Mroz4k

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  1. I admit I might be wrong with this, cant remember everything, but I dont believe Hinterland actually said they were going to add the spear into the game. Im pretty sure it was widely required by the player base but dont remember it being something the staff confirmed. They said the Bear spear was going to be added into the game but I believe that was meant to be the Story mode. But I might be wrong. I think it would be neat. However, gotta point out a few things. There are different kinds of spears, the one we see in storyline is definitely not for throwing, it is heavy as heck. As it should be - from what other forum members said, it depicts a hunting spear used to hunt wild boars. Basically animals that charge in an attack, and utilizes thick, strong build when the end is rooted into earth and the spear head is pointed towards the charging animal to stop its charge and impale it at the same time. The two hands on the spearhead are there to prevent the spear from going through the body fully, in order to keep some distance between the hunter and the charging animal. So its not a spear for throwing - it would be heavy, would not fly straight or far, and it would not cause a lot of damage. It is meant to be a offensive hunting weapon, using the charge speed and weight of the animal against it. I think it would be cool if it were made from maple sapling, cured gut and a forged spearhead. The spearhead could be forged from 3 scrap metals and 1 improvised knife. This would make the spear forging a decently long task, and the materials would fit in pretty well. One would have to forge the improvised knife for the head piece, or they would have to find one in the wilds. Additionally, only 100% durability knife could be used - so again, either forge one, or with the found one, the player would have to sharpen it before it could be used. Any thoughts on the idea? As for its uses - I see people suggest its to be used in struggles as a weapon. The game has no melee fighting, that is something that should be kept in mind, I think. I reccon it could be used as a weapon to do the same thing like in Story mode, basically give you "struggle" option with bears (and maybe with moose, too?) - as a way of defending oneself against great bodily harm, and harm the big animal in stead. But for wolves, I reccon it could be used in struggle as a "weapon you chose" the same way you chose tools now. I believe it would not be very effective weapon to fight off wolves because of how heavy the spear actually is. It could also be used to break ice holes for fishing in the proper fishing spots. As for the ladder idea - now that is interesting. Problem I see with it is that its pretty heavy, very awkward to carry around, and it would have to be used in some specific way... I just dont see the current game mechanics working well with it if it were used to climb to higher spaces. If it were something like a placeable object, something one would place like bedroll for example, which just adds short bridge that can be crossed, that would be neat idea. I can see people using these in the game to fortify the precarious locations like the Ravine trestle tear in railway tracks. Might still cause issue with people using these to get to places where they shouldnt be.
  2. It is clear that OP´s intent was just a worry for the game, which is very understandable considering the global crisis we all face. I disagree with the notion that this is something new. I also believe intention is actually very important. Even factual information can both be misunderstood or misused, that is just the way things are, and always will be for as long as there are different opinions. It is something that one has to take into account. Part of the reason why recent updates are a good thing is to combat rumours which will nevertheless be started regardless of how constant the updates are. It is undeniable just as undeniable is the existence of conspiracy theorists - as long as there is free will and freedom of speech, misinformation or misunderstood information will be a thing. But Im not going to get any deeper into this phylosophical debate - important is that Hinterland was quick on the trigger and they clarified the worries of OP. I am also very glad this thread was made, because Im sure that while OP opened it up, there are surely more people from the community who grew increasingly worried, and this topic put their minds to ease. Now it will be a few months before something like this happens again, at which point Im sure Hinterland will be once again quick on the trigger. There is a possibility for both. But I dont think TLD sequel is being worked on just yet. It would be wasted effort that could be concentrated on finishing the ongoing project. Unless the part of the team is currently without things to do, which does not sound like Hinterland . And there were rumours that a movie might be made, based on The long dark theme. Think it was the director of Resident evil who was considering this, but it was a few years ago and no mention of it till now, I think it just didnt happen. Which is a shame. I do remember that a lot of the community of TLD became vocal about it, wanting a different director, not realizing that it was most likely effort from the side of the director, not Hinterland, to make the movie. So change in directors would not make sense... but the negative feedback on that might be what put an end to the movie. Im heavily speculating here, though. This was 2017. Here is the article. https://www.hollywoodreporter.com/heat-vision/resident-evil-producer-developing-long-dark-film-1025426 Before anyone jumps the gun if this is or was real... Hinterland posted this very article on these forums, so yea - can be quite certain it is, or at least was, real. You can find the link in the Elegy thread. I think there is still a lot to esplore in TLD. I mean, Raphael wrote such a detailed backstory to the game and the location, there are many mysteries to solve yet. And there is plenty of room for a lot of additional DLC content. As I mentioned before, I remember Milton Mailbag 10 with the description of Great bear and how there are other islands close to it. I can fully see a DLC that would allow the survivor to sail from Great Bear to a different island close by for a whole new unexplored map. Could be from Desolation point and only during aurora, where the survivor would use the lighthouses on both islands to navigate in between the islands. Just some food for thought. There sure is a lot of potential.
