• Announcements

    • admin

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

      The Hinterland Forums strive to be a place that is positive, inclusive, welcoming and comfortable. A community where intelligent, entertaining and meaningful conversations can occur. The rules are presented with these goals in mind. Warnings, bans, and lifetime bans are all at the discretion of Hinterland depending on the seriousness of the infraction.
        Rules and Guidelines for the Hinterland Forums No Backseat Moderating Let the moderators do the moderating. Backseat moderating is when people who are not moderators try to enforce the forum rules. If you see a person breaking the rules, take advantage of the Report () button or simply ignore the offensive post(s), thread, or review. Report Posts to Moderators Should you observe a fellow Community member breaking these rules please report the post or item by clicking flag button located on every item, post, and review. Do not do any of the following: Flame or insult other members Bypass any filters Post personally identifiable information (i.e. name, address, email, phone number, etc.) Bump threads Derail a thread's topic Post links to phishing sites Post spam or Re-post Closed, Modified, Deleted Content Repetitively post in the incorrect forum Openly argue with a moderator
      Off-Limit Topics/Replies Do not post any topics/replies containing the following: Porn, inappropriate or offensive content, or leaked content or anything else not safe for work Any discussion of piracy will result in a permanent ban from the Hinterland Community including, but not limited to: Cheating, hacking, game exploits Threats of violence or harassment, even as a joke Posted copyright material such as magazine scans Soliciting, begging, auctioning, raffling, selling, advertising, referrals Racism, sexism, homophobia, or discrimination Abusive language, including swearing Religious, political, and other “prone to huge arguments” threads No support will be given to those using cheat tools, or hacked/pirated copies, and any forum users who discuss pirated/pirating software will be removed. Please note that these guidelines may be edited or added to by Hinterland Studio as needed. If there is something you do not agree with, please email info@hinterlandgames.com

Search the Community

Showing results for tags 'discussion'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • THE LONG DARK
    • News and Updates
    • How To Play
    • Survival Mode
    • Wintermute
    • General Discussion
    • Wish List
    • Discussion Archives
  • Test Branch [SPOILERS]
    • Test Branch Discussion [SPOILERS]
  • SUPPORT
    • Technical Discussions
    • Report a Bug
    • Contact Hinterland Support
  • SURVIVOR LODGE
    • Introduce Yourself
    • Fan Creations! Art, Fiction, Music, Etc.
    • Gameplay Videos & Streams
    • Survival & Outdoor Activities
    • General Discussions & Misc Topics
  • INTERNATIONAL COMMUNITIES
    • Deutsch
    • Türkçe
    • Italiano
    • Nederlands
    • Pусский
    • Magyar
    • Français
    • Svenska
    • Norge
    • Suomi
    • Română
    • Filipino
    • Português

Calendars

  • Community Calendar

Found 866 results

  1. I became curious about snares. Curious as to why I see a small number of players utilizing them, and larger number saying they are useless. My previous experience was no different from most. Catch a rabbit or two and then move onto bigger things like crafting a bow, or seeing how far I can throw a rock off a cliff. With my current Interloper run (around Day 23). Let's try 16 snares! gulp... Things I've Discovered with this Snare Experiment. 1. 16 snares, I would catch 8-10 rabbits per day. I would check 3 to 4 times a day, and reset the snares after each catch. 2. Times I would check is morning, noon, and night. I found that with timing your checks consistently, you can get rabbits that are only 1% frozen. It almost felt like every 3 hours in-game time there would be something new to harvest. 2. The setup is easy to maintain. After harvesting the broken snare, you receive 1 reclaimed wood back. It only takes 1 cured gut to replace a destroyed one. After a few days of doing this, you are swimming in the curing gut and becoming the efficient machine. 3. A snares weight is the same as reclaimed wood. Which means it's transportable to other locations. Just imagine you are carrying reclaimed wood and you have a fridge of food on your back. 4. Condition with snares are bool - 100% or destroyed. 5. Great way to level up harvesting skill quickly. 6. Snow Shelters are awesome for fighting cabin fever and protecting you from wild life! With the amount of harvesting of rabbits you catch, and avoiding cold while harvesting, you will find yourself fighting cabin fever constantly. I built a snow shelter near the snares where the rocks were blocking the wind. At Trapper's Cabin, I cannot find another way to keep up with the harvesting without the snow shelter. This is because Cabin Fever would consume me, and on Interloper it's been too risky to harvest directly at a fire due to inconsistent weather. 7. When harvesting, always keep in mind of your smell and inventory. When are where. Drop the rabbit if you're not doing anything with it in a safe place. I've noticed that harvesting rabbits in a snow shelter brings the big bear fast! These dead rabbits in your inventory are super magnets for bears and wolves! Snow shelter protection from bear when harvesting rabbit From the wiki After 5 days I haven't noticed a reduction yet. To be continued. Today I learned that snares are rad, no matter what others tell you.
  2. Respond to bug reports

