's a kind of a shortcut, and I understand it's a "punishment" for a player, but hey, isn't it should be at least a bit "canon thing"?
  14. Hey, I've got an idea. It seems odd to me that cloth from a pair of harvested jeans can be used to repair a woollen tuque. So, in the interest of adding more crafting/repair goodness, I'd like to suggest knitting as a skill, and some new materials for creating and repair of knitted and felted wool items. Existing knitted items include wool tuque, long wool scarf, wool scarf, wool mittens, cowichan sweater, fisherman's sweater, thick and thin wool sweaters, and wool socks. Items made with wool felt include the mariner's jacket, the mackinaw jacket (holy mackinaw joe!), wool underwear, and the wool shirt. I'm not quite sure how to handle the climbing socks... I'm thinking that maybe both yarn and felt required for repair, along with darning needle and sewing kit. Yarn becomes an item that is both found and harvested. Ditto for wool felt. Idea is you get one unit of wool from harvesting a wool tuque, wool scarf, wool mittens, and wool socks, and you get two from the long wool scarf, the wool sweaters, and say three from the cowichan and fisherman's sweaters. Harvesting the wool shirt and wool underwear get you one unit of wool felt, and the mackinaw jacket and pea coat get you two. New tools include darning kneedle (used for repairs) and knitting needles. They should degrade but very slowly (1% per use) and make them fairly rare, say at the level of whetstones. Darning needles should be more common than knitting needles (even though this is the opposite in the real world ). Found items include yarn ball (one unit of yarn) and yarn skein (five units: should be pretty rare). Repairing: wool felt plus sewing kit is used to repair the relevant items (wool shirt, underwear, mackinaw and pea jackets). Yarn ball and skeins and darning needle are used to repair those relevant items (tuque, scarves, mittens, sweaters, and socks). Repairing wool felt items uses the mending skill. The new knitting skill is used to repair the knitted items. The climbing socks are a big deal... say you need darning needle, one unit of yarn and one felt to repair those. Big buff here... because of the ability to unpick screwed up knitting, failure doesn't cost you your yarn but does use up that 1% of the tool. When repairing climbing socks, should also use up the sewing kit, and repairing climbing socks requires yarn, felt, darning needle, and sewing kit. Crafting with felt: wool felt coats can be crafted with say five felts for the mackinaw, seven for the pea coat (I'm really spitballing numbers here now) and half a sewing kit, wool shirt with four felts, wool longjohns with three felts plus 1/4 sewing kit. Crafting with yarn: make the tuque, wool scarf, wool mittens, and wool socks take three yarns, long wool scarf and thin wool sweater craftable with five, thick wool sweater with seven, fisherman's with ten, and cowichan with fifteen. Now, with crafting, generally the success is 100%. This should remain. However, how long it takes to make these items will depend on the knitting skill and should really punish people trying to knit at skill 1. However, by the time one gets up to skill five, then a tuque or socks should take about three hours, scaling up to fifteen or so for the big sweaters. Idea here is that if you try to knit a cowichan sweater at skill one, it should take about a hundred hours. Whaddya think?
  15. i got amaizing idea for game could you guys make annoying crafting loading screen or cooking screen like you need actually craft item not just like craft and wait some time if you can craft it moving knife if you make some arrows and stuff that would be more interesting than wait some hours?
  16. Wintermute too easy for you? Here is The Vegan Mackenzie Wintermute Challenge. - No extra matches. Just the ones Mackenzie has on him after the crash. (You will leave the tutorial area with only 7 wooden matches on you and will not pick up any more). - No extra clothes. Picking up clothes to harvest cloth is allowed and of course mending the ones Will already wears. Will's jacket is allowed. No gloves. - Food allowed: Pinnacle peaches, Tomato soups, Salty Crackers, Peanut Butter, Coffee, Rose hips, Mushrooms, Cat Tail Stalks, Orange/Grape/Summit Sodas and Milk. You are not allowed to pick up anything else, even if you don't eat it. (i.e give it to an NPC to raise "trust" or finish a quest sooner). - Harvesting carcasses: Guts are allowed (decoys), also 10 kg of deer meat to complete the hunting quest in episode 2. - Eating meat is forbiten. (Except in the tutorial). - Fishing: Only the 5 kg of fish needed to complete the fishing quest. Eating fish is forbiten. - Killing animals: Only Old Bear. No other animals are to be harmed by you. - Drugs: Only natural healing by using Bandages, Old Man's Beard, Rose Hip Tea and Reishi Tea. Pills and Antiseptic not allowed (except in the tutorial). No emergency stims either. The goal is to complete ALL main AND side quests in the least amount of time. Good luck! Looking forward to reading your survival stories! Even better if you start a video series!. Still too easy for you? Try the Liquid Diet Wintermute Challenge! Same as above with these changes: - Mackenzie doesn't pick up the jacket. - Only coffee, milk, sodas and teas for food. Nothing else, not even cat tail stalks. Remember: you can't pick up anything else in your inventory. For the most hardcore TLD survivors try the Purist Wintermute Challenge! Same as the Liquid Diet Challenge with this change: Sodas are out, Cat Tail Stalks are in. Hope you have fun with these!