  3. Not trying to moderate anything here or tell you how to post, but there is no point to tagging Hinterland staff or demand response. Just because this was suggested before does not mean it needs to be priority or that they need to respond to it. In all my years on forums I dont remember the staff to respond to a wishlish post directly unless it was for some reason like to calm people who were in heated discussion. And it makes sense - if they did it once, everyone would start demanding feedback on things. That means more of their time gets spend on forums because they have to respond and less on the development. Just like with all the wishlist ideas, we all just gotta be patient. Its a good thing that you posted the topic here, because then the topic is being discussed, and the more it pops up over the time, the more likely it is that they will eventually fix it in the game. I believe this is how they collect the feedback from us - the more the topic is suggested, the more likely it is to eventually appear in the game. Things like Birch bark tea, rabbitskin hat... were added after being one of the most popular topics of the wishlist forums. Like I said, its a nice, valid suggestion. But it does only impact Mystery lake, and many players probably dont even notice the difference. Its a neat little detail, and if the amount of work to fix it isnt gonna put much strain on further development of new content for the game, Id happily be all for it.
  4. With all the spare hides lying around, one just needs a lot of lantern fuel, and some ingenuity, to craft a hot air baloon. Ought to do the job
  5. You wont be the first or the last who made a post such as this, like I said, I remember making one with similar worries in 2018 or so. I, too, was reassured. I think they are quick to respond to these topics to prevent rumours. At the time, we were concerned about the funds going down, there was a rumour around about Hinterland going through some financial difficulties, and it was not true. Turned out the Hinterland were just dark because they were hard at work on the update that brought us the Revolver. (I think it was late 2018 but might be wrong, sense of time is not my strong suit) Im sure that if the funds seem to be going dry, Hinterland does have backup ideas for such occurence. Its a good business attitude to have a contingency plan ready in case. Its also nice to hear that the DLC idea is not completely out-of-the-question as was implied, and I hope to see them drop those feelers in the future. But I reccon they will start thinking about DLC content once the base content is out and that still has some way to go. That is how I feel. Since I bought the game back when there was just Mystery lake to explore, Im not even sure if it were 10 or 5 USD at the time, but it was very early alpha and I did not have to pay for the game since. The price felt like a steal back then, imagine now... That is why Im happy the OST content is out on Steam for sale. Its a way to pay some extra and support the studio to make more going further. I could also just buy the game as a gift for someone else, thinking about it...
  6. I use the charcoal maps rarely. I sometimes look up the fandom maps online when I want to refresh something from my mind but very rarely, I have extensive map knowledge from playing the game to know the landmarks just by reading the terrain and thinking the elevation of certain regions. If I do get lost, I look for a landmark to find where I am, and if the weather makes it impossible, I find a shelter and wait for a better weather to come. Or I follow the general rules of survival - go downhill, find a river, follow the river. River in itself is a landmark. Doesnt work 100% since the game does not always have rivers leading towards civilization, but going downhill and finding a river is enough to determine location usually. I do use charcoal to map new regions. The revealed charcoal map of a new region Im not familiar with gives me a rough idea of how the terrain Im exploring looks, and is usually enough for me to learn the map to add it to my map knowledge. I have very good sense for navigation, though. I reccon others often struggle with what I can do with ease. Many times i dont even use GPS after reading a map, I can force my way to the intended destination without the need for it. I think the map was not really intended in the game for navigation as much as it was intended to be used to mark down certain resources. Hence why you can re-use charcoal later on on a map where you have already been and mapped it, to refresh the locations of logs and carcasses around that location. I often use charcoal to mark down locations of natural resources like cattails, saplings and such - to know where they are and to know I can come for them later. I can highly reccomend to use map in this way - re-using charcoal to mark down change in logs and such to know where to go for later on. I also found it helpful to use spray paint as a way to mark out bear and moose territories on the map. These are different in each map but once found, they are persistent for that one game, unlike wolf spawns which change in time. (well, moose changes too, but only between a determined locations, which can be marked down). So I use Danger symbol to mark the location of bear cave, and then in some circle around the location to mark out the bear territory where it walks often. I also place the marks on visible locations to serve as another visual warning. For moose, I usually spray "hunting area" symbols on the trees with moose markings, from the outside of the territory, once again to make them visible.