    Hi support team! I have noticed a while ago and it seems still the case, that not even a single issue in the bug tracker has any status update. Probably you process them somewhere else, but it would be nice to respond in some way to them. So we know what's going on.
  3. Elegy For The Long Dark Items

    In The Elegy For The Long Dark It Shows Some Pretty Awesome Items Which Some Are Already in The Game But Some Like The Candles In The Car Scene Looks So Awesome And Cosy (A Tiny Bit) And Also The Big Hospital/Office Looking Building That Would Be So Amazing For Loot And Story As well Heres The Link To The Video To See For Yourself
  4. I find that the routes of wolves and bears are too predictable. The path is always the same. Once understood the movement and the behavior, it is very easy to trap them. And you ?
  5. Just finished looting the summit and have roughly 4 separate 45 kilo loads of salvage. Looking down from the tail section you can barely make out the Mountaineers Hut. Is there any good way to go down the mountain on that side and come down close to Crystal Lake. I would love to be able to finess my way down the mountain side to save all that walking time. Otherwise I have walked down the trail side that leads you down the backside fairly easily, but it dumps you off out practically on the other side of the map as compared to where you want to go. any suggestions?
  6. Best Interloper base

    I recently started an Interloper game that I hope will be a long-term one and have been thinking about where to settle down. I've narrowed it own to a few places: Farmhouse -Central location on a centrally-located map -The wood stove is great for cooking -The porch is a fantastic utility -Fire barrel for cabin fever- but watch out for the bear! -Blizzards constantly- my god -Not too close to fishing -Not a lot of firewood Fishing Camp -Outdoor workbench- goodbye cabin fever! -Very close to fishing -Beachcombing accessibility -Good weather -No indoor fireplace -Not much storage space The Riken -Constant access to forge -Wheelhouse great for outdoor cooking -Good weather -Fuel everywhere -Beachcombing accessibility -Tilt is kind of annoying -Very dark -No fishing Camp Office -Centrally located- easy to get to every other region -Fishing nearby -Counters are great for organizing -Fair weather -Good fuel supply -Great hunting nearby -A few wolves nearby Mountaineer's Hut -Everything very close- fuel, fishing, rabbits, deer -Hatch counts as outdoor storage for meat -Beautiful views -Very cold -Painful trek to the forge -High wolf activity on the lake Where do you think I should settle? Do you have any other locations in mind?
  7. Not necessarily a wishlist item for me but - maybe something to be discussed.. Sometimes i think showing all the information regarding the food makes it too easy. So i have to ask: Shouldn't there be more of a uncertainty when eating old food? Have you guys ever thought about there not beeing a spoilage indication of food? (As in just a 'best before' date and let the player figure out the rest.) Does changing the information or rather omitting it actually make a difference?
  8. So, just wondering, who caught the northern lights (aurora borealis) Monday night/Tuesday morning? It was visible in Canada, but also part of northern US. I unfortunately didn't know about it until the day after!!! Otherwise I would have been able to see it from where I live. http://www.wkow.com/story/39055887/2018/09/Sunday/northern-lights-may-be-visible-across-wisconsin-monday-night
  9. Popcorn, Pasta, and Rice

    I am aware that these have been suggested before, and the primary one I am putting forward is actually the popcorn, which I think has been mentioned like... once ever. This is my way of "upvoting" the demand for these particular items to be in game (without bumping long-forgotten threads). These are dry goods that, if I were personally making a prepper cache, would certainly be included in my stockpile. In particular, the rice and popcorn. I am not certain on this, but I think unpopped popcorn can essentially last... well... indefinitely? And it's more naturally immune to humidity/moisture. Rice is similar, pretty indefinite for regular white cooking rice, but it's a little more susceptible to humidity and moisture. Pasta probably has the lowest shelf life among them, but can still last a long time when kept dry and in good conditions. All of which should last well in a Canadian winter, as winter has a way of being pretty dry, and nothing in the game suggests slush or a moist environment. Being on an island might impact that in a way I am uncertain about, but nevertheless, these items should not only hold up well, but are kind of household staples that you'd *expect* to see in a kitchen and in a prepper cache. They would and should require the addition of water for cooking, making them not too overly convenient. Except for the popcorn, which may as well use "lantern oil" since we derive that from fish (or just nothing at all, and assume it's cooked properly).
  10. I have transited between Mystery Lake and Coastal Highway too many times to keep track of as I am sure many of you who play TLD often do as well. I was just pondering as I was slowly walking, heavily over encumbered, what happened here? From the looks of things, it looks like a landslide took out the train as it was winding it's way towards the trestle. It would appear obvious, imho, that this "accident" was pre-geomagnetic event. So with that in mind, were the Eco-Terrorists or Nature Activists to blame for perhaps dynamiting the hillside as the train rolled by? Such an act wouldn't be in keeping with the stereotypical passive aggressive style of protest that is usually exhibited by those types of social activists, considering they would be willing to commit murder. Murder of the engineer and who ever else might have been on the train, to try to drive away those business whom they deemed were exploitive of the Island and it's natural resources. Or was it just an unfortunate natural accident, brought on the inevitable constant freeze and thaw cycle of the nearby waterfall that finally eroded enough of the underlying rock for the top layer to give may as the slow lumbering locomotive was thundering by? What about those two sections of missing track? Was that the work of the Eco-Terrorists? That's what was supposed to happen, the train would derail on the trestle and it would look like an accident, but no, the landslide just happened first? thanks for reading!
  11. I might be a bit biased, but...