  17. Hey there, here's an idea for The Long Dark. Idea: I'd love to see a feature in The Long Dark, where I can set the rules for my very own sandbox experience myself. Like there would be several factors I can adjust before starting a new sandbox. Example: Wildlife/Animals: easy, Weather: very harsh, Ressources: almost none. Tools: none. Weapons: none. So we could mix up the several difficulties to our liking. Reason: Why would I want that? I really enjoy Interloper mode, I dont play any other mode at all. I want the challenge, I want it to be hard, I want to start over and over again to finally make it. I really want that all. But, to be honest, wolves are so annoying. And most of the time they stop me from experiencing the whole survival. They just dont let me pass a certain level, where I cant go somewhere else (connection between Muskeg and Mystery Lake for example, there are 8 or more wolves in it). I just cant go anywhere without that annoying bark sound, and that stops me from experiencing what I'd like to experience (fighting the weather, the cold, the starving and so on). For me it would be perfect with Pilgrim wolves, that dont attack you (as in real life) as long as you dont attack them, but the difficulty of Interloper, or even harder, when it comes to the others stuff. For me, its even okay to then have even harder wolves to fight, if you decide to really attack one. I respect that many of you like the wolves the way they are, so I suggest that a feature where we all could mix up the difficulties would be best and fair to all. Everyone gets what they want. I really dont want to fear a wolf behind every corner or every hill so my journey can be over any time without warning. I really dont want to be not able to leave the gas station on Coastal Highway for 2 consecutive game days because everytime I try to leave the building theres a wolf already ready to jump on me and already barking as hell 0,1 sec after the loading screen disappears. Thats frustrating for me and destroys a bit of that great great great game, that it is nonetheless. Is there any reason why we should NOT have that? I mean its sandbox/endless mode, it's supposed to be flexible and adjustable, isnt it?
  18. i got great hardcore update idea for long dark but how we can get it trough :I? so you could catch wolfs to pets and make sleigh for chopping trees and stuff then u could put wolf to move your sleigh and you need forge to make steel parts for sleigh that would be amaizing but i bet it would just come survival not story :I. that would be amaizing update about travelling faster in game *wolf sleigh* and i forget say you could add bear bedroll in sleigh so you can be warm there not cold or normal bed roll and store stuff to sleigh so you dont need carry over 40 kg items all the time sorry my bad inglish could this be possible to add atleast on survival mode maybe not story? item requirements to wolf sleigh 4-6 wolf bear bedroll hacksaw hammer forge fir and cedar wood and maybe sticks and last one rope and litle detail there how many wolf you have that give you more item space to carry if you have 4 wolfs you can store 40 kg and if you have 6 wolf you could store 60kg stuff
  19. suggestion

    I know that, in the real world, the herbivores and predators are always fighting, so I thought that when the Moose appeared, it would not be bad if he could crumple the wolf's flanks a little, so that it was just as fair, but only the main character fights. and at the expense of the bear, are not wolves and bears enemies?