  7. Well, I sure am not going to mess with coordinates. I will go off using common sense with what I know of the map. The map of the island is roughly cone-shaped, with a central highest peak (I think we are not far from assuming this mountain will be called "Great bear". This one is not accesible (at least right now) and I believe its the "bigger mountain" that is very clearly seen from top of Timberwolf mountain´s summit on a sunny day. All regions of Timberwolf mountain, hushed river valley and Ash canyon are locations that are inland, close to the Great bear peak, in the "mountaineous" region of the island. As in the highest peak of the island is surrounded by smaller mountains and mountain ridges, Timberwolf mountain is one of them, so is Monolith peak (which I think might be called "little bear" based on the name of one of the water falls there...) as well as the opposing "many falls" vista peak. Going back to the original question. Highest peak is Great bear but the question was which peak is the highest from the game accessible ones. I still believe that to be Timberwolf mountain, based on visual inspection - because from Timberwolf mountain you can spot surrounding hills but none appear to be as quite high as the only bigger one, which appears to be centered. Those are my two cents, I could very well be wrong, and visual inspection is precarious, but since this is a game with several years of development I dont think the coordinates can be that trusted, either.
  8. The thing is, its a bit of a minor detail (with big impact, but dependent on individual player) but a lot of work, I imagine. We are talking about changing some regions fundamentaly, with how the weather works in them. Might not be as simple of a change. Still, would be glad for it. Orientation by the sun is pretty neat, immersive thing to do.
  9. Not really. I think that most community members underestimate how much the Hinterland are keeping tabs on the forums. Its just this topic that often generates a response, because if they did not, we, the community members, tend to speculate and that is usually how rumours are born. Its best to respond quickly and satisfy the answer which is kinda what they did. But the Hinterland reads forums a lot. (its something to keep in mind) You still need to have workers, working on-site to package and mail things out, even if the physical store would be closed. Then there is more to consider - the legislation and further pandemic restrictions on export... it adds up. Im sure the health concern is just one of the list of reasons to close down the e-shop. From a friend that runs e-shop as his business I know that right now, it is not a good time to be a small e-shop. Lots of administrative hoops to jump through at a miserable profit perspective.
  10. Hi. I would not be suprised if the Hinterland officials eventually weighted in on this conversation, but I am not one of them. Just a member of the community who was around for a while. Every once in a while, a topic like this comes up. In fact, I made mine back in 2018. It does feel like the game cannot be successful with such a price but somehow it is. In fact, many of the things they added to buy were more of a collector type of items, not really meant to be monetized. But, somehow it is. I would say its wise not to assume things. Especially the worry about laying people off. Im sure thats something some companies do, and the Hinterland does go "dark" sometimes with less social media presence, usually when they are too busy working. But, they also hold their high standards of transparency, so some hushed shortening of staff is something completely out of character. I believe the gift shop was closed due to the difficulties of handling e-shop during pandemic just added onto a list of things they would have to deal with. I dont think anyone here believes they made the gift shop merch for profit. The thing you propose is something of a problem considering what Hinterland stands for. From what I know from his interviews on how he runs the studio, Raphael van Lierop maintains that it is possible to run an indie game studio and still hold up to the core ideals Hinterland studio has. As for the net worth - its once again something of a speculation. I think TLD even once was for free on Epic games store. Still, they are on multiple stores on various platforms and the game is still quite popular. Lets assume for a moment that with the 3,3 mil copies sold in 2019, the average price for the game was 20 USD. It is 30 now, but with sales, and early access going for as little as 10 USD (the price I paid in 2014) the average would be somewhere at 20 USD, even with the digital seller´s cut. That is 66 mil USD gross net worth from just selling TLD. Im sure the pandemic had an impact on Hinterland. It had impact on all of us. From what I remember of Twitter, they are mostly working via home-office like most of the world and they had quite a bit of work to do since the pandemic started. From my point of view - I think its mostly a matter of reputation. If Hinterland went the DLC way, it would be fore content that they not planned for the original game - something like "an exploreable island that you can sail to or something" - that would provide that new experience. Im sure the game will become more expensive as it has more content - and rightly so, its value is in my opinion undervalued. But I doubt they will go down the way to monetize the content they originally promised to deliver upon with the base game, like Episode 4 & 5, and even less likely that they will include the usual way to monetize games nowadays