    I might be a bit biased, but I honestly feel like the "Nomad" challenge would make considerably more sense being called the "Sojourner" challenge. Hahaha... but for real though.
  12. Bear bells and bear spray

    Bear bells could be used to draw bears away from your location by making loud noises causing them to leave the area. Bear spray could be used when entering the animation when the bear attacks you (like the wolf one) and you could choose bear spray to spray the bear giving you a chance to break free and make a run for it.
  13. Change to wolf struggle system

    I think it would be helpful if you could "favorite" a tool in your inventory which would select said tool to be used in a wolf struggle once it begins. There have been numerous times where I misclicked and used a tool I did not want to or getting startled by the wolf and accidentally clicking hands to use instead of a hunting knife or hatchet etc. You could always go back and deselect a favorited tool if you still wish to choose freely or go and select a different one to favorite.
  14. Questions?

    I'm a total noob here, I wasn't sure exactly where to post things, and make sure they would be seen. If anyone can help me out, check out my posts. Hopefully I'm not being weird by asking, not super down with forum edicate.
  15. Leather, dammit!!

    Seriously, why can't we tan leather? ❤ you, that is all
  16. New challenge idea for challenge mode

    You start at the campground in Coastal Highway, you are tasked with surviving a week at the campground by collecting wood, food and other resources to help you at night. In the challenge, you are unable to craft campfires and can only access a single burnt out fire from the campground. This makes it so you have to stick close to the area and plan your actions accordingly. By the time night falls packs of wolves will close in on your location in an attempt to kill you, you need to collect enough wood to start a fire to last the night and fend them off by using torches, flares, etc. Wolves can spawn during the day but will not roam in packs and are easier to avoid. Resources will be more plentiful in cars, trucks, corpses, carcasses, containers and fishing huts at the cost of all interior buildings being inaccessible. There will be no blizzards or extremely cold weather in the challenge as it's primary focus is about surviving against the packs of wolves. By the time the seventh night rolls around, the mysterious aurora will appear. Armed with your flashlight, you need to make your way from the campsite to Desolation Point all while fending off the packs of wolves right on your tail. Once you leave the mine connecting the Crumbling Highway to Desolation Point, the challenge will be completed.
  17. Slingshots and throwing spears

    I think it would be cool to see the addition of slingshots and throwing spears. Slingshots would be crafted at a work bench using a cured branch, cured gut and cured leather and would be designed to hunt rabbits with greater accuracy and range. Throwing spears could act as a cheaper alternative when hunting dear.
  18. Concerning the prison bus:

    So, since we encounter a prison bus outside of Milton, it makes me wonder about three possibilities: 1. Bear Island has a prison. 2. There's a bridge connecting Bear Island to the mainland. Or... 3. Bear Island relies on a ferry service. I hope it winds up being the 2nd one. It would be nice to have a way off the island.
  19. When I hear, "The Long Dark..."

