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About WildGPS

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  1. Hello Hinterland! I know that the end of season 1 is a long ways down the road yet, but I'm curious whether you are currently leaning more towards doing TLD: Season Two (same engine, same mechanics, new story), TLD2 (updated engine, updated mechanics), or brand new IP unrelated to The Long Dark once you are all wrapped up with Episode 5? Thanks for taking the time to respond, your community appreciates it greatly!
  2. Alright, so first off let me say that I know this post is premature. Probably years too early. That being said, everyone that loves The Long Dark (whether they are players, creators or both) have thought at least once about what The Long Dark 2 might be like. Here is my wish list for The Long Dark 2. These items are things that I imagine are too intricate, impact balance too much, or are such big projects that they would need years to implement and would benefit from a relatively clean slate. I know there are already topics scattered around about TLD2, but all that I have seen are at least two years old and not very consolidated. Feel free to add, change, debate, react... whatever strikes your fancy! 1. Seasons. The holy grail of TLD. This opens up so many possibilities, from more meaningful, dynamic wildlife behavior to twists in the mid to late game and more appeal for 300+ day runs. 2. Ability to craft shelters, crafting tables, etc. Hushed River Valley is beautiful, but if I have to leave the map to turn my cured deer hides into boots, then I’m probably not coming back. Crafting adds so much to this game, but other than clothes and hunting equipment there aren’t many options. Going with this is the ability to clean buildings. Everything from that dead body in the corner to the ripped papers on the ground. There are even brooms, but apparently I lack the knowledge or capability to sweep floors. 3. Many, many more maps. Perhaps even a procedurally generated map mode for improved replayability. If I make the same lap around the Mystery Lake cabins one more time I’ll, oh wait, I just made another lap while writing this. I believe there are a lot of players who play a lot for a couple weeks or even a couple months, and then set TLD aside for years because they feel they have “beaten” it. 4. Advanced orienteering. Specifically, the ability to mark your own landmarks on the map. This is where I dropped a bunch of food to lighten my load. This area is wolf country. Things like that. Also, ability to mark blazes into trees with a knife or hatchet. This could be crucial on procedurally generated maps. 5. More interactive vegetation. I love the cat tails and medicinal plants, and would love to see at least a half a dozen more. Again, adding seasons also adds the dimension of having some berries available in summer (salmonberries, cranberries, maybe even a couple rare blackberry bushes or crabapple trees), roots in the fall (yellow glacier lily, camas root, rice lily) and seaweed available along coastlines during spring and summer. Winter has limited options, maybe just cat tails… You can also toss in things like edible mushrooms (with similar looking, but able to differentiate poison mushrooms), wild hazelnuts, elderberries, huckleberries, wild onions, clover, etc. You can thin out amounts to keep balance relatively consistent, but adding some more variety would be much appreciated. 6. Smarter wildlife. If seasons exist, it’s possible for animal populations to truly be dynamic with repopulation happening in the Spring. Say there are 100 bunnies across all of the Mystery Lake map. They may migrate to places that are more desirable throughout the year, both predators and prey, but if a player annihilates all the bunnies in an area, they won’t come back until Spring. We assume that a certain percentage stay underground or well-hidden so the player doesn’t know they exist and can therefore bring populations back to full each Spring. 7. More wildlife. Ideally, if I can hear a bird chirping, then I should be able to see the bird if I look hard enough and know where to look. Cougars, beavers, geese, raccoons, ducks, and more! 8. Meaningful NPCs. Not just here’s Dave, sitting in his quiet clearing and I can go and say hi, but people doing people things. Dave isn’t going to sit 24/7. How does Dave eat? Where does Dave sleep? Can I kill Dave? Why shouldn’t I? and that last question wasn’t rhetorical, there really should be a reason why my world is better with Dave in it. 9. But not too many NPCs. It should be surprising to see another person. These towns are ghost towns, and they should be. The wilderness is wild, and it should be. Hinterland has done an amazing job creating an atmosphere on Great Bear Island that sucks you in. Adding people can bring the game up to another level, but if it’s not done right it could ruin one of the best parts of this game. 10. Companion(s). Whether these are animal companions or NPC companions, having someone to share the highs and lows with makes everything more meaningful. And if (heaven forbid) something were to happen to your companion, imagine the emotional turmoil for the player. Could make for some interesting moral choices (we have one more can of dog food and we’re both starving….). Just make sure those moral choices aren’t forced upon the player. If the game forces the player into a situation where they MUST decide who gets that last can and there is nothing the player could have done to avoid the situation, then instead of wrestling with “oh boy, what should I do?” the player will think “This game is unfair!” and rage-quit. 11. A hope or “state of mind” mechanic. Something to add to the reality of the situation. Cabin fever is step in that direction, but really what it’s getting at is the slow mental exhaustion of your choices. It shouldn’t just be limited to staying indoors. If I am caught out in a blizzard and think I’m going to die, then I’m going to lose some hope. If I watch a beautiful sunrise while drinking hot coffee, I gain some hope. If my hope gets too low, I can be restricted in what I can do (similar to not being able to sew or study when I’m exhausted) until I resolve the issue that is lowering my hope. When I come home after a successful hunt, walking through the door gives me (the player) a sense of relief and hope so why wouldn’t it do the same for the toon? 12. More skills. Why isn’t crafting a skill? At first I can barely put together a fishing hook and some line, but as I practice I get comfortable enough to build snares, then craft clothes, etc. What about repairing hacksaws and lanterns? Sharpening hatchets and knives? 13. More minigames, less RNG. Sewing, starting fires, maybe repairing equipment, etc. Minigames are fun, RNGesus is not. The downside to this is how to get the balance just right. If I now feel like starting a fire is about me pushing the right buttons at the right times, then in my subconscious I am thinking that I should start fires 100% of the time if I don’t mess up. Right now that is definitely not the case, and I think that changing that could upset the balance of the game substantially. Maybe minigames that increase the percent chance of success….? 14. Bartering system. I’m sure I’m super biased here as I’m currently getting my PhD in business, but what’s the point of harvesting 200 rabbit skins, if they just sit rotting in a filing cabinet. What if I could trade 50 rabbit skins for Dave’s nice expedition parka (a high quality item that I can find elsewhere in game), or more cloth and whetstones (non-renewable, scarce resources), or even a compass (an item not possible to find anywhere else in game)!! 15. ??? Please don’t take this as me not being satisfied with the game. I write this because I love this game so much. It is literally my favorite game of all time. I know these suggestions are only one person’s opinion, but hopefully they rattle around in the back of Raph’s mind as he spins them into gold.
  3. WildGPS