through cosmetics. Think most people who play indie games despise big AAA titles for microtransactioning, so if Hinterland went this way, they might get another revenue stream this way but they would also get an equaly hard hit to popularity. The game does not seem to be doing badly. While yea, pandemic hit us all, people also spend more time at home, which Im sure had a positive impact on sales of home entertainment, such as games. I think that late 2020, the game won an award in Canada? Not sure anymore, but Im pretty certain the game does hold its own. And Im sure glad for it. Edit: Speak of the devil... yep, thought so that Hinterland would clarify those points. Further on the topic - I wont speculate much past this, but if you really want to support the game, and are playing it on PC, you can always buy it again. You wont get much of it, unless you dont have it on Steam where you can earn a way to do the Steam achievements, I guess. Another very good way to support Hinterland for The long dark, would be to buy the original soundtrack. There are two volumes out as of right now on Steam. Volume 1 Volume 2 If that is still not enough for you, OP, I also highly reccomend to advocate for The Long dark in all game competitions you come across. I highly reccomend to keep tabs on "Game of the year" awards, and register to throw in a vote for the game. And of course the good old-fashioned "reccomend to a friend" type of support. Edit 2: Speak of the devil yet again. Somehow I had a feeling I would see the creative director to post on this as well. ----- For myself - I want to say thanks to the whole Hinterland team for their hard work and for the amazing result that is TLD. As someone who keeps coming back, I hope my presence is an indication of how much you delivered on your original promise. Best wishes and keep up the great work!
  11. Chicory would be nice. As a proccessed coffee substitute. Still dont quite see the point - just like coffee, plants in the game are finite. Dont quite see the point to tell the truth. Unless it would be found thru beachcombing like most items that are non-renewable. In fact, birch, rose hips and reishi teas all have a degree of stimulative effects in real life. I would not mind this in the game. Might encourage people to use coffee more and not save it.
  12. There is enough lore to indicate that the settlement of Great bear is not by far a recent development. The population of the island isnt exactly wealthy, and seems to prefer more of a rugged livestyle, one that is more self-sufficient then what we are mostly used to nowadays. It indicates that some of the inhabitants of the island also lived there for generations. The game itself is to be set in early future, but judging by the items we have today its clear to see that a lot of the items on the Great bear are outdated. There are some clear indicators of past days on Great bear - things like broken vagon wheels in Camp office, the story of Old bear legend in Story mode, the gold mine that appears to be easily hundred years old, and more. None of that really matters though. Even to this day, some people choose to live the way their ancestors did. For such people, a remote island with scarce population might just be the place to settle in, knowing they wont be disturbed too much by the other inhabitants of the island. In fact, I imagine that these people would easily be strong supporters of the Forest talkers, which already have a decent lore in the game. In fact, I already suspect that Forest talkers were at least partly natives. Their gear would indicate it in the game, as well as their nature. Its these things why I suspect that a possibility of some native village or at least some native presence in the game eventually is a decent posibility.
  13. I remember the Milton mailbag mentioned what the Great bear is based upon, short google search reveals this was Milton mailbag #10. You can read it below: So its based on Vancouver island, blended with British Columbia and Yukon territories. The post by Raphael van Lierop actually reveals a lot of interesting facts about Great bear, like the fact that there are other smaller islands around it, and that its further from the mainland then the Vancouver island would be. On the idea of native presence - YES! I think it would be very nice to see some native presence, I would imagine a remote island such as this would actually have some small native population left there. I could see a region like Hushed river valley, something like mostly forested area with a small native settlement nested somewhere remote. I have always found it strange that there is no native presence to withness around the island.
  14. I know there is a setting to make the world colder over time. This seems to be the case with Interloper, it progressively gets colder. But I believe there is a limit to it. I dont think this is really feasible in a way game is set up, unless one is playing with a very limited regeneration. Because the cold never kills you right away, once you reach freezing temp, you start getting hypothermia risk and damage by freezing. I guess one way to do this would be to take insane amount of damage through freezing. But I think the fastest way to die right now is blood loss and that still gives one enough time to do something about it. Bloodloss is only really dangerous because its accompanied by damage taken from animal attacks (most of the time anyway). I think it would be interesting to see. With the world getting really cold really fast and with the player taking a lot of damage when freezing. What would be the objective, though?