  20. I think we should have the ability to take down trees and this has been suggested before several times I know that but I have never seen anyone say that we should be limited to small trees/Large saplings and to cut them down you will need to spend hours just like when you craft clothes, but how many hours you need will vary depending on tree size, axe condition, character condition and tiredness. One thing too could be that if you are 70%(can vary) done on cutting down the tree there will be an event every hour that will run and the outcome will be either the tree will fall or stand, so what are the variables in the event? How strong is the wind (heavy wind/blizzard), what kind of tree is it, for how long has the tree been exposed to heavy wind before this event check(continuous wind will increase the chance) and all this should result in a % chance of the tree falling. This event would only trigger if there is some kind of wind right now. So what would the trees yield? They could give logs, bark, sticks and maybe firewood for the thinner parts of the tree, so the logs can be added to a fire as they are or you could split them up to get normal firewood. So the process of cutting one of these down would be: 1. Cut it down 2. Chop it up into logs and salvage sticks and bark 3. (optional) Chop the logs into firewood Leave a comment on what you think and what you would want to be changed in what I suggested and of course what you think is good about this
  21. Hello, in the game during the storms it's only cold and you can not see anything right? And what if you still add a very strong wind there and he tipped the tree straight to the house and had to repair it, or on the foot of the Main Hero, and it had to be treated, and there was not a dislocation there but a real fracture, because if I'm not mistaken when it traumatizes an arm or leg, there is a crunch, this is clearly a fracture and not a dislocation.
  22. suggestion

    The game needs Whale Fat, because if I'm not mistaken, there is a Whaling Mine, which means that Fat must have been preserved,Here is a link to what is useful in Whale Oil. https://www.syl.ru/article/317779/dlya-chego-nujen-kitovyiy-jir-svoystva-i-oblasti-primeneniya
  23. As simple as it sounds. I can't see why we can not sleep on the floor when we don't have access to a sleeping bag or bed (Carter Dam interloper mode), when we are lying by a fire. The temperature is just more than adequate, and sleeping on the floor is definitely better than DYING because of weariness. We are condemned to roam the indoors at night until we die holding a lamp.
  24. Overall the game is excellent, and I enjoy it immensely. However, with a few changes it could, imo, be truly awesome: 1. The wildlife, predatory and otherwise, needs to be much more unpredictable in where you find it. At present wolves for instance seem to just hang out in particular spots, marching back and forth as if guarding the location. This feels inauthentic and is also annoying if one needs to get to/through the location. They also seem to have a tendency to persist in a particular spot for days on end which can be very aggravating as the player is forced to detour around the location over and over. Wolves should be a hazard, not a persistent obstacle. It seems to me the solution would be lots and lots of spawn points--the amount of actual wolves or other animals in the map at any given time would remain the same, the animals would just spawn at a different set of points every time with many different points to choose from. The animals would periodically disappear and respawn at new points every 6-24 hours, preferably only in areas out of sight of the player or when the player is indoors. Also it would help if the animals would range for much, much further before turning around. This may not be easy to implement but it would sure make the game feel a lot more immersive. 2. The same deal with items--the game would be much more challenging if it weren't possible to just visit all the known locations where there might be a rifle, for instance, until you find one. A better approach would be to have each item spawn point capable of spawning one item from a list of different items. Each item on the list for a particular point would have it's own probability of spawning: obviously you would be far more likely to find, say, a prybar at a given point than a rifle. Each point would have to have it's own list to prevent things from happening like finding an item where it wouldn't fit or otherwise make sense, like finding a rifle in a small drawer or where there isn't room for it. There would always be a chance that nothing would spawn at the point. And yes, a rifle rack would always spawn a rifle if anything, maybe even at an increased chance over a normal point. This would cause the game to require thought and planning rather than just looking at an online map to see where all the spawn points for the item you want are. 3. Am I the only one that would like a difficulty level that's like Stalker, only with the less frequent/dangerous wolves from Voyageur?
  25. So, I just made my first save (Stalker) at Coastal Highway to explore the area. My friend claimed it had a lot of resources, so I'm trying to use it to get the "Pacifist" Steam Achievement. Well, I've been finding a great many Toilets filled with Potable Water. Now, for the Toilets with a Back Section that contains clean drinking water for flushing, it makes perfect sense that it's Potable Water (the amount doesn't match real-life, but I think that falls in line with why the Devs made 1 Gallon of Water weigh 7 lbs). However, my suspicions were confirmed upon finding a Toilet with no Back Section to hold water in, but despite this, you could collect "Potable Water" from it! This was at Quonset Garage in Coastal Highway - feel free to look to confirm. I'd highly recommend that you change any Toilets with no Back Section to have "Non-Potable Water" to be collected from them. It's just common sense!