    DAY 4 (spoilers)

    It may not be Spring 2019, or even Spring 2020, but someday when Hinterland can't resist the urge to introduce seasons to TLD, a Springtime event with that surprise would be EPIC!!!
  4. WildGPS

    4DON speculation!

    Good morning Forum! For those trying to figure out whether you have enough food/water/fuel, etc. to last 2 hours real time, I did some simple calculations to see what that means in game time. For those not interested in how I come to this number, the shortest amount of game time that can be run while spending 2 hours in real life playing would be 60 hours, or 2.5 days. I came up with this by seeing how many game minutes pass in one minute of real time. I put a stop watch on my phone and boiled water in the game at regular (non-sped up) speed. I found that 1 minute in game time equals 5 seconds of real time. This held true while extending the time studied, for instance 30 minutes in game time equaled roughly 150 seconds of real time (or a minute and a half). This tells me that 1 minute in real time takes roughly 12 minutes in game. Therefore, one hour in real time takes roughly 720 minutes in game (or 30 hours). That tells me that 2 hours in real life would be 60 hours in game (or 2.5 days). Obviously, this is only true if you do not speed up game time in any way. That means no sleeping, no speeding up cooking, nothing like that. Also, as far as how many calories (or water, or sleep, etc.) you need to last 60 hours, that depends on how you spend that time, and what Raph decides to throw at us. Standing still takes fewer calories than sprinting, for example. I am purposefully ignoring the starvation trick, but that can definitely impact this calculation as well. Sixty hours is literally the smallest amount of game time that can pass during 2 hours, so plan accordingly. I just thought this might make for a handy reference for some players. Have fun and stay safe out there!
  5. WildGPS