  15. This is one of those hidden things within the game that the game (probably intentiously) doesnt really implicate. But yes, the % value you see with the chance to repair clothes is a base value. And how fatiqued the player is actually plays a major role. You can have 70% success rate and not fail once in 5 repairs if you are rested, but with 80% chance to suceed you can fail one repair 3 times in a row if you are fully exhausted. Althought it may seem like a good idea if you have some sunlight left to repair clothes at the end of the day when fatiqued, I would advise against it. Its better to sleep part through the day, and wake up with a few hours of night left, make a fire and repair at full strenght. You will waste a lot less valueable cloth this way. But the point about having an abundance of hides is true as well. If you have lots of them, I would suggest to stop harvesting hides for some time, and not worry about a fail repair or two with the hide based clothing. It is a good way to level up mending without wasting cloth later on.
  16. In some cases, Id say its better to tear up the clothing piece and just make it over again. Most notably the mooseskin cloak - it only takes one hide and harvesting it gives the hide back, so the meta is to just tear it up at some point and make it over again with 100%. Repairing it takes another hide and only achieves part of the result in terms of repairs. With rabbit stuff - I dont know, I dont think so. Or it might depend on how confident you are with repairing clothes. As long as you repair clothes while fully rested, the chance of failure is not that high even with basic skill. And by re-crafting clothes you are not raising your mending skill to begin with. I would say that rabbit stuff is better to be repaired.
  17. Bandages are the only way. But since you can turn cloth into bandages everywhere, even tear your own clothes to make cloth and then bandages, I dont think its really neccesary to add more ways to treat it. Cauterizing is popularized by movies, and while it could be an effective way to stop bloodloss immediately, it actually often causes more problems then it solves. You would survive in the immidiate sense but then you would get horrible infection and die to that. It also quite literally kills the cells in contact, causing a lot of damage which is prone to infection and decay, both things that can significantly hinder survival afterwards. Cauterizing is nowadays used in medical sense only in specific surgeries from what I know, under highly sterile environment. You are partially correct. It was Old man´s beard binding, but back then, it required 3 linchens and 1 bandage. So, in effect, it was a bandage and the binding we have today but combined into one item.
  18. ajb1978 is correct. It is most likely due to the fact tha Mystery lake was the first ever region made for the game. It existed even way back when the game was entirely different graphically wise and mechanic wise. Whether or not challenges are a good way to learn the game - I think it depends on a challenge. I would wager some challenges actually exists to help players get familirized with the game a bit. Nomad is a perfect place to start - the challenge is pretty tame, but its closer to Voyageur then Pilgrim, so it teaches a person to be mindful of wolves and predators as they are hostile. It helps to get familirized with the various maps a bit and learn the basics. Hopeless rescue is probably more difficult one, but it will challenge the person to learn the values of conserving one´s energy, maintaining their inventory and only taking the bare essentials. It might be difficult to start there, but it is not impossible to complete even for a newer player. But, I would reccomend starting with a bit of survival mode, or with Nomad.
  19. True. I would not go all the way to ruining them, just pretty much. But you are right, ruined tools cannot be repaired according to wiki.
  20. 1. I have killed lots of animals where I had not even touched their carcasses and I can quite reasonably say that blizzards dont react to this. Blizzards have a chance to form under certain weather conditions - cloudy & windy. Since those conditions are up there most of the time, blizzards can form quite often. It seems to be more often when the wind is strong to begin with. You can also note a change in weather when you notice the flock of three crows, flying in a certain direction. That is one of the visual clues to an incoming change in weather, usually for the worse. 2. I am willing to bet this might be the case. It would make sense since untouched carcasses are usually the ones that are "lost" or unwanted for some reason. Im not sure it influences the respawn rate, but the carcass is probably gonna dissapear faster. What I can say with reasonable assurance is that in TLD, the first few hours of carcass in game causes the most degradation, then it slows down at lower conditions. Some people also believe it depends on what items are left on the animal - that a carcass with no meat lasts longer. I admit this might be the case. 3. Its actually slower but not by a lot. The reason it will appear as faster is because there is no slowdown to moving backwards against the wind. There is one when going face-front. But the slowdown is less impactful then going backwards. Put two items in some distance from each other, and measure it in time. You should see that walking face-first is a bit faster but not by a lot. Keep in mind fatique and number of gear also influences speed. Also, considering walking backwards means you arent mindful of surroundings, I wouldnt reccomend it either. On the topic of aurorae - while the effect is random, some regions have increased likelihood of certain weather effects. This is common to see in Bleak Inlet and in Pleasant valley - BI has increased aurora chance, PV has increased blizzard chance since the E3 came out in Story mode and the region got overhauled. Other then that, Mystery lake tends to have higher chance for pleasant weather, Forlorn Muskeg tends to get more often foggy. Dont think its triggered by finding the note or clicking the button pad. I seem to often get the aurora in the first two night since coming to Bleak Inlet but Im sure thats cause of region RNG. Also aurora is not whole-night event so there is a possibility for one to form even for just hour or two here and there. Usually it lasts few hours though.
  21. Woah. I must say, I did not expect so much traction on this topic but I am so glad it has! I think this is often overlooked part of the game that deserves its place in a spotlight (pun intended) every once in a while. Thank you also for suggesting your own ideas on how you would solve it. It puts it further to what I hoped for with this thread. First of all - the specific idea I had in mind was birch bark oil. Using a method very similar to charring cloth to make charcloth, one can charr birch bark in a similar fashion, this produces black oily liquid which can then be used as a lantern fuel, and has been used in lanterns by homesteaders as a substitude for traditional kerosene. You can find my old idea post in this topic, it has a YouTube video that shows its preparation. Now, keeping in mind, I would like to rework my whole idea altogether, using some of your feedback. Not the idea I had in mind, but also a possibility! I think it is feasible that at some point, animal fat is going to be harvestable from carcasses. If there was a way to process it into lantern fuel at a reasonably balanced rate, I dont see a problem with it. Yes! Problem is, it is not exactly rare, in fact, one can find substantial amounts of it placed around the world as is. Even on more difficult gametypes. And its lack of scarcity makes sense cause it is a lightsource... only problem with that is that it can also be used as an accelerant. That kind of makes the whole idea of using it for its primary use (lantern fuel) kinda useless compared to its other use early in-game, with META in mind. That is why I think it should be rebalanced to a point where finding it in the first place more rarely, but being able to make it more easily, would then shift the perceived use of the lantern fuel from accelerant to lantern fuel. Because, early on into the game, accelerant use is more useful, but with increase to firestarting skill the use of it becomes less relevant and the remaining lantern fuel is more useful in the lanterns. I would cut down on spawnrate of lantern fuel by 50% baseline and make the gasoline canisters only very small amounts of lantern fuel most of the time. Finding a 1,5l of lantern fuel in gas canister should be an unspoken rarity, to a comparison of finding a bedroll on Interloper. But canisters should not be that rare so they can be later used to fill up with lantern fuel for storing it once it becomes more commonly used. I fully agree with you there, with everything but the conclusion this could be a detriment to the game. I think there is something more to consider. But your argument with coal perfectly sums up how I view lantern fuel too. Early on, its an invaluable boost to fire starting as accelerant. Later on, once skill is up, its use becomes more focused on a light source. I think it would be best if the game was designed around the ability to make more lantern fuel through player effort rather then by finding it, keeping in mind its two uses - as accelerant and as fuel for lanterns. I think what is crucial to consider here is when it should be precious. Should it be precious early into the game, or into the late game? Or al through. Right now, I see it as more of a precious late game, and very abundant early on. I believe it should be reversed. But, that may just be my opinion. However, given the abundance of lanterns, I cant shake the feeling they were intended to be used as lightsource more often then they are. I noticed that too. You are correct that the full lantern burntime is not as short as people believe it to be. I think what contributes to that feeling is how the bars show the lantern fuel reserves. Burning it in real-time, it appears to go down pretty fast, whereas in game, it actually lasts for ingame hours. This strikes true, and it is very insightful way to look at it. I never considered it from this angle - and I see how this makes sense, that fish have a second major purpose to provide lantern fuel. But I did presume how adding more lantern fuel would affect fishing - hence the poll. As we can see, by the time Im writing this response, the 3rd question in a poll with regards to fishing has 14 responders. Out of 14 responders, only one would stop fishing, (and one does not fish to begin with). 