    I believe the first badge comes after 2 days of spending 2 hours RL in 4DON, so you are halfway there. There is another badge for spending at least 2 hours RL in 4DON all four days too. I'm curious whether the badges will give bonus(es) to new games, like the current badges, or whether they will be more symbolic badges of pride but no bonus. Anyone have any inside information regarding this?
  6. WildGPS

    Day 1 (SPOILERS)

    I think flares last twice as long, and fuel lasts twice as long. Would love for someone to double check this for me, but I don't remember one firelog ever lasting 4 hours for me before... I have found that the weather makes a HUGE difference for visibility. when it's completely clear out, I can see just fine without a lantern or flare, but in foggy or overcast weather I can barely see no matter what I do. My strategy so far has been to hightail it to either the Misanthrope House or Jackrabbit Island House. Once there, I do light a match and run around hoping to find a storm lantern or flares. I have done two play throughs so far, and both times been lucky enough to find a lantern in the first house I look. I had the plan that if I didn't find a lantern or flares in the first house I would make my way to the garage and light a match to find some light. Good luck, and stay safe out there!
  7. WildGPS

    Day 1 (SPOILERS)

    In the off chance anyone is still wondering, I can confirm that the path from Coastal Highway straight to Mystery Lake via the Ravine is also open. Personally I am also doing a couple saves, just in case I do something dumb before I get my Badges (which is highly likely). It sure seems like today is definitely the day to stockpile, although who knows what Hinterland is going to toss at us...
  8. Hello ‘Long Dark’ers! I am relatively new to the game but TLD has quickly become my go-to game. I got the game after Resolute Outfitter came out, so this next update will be my first. Just this week I finally achieved my last badge (fire-starter took FOREVER!) and may have made a mistake when I convinced my wife to play too. Five saved sandboxes goes pretty quick between two people… A brief overview of my background for anyone who is interested. I just got married in January to a wonderful woman who never hassles me when I spend all weekend in front of the Xbox pretending to walk around in the snow. During the week, I teach Corporate Social Responsibility to undergrads in the great state of Colorado. This week is finals week and I have more grading than I want to think about, so my characters have been sadly neglected (and why I am procrastinating and writing this…). Next week, however, I plan on being entirely unproductive! When I’m not molding the minds of today’s youth or running away from wolves in Coastal Highway, I try to keep active. I am an avid backpacker and have done a handful of multi-week thru-hikes out West (WildGPS is my trail name). I try to get my butt outside to go run at least 3 or 4 times a week, and sometimes I succeed! I used to go rock climbing more than I do now, but find myself quoting Lethal Weapon’s Murtaugh too often whenever I take a whipper. By the way, yes, 34 is too old for that sh… Anyway, I am grateful that Hinterland’s forum is both active and respectful. Everyone seems genuinely nice and authentically passionate about this game. It is a welcome treat whenever a developer chimes in from time to time as well. They have done a great job so far, and I am looking forward to Faithful Cartographer and WINTERMUTE!
  9. I agree with @JAFO regarding skills books for all skills, as well as with @Troxism regarding the incredibly difficulty of achieving mending lvl 5! In addition, I'd like to put a plug in for a couple new skills. Specifically, I have always been confused why cleaning a rifle, repairing lanterns or sharpening tools seem to have a separate mechanism for improving your skill. Why can't we have a "Crafting" and/or "Repairing" skill that improves as we make more things or repair the things we have...? I know it would require a fair amount of thought to make sure tuning is appropriate and what the benefits of improving could be. I'm open to community suggestions regarding what the perks could be. Some that come to my mind might be quicker crafting and less damage to your tools (e.g. sewing kit, fishing hook, knife, tools, etc.). Just a thought I have wanted to plant in the heads of Hinterland if it's not there already.
  10. At first, I was definitively against NPCs in the Sandbox. I thought that they would be a nuisance or pull me out of the isolated wilderness of the Long Dark. The more I think about it, though, I am actually excited for the eventual addition of NPCs in Survivor Mode. They present a completely new angle to the game, and can open the doors for many new concepts. Ideally, the player should be able to get rid of (potentially fight and kill, or perhaps negotiate a peaceful way for them to leave) all NPCs if they really don't want anyone else in their world. Most of all, I really, really appreciate @Patrick Carlson being as clear as he can, in a politely firm way, about the direction that the game will be taking. This more than anything assures me that Hinterland learned from the "countdown fiasco" and (hopefully) will continue to communicate with and gently guide the community regarding the direction developers are taking the game so the community doesn't waste time debating an issue that has already been decided upon. Thank you again, @Patrick Carlson.
  11. If you harvest unused storm lanterns, you will not only receive scrap metal but you will also receive the fuel that is left in the lantern. That being said, harvesting a lantern just to get at the fuel feels a lot like selling your car for gas money... If the lantern is truly unused then it's fine, but if you just want the fuel out of a lantern and want to keep the lantern for later then you are currently out of luck.
  12. WildGPS