10 players would continue fishing for the sake of it. This shows perfectly the player choice to continue fishing is there. And 14 responders for these forums is a pretty decent sample base. Course lets hope it increases even further. I know this is something you did not see by the time you made a comment, but I want to point to it now since we got all that nice feedback from others. Still, I see your point and fully agree. One way to actually "balance" this would be simply to have fish produce more lantern fuel to begin with. I dont think this would be a bad idea. Once again, fishing is probably not something most people do right off the get-go. It gets pretty expensive on firewood before one has decent enough clothes to spend several hours outside, fishing. It tends to be mid-to-late gameplay activity for the most part and as such, the lantern fuel yield is quite low compared to how potentionally useful but overly rare this resource is mid-to-late game. Considering we have fishing in the game as a skill, perhaps the amount of fishing skill would contribute to how much lantern fuel one gets from the fish? Id rather this was part of fishing skill to cooking skill because it rewards better fishermen with more of that valueable resource. This alone could possibly help shift the balance with lantern fuel on its own. I agree with you on all the points. I do think the time light stays on lantern is actually quite good, it still holds true that the comparison between the creation and usefulness of the lantern fuel as light source compared to other means is just not that great. One could argue that lighting a torch takes away matches - but unless this is Loper, matches are plentiful anyway, and if one is very insistent, its possible to make campfire with the mag glass then take the torches from there. If weather is good. That would be one solution too, but I dont think it would be a good one. This would just increase the value of the resource in general. But, presuming that one can find sufficient amounts of lantern fuel in the game, it increases its usefulness early on, as opposed to late game when it becomes more of a resource of convinience. I think you would be more inclined to make that choice if you knew that you did not have to go on several days worth of fishing trips to replace the fuel afterwards. If it simply lasted longer, then you would use it, benefit from it early, but then have less lantern fuel later on which would discourage you from wasting it. It doesnt sound very balanced. I find that to wary based on a weather. On a clear night, ye, I would say walking through the night is pretty easy, one can see very clearly. But during a cloudy night, I find the forests to become very dark and difficult to navigate without a lightsource. I quite like that. Here is a rare example of when using lantern with a fuel is worth it - if the skies at night are cloudy and wind blows to put out torches, lanterns are one of only two viable light sources left for player to use. The other being a normal flare (marine flares go out so fast they are really not worth considering). I think this part of the game is pretty fine as is. But that is just my opinion. Candles are a popular topic, I personally dont have a problem with them, they actually once existed on an official Hinterland roadmap to planned content updates. Now we know by now that some of those ideas were discontinued, so this doesnt mean they will make it into the game, but I think its likely given how popular they are. I think it might be a good addition if they end up being properly balanced out. On the topic of propane-butane tanks: We dont have gas-powered equipment in the game, at least not one that would work. I always thought the heat plates should work for cooking indoors when Aurora is out, as a neat little detail. Dont think its likely to ever be a thing. I dont think it would be a bad idea to have portable propane-butane heatplate as a piece of gear. Its common for campers. It would be a neat heatsource and a way to heat up drinks on the move, without a need to setup a campfire.
  22. Ah okay! I see. Frankly, the comment striken me a bit out of place. I thought you might be referring to something else, thank you for clarifying. I apologize for presuming. Maybe it was meant for a different topic, then? On that subject, I think the game is kinda fine as it is. Harvesting meat off frozen stiff carcasses takes a lot of time that exposes one to a risk of attack by other animals, or to elements. Something interesting of note - using different tools when meat is frozen makes a lot of difference - hacking the meat off with a hatchet when its frozen or sawing it off with a hacksaw is much faster then the use of a knife, or hands. Its a small detail but makes a lot of difference in the game altogether. And since one cannot harvest with hands the frozen carcasses till they have a degree of animal harvesting skill, I would say the mechanic is pretty well thought through. But, if you meant that only a certain amount of meat can be taken off with hands from a frozen carcass, without the use of a tools, I think that would be a neat little detail. As long as the meat stays on it and can be harvested once the carcass is thawed or with the use of tools.
  23. Yea, the refreshment of quality by 50% is again only really useful before Cooking 5. Then it is once again cosmetical. Well, I guess the more decayed meat, while still edible, is more smelly. But for purpose of eating, C5 removes food poisoning and that is what links food to its condition. If one cant get food poisoning, there is no point to condition on meat anymore. What if the condition of meat was linked to how much calories the player receives from them? That would make the condition more relevant even with C5. May not make much sense compared to real life, but might be interesting as a game mechanic. 3. I think I see what your aim is. You have a point that in easier modes, more matches are found around the world, making them fairly common. I still use the torch trick anyways to limit their use to be conservative. I dont think it would be a good idea to have torches use up all matches in a box, that sounds so wasteful. Also, one of the most common complaints is "I wasted a match by accidentaly triggering a torch" - if this wasted a full box, lot of people would be really pissed. So, do I understand it correctly, that you want to make it so that players use more matches earlier into the game and later on start being more conservative? That is quite a challenge, to try and come up with a way to achieve that. 5. I see. I dont particularly have a problem with two different types of bows, or different kind of arrows. I dont like the idea of crafting arrows without arrowheads - that particular thing there is there for a reason - that one needs to go spend time on forge or find reclaimed arrows in the wild to be able to craft new arrows. It is a kind of a gateway. Without complicating things too much, if an improved bow was craftable after like Archery 3 and along with it a type of broad arrows that would go along with it, and this bow was used for big game hunting, I would be fine with it. I dont think it is neccesary to be honest, but it could make the game more interesting. The bow is already a bit too powerful for hunting bears by now I would say, all it takes is one arrow to make the bear bleed and then just hide somewhere it cannot reach you. I dont think it is very likely. More variety is not really a TLD thing as we could see so far - they are stingy with adding more weapons in general, let alone one that is pretty similar to the previous weapon. If anything, I would expect to see Crossbow instead, but I would be against that idea as I think it would simplify the game, as a mid-range weapon that fires more in a direct line. Another way to go around it would be to just add a different kind of arrow, for big game, with extra puncture damage, as a craftable at certain archery skill like you proposed. The way it could be treated in the game is that by quick selection, first would go bow with normal arrows, second would go bow with broad arrows, and on radial menu, it would be depicted by two different bow selections. I dont think that different sort of a bow is neccesary. All in all, I dont think that TLD is really the game for what you propose with your archery suggestion. Too much of a variety does not really fit the game all that much. While that may change in the future, I doubt it, the game has been pretty consistent over the years. I do find it interesting, but I maintain my stance that I think what you are proposing would be an incredible mod for TLD. But I would not expect it to show up in a base game. It is kinda the same argument like with more firearm suggestions - where people would like 4 different types of rifles in the game. Variety in terms of gear is not something we really see in TLD all that much. Bunching arrows together is interesting concept - how would you make it work? The arrows have different durabilities, and game selects them based on that. Now idea of a quiver - here is something I wished for years! As an accesory type of clothing, being craftable from pelts, it would not increase the values of clothing, but would instead make notching arrows 25% faster. This would be very useful for archery with certain hunting techniques and with defensive archery as well.
  24. Props for the unconventional idea. But, what is the point? I dont see how these add anything of interest into the game. Aurora is dangerous and I think the idea here is that traveling during one is not wise. But like you said, there is a challenge associated for those who want to. Also, aurora time is the perfect time to go out in the TLD to hunt for beautiful screenshots and that alone is reason enough to travel during aurora. Thing is - what is the point? First, the heated coats just dont make sense. The hand warmers do, but why should they add more temperature, when during aurora, there is no significant temperature difference to the other thing? It makes them sort of pointless. Also, the idea of replacing the batteries and making them single-use makes there pretty useless altogether. I think most people dont even carry flashlight with them most of the time because aurorae are quite rare. Carrying another sort of gear for a kinda pointless temperature boost during the time that temperature is not much of a added benefit. Then again it might be immersive if the game had more of "less useful" items, but given the amount of resources for development, Id be rather if they added useful items into the game instead to develop the game experience more this way.
  25. While I believe that randomness is a nice aspect to the game, because you never know going from game to game if you will find a particular person here or there, but yea, I can see that happening. One way to solve this is to put a "finite" number of corpses into the game and just spread them around randomly, then create a "grave" resource for each body, add the "bury the dead" option into the game, and then turn it into a challenge this way. I think this would be significant effort, but I also believe it would be incredibly worth it for the Hinterland. This adds a new level of long-term challenge into the game besides the pre-placed cairns, which are always in the exact same spot. We are talking about burying dead people here. No to cannibalism. I do not want to see it in the game, ever. And I am pretty sure Hinterland pointed several times cannibalism is something they will never add. For one, it would tank the game ratings. Besides, food is easily available in the game, and I would really not like to see this turn into a "The forest".