    Quick question specifically for the developers: Will "whatever" happens when the countdown reaches zero happen across all platforms? I play on an xbox, and would be very disappointed if there is any sort of update for the steam version but xbox users have to wait another week, or two, or an undisclosed length of time....
  13. A big thank you to everyone who has chimed in on this issue. So, what I'm mostly hearing is that the main complaint against late-game sustainability is not so much that it would break the theme of isolation and vulnerability. The main issue is more of a "where's the next challenge?" element and inevitable boredom that follows. If that is the case, that gives me significant hope that the developers can balance the benefits that come from more renewable resources with challenges that only present themselves 50, 100 or even 200 days into a game. Am I understanding the issue completely, or are there more sides to consider this from?
  14. Hi @cekivi! @elloco999 and I are talking about The Twilight Zone. It's an old television series that explored the "what if's" of the universe. It was a great show, and very progressive for it's time. I didn't realize that they only used that phrase 3 times, it seems so synonymous with the show... Thanks for the heads up, @Ruruwawa. That makes sense that things wash up after a big storm... Another well thought out part of the game. Kudos, Hinterland! Careful, @JAFO, I hardly have enough time to balance work and TLD. Telling me about other good games is definitely going to make my work suffer! @SteveP, my Grandma was actually Canadian, and I swear there's nothing better than grabbing a Molson with some Canucks and getting to know each other. So, cheers, eh!
  15. While I don't want to be critical of TLD as it is probably one of, if not the, best game I have played in decades, there is one thing that bugs me every time it happens, and it happens a lot. I shoot an animal, it runs off bleeding, and I never see it again. I can't count how many times I have either fought a wolf, or shot a deer, wolf or bear, and near get to reap the rewards of my hard work. Thinking about how to fix this without a major overhaul of the game mechanics, I came up with a possible solution. If crows were to circle all dead animals (perhaps 24 hours after they are killed?), that would make the tracking of injured animals MUCH easier. By the time crows circle the corpse would be frozen and some of the meat gone, but at least I would be able to retrieve arrows or get some rewards. As a side note, I tried to find an appropriate topic about this that already existed, and went back in time quite a ways. If it isn't too tedious and/or labor intensive, would it be possible to archive topics that don't relate to the current build of the game? I was reading quite a bit the forum and unsure of how much of it is still accurate. This may or may not become a bigger issue after May 4th...? Again, I cannot stress enough how much fun this game is, and all of the hard work of the entire Hinterland team is much appreciated. Keep up the great work.