    This is a bit silly, but half of the time when I hear someone say "The Long Dark," I swear they actually said, "The Lawn Dart." Anyone else? Haha
  20. I think it would be awesome (and terrifying) if the old bear from the hunted challenge was in survival mode. Imagine climbing all the way up Timberwolf mountain thinking yes finally then a familiar roar rings out and you turn and see the old bear on its hind legs ready to attack and its the final challenge of the mountain (like a boss fight) Also have wolves travel in packs as it would cool to see them hunting all together and catching prey I know it would be super hard work to do but it would be awesome if it was implemented
  21. Trapping/Fauna/Compass/Kitties

    I would love to offer some suggestions to you guys! You guys do great work and nothing I put here is in anyway a criticism of what you've already done, but rather the desire to see what more you guys can do! Listed in order of importance: TRAPS + TRAPPING SKILL I'm definitely for the idea of seeing more traps introduced, for that risk/reward aspect of attempting to trap a predator (wolf or bear, meaning being in their territory to set the trap in the first place). Probably primarily metal made traps, using scraps, and the forge. In addition the ability to repair and harvest traps. Baiting could be interesting, but as it stands, deer hunting seems balanced enough without making it easier, and we already have decoys for predators. Along with more traps, the introduction of the Trapping skill, and respective skill level perks. (((If it's a leg-style trap, additional risk could be added with the possible escape of the injured and angry predator upon player approach. Trapped animals have significantly reduced hitpoints while trapped if still living when discovered))) FURRY FELINES As much as I like staying alive, I feel that the canine ratio is... well, they are the main hostile animals (wolf, bear) and they are the only predators so.... where's the Canadian Lynx eating my face? A feline would provide added variety to the wildlife and predators, new challenges, new craftables, and interesting stories. Other major predatory animal options are available, but many of them are additional canines (coyotes, fox, polar bear, grizzly, etc.) A feline, which is also regionally accurate, would be an excellent variety addition and a tactical predator. It's behavior could be mostly of avoidance, unless you are tired, heavily encumbered, and/or injured. A larger more fearsome feline option would be a cougar, but they're more U.S. and southern Canada based. With the Lynx attacking tactically and mostly staying out of sight, it would provide additional incentive to be extra careful in over-extending yourself while traveling. UH, WHICH WAY? I understand why we can't see where we are on the map at any given time, (although I do think we should be able to add map markers, either at the cost of charcoal or no cost) but what I don't understand is how in the Canadian wilderness there are no compasses anywhere and nobody seems to have one. I think we should be able to find and use a compass to at least see which direction we are headed in (except during the aurora). Make them repairable too. I'm not sure what "happened" in the game, but I think an EMP, Solar Flare, or CME could only make a compass fail during the event itself, and it should return to normal after. If for whatever reason this isn't something that can be implemented though, at least put them in as cosmetics in houses and whatnot. It just seems bizarre for such a remote place to not have compasses. A FURRY FRIEND... OR NOT.. Would love to also see the introduction of another small animal, like the rabbit, that doesn't necessarily need to be interactive at first or at all (like crows). A squirrel, ermine, or raccoon maybe. Squirrels could be for looks mostly but also make a noise and occasionally knock sticks to the ground. Bonus for making players paranoid when we hear them. haha If interactive in the case of a squirrel it could provide something like 2.2 lbs of squirrel meat and no guts or hide. A raccoon would be a very interesting addition, but would be better suited as being even more useful than the rabbit, so this would be a larger addition rather than a more cosmetic one like the squirrel. (I'm a furrier in the real world, meaning I actually work with real fur and leather to make winter garments, and raccoon is one of my favorite furs, it's fur length and hide thickness is ideal, plus there's nowhere near a shortage of coons.) As for ermine, purely cosmetic. The last thing we need is a white little weasel that is practically camouflage being able to come out of nowhere and nearly kill us (ermine can take down animals 6x their size, and they are super vicious. Cute though. ). TASTES LIKE CHICKEN The introduction of a huntable and harvestable bird would add more atmosphere to the game and another small creature that yields similar or less than the rabbit, but provides unique minor resources and emergency meat if circumstances permit. Most waterfowl like ducks and geese will want open water and likely be more southern. Owls would make a good option, particularly great horned owls, as they don't typically migrate. Snowy owls might migrate a bit south, but would be a neat alternative and they are large. STICKS AND STONES MAY BREAK MY BONES BUT.... OWW This isn't so much of a suggestion as it is a comical idea. A craftable slingshot. Probably some sticks and a cured gut. Stones for ammunition. Much the same as just throwing the stones would be, only more precise, harder hits, and a lot of messing around. A slingshot hit could stun a rabbit for twice as long, giving you more time to retrieve it, with a small chance of fatality. The slingshot could also add a stun factor to the previously mentioned small animal and bird. Potentially useful as a super short stun for wolves, not knocking them over, but returning them to the previous stalking state when they're in attack-state. (catches them off guard and startles them, returning them to pre-attack mode, but works only the first time) That's all for now, thanks for reading my ideas!
  22. Is it just me or does there seem to be a little wonkiness as it relates to the way loot is distributed around the various maps? For example, I random spawned in Mystery Lake on a recent sandbox game and as I looted the map I could not find a single hacksaw anywhere as I scoured the area. Checked every outbuilding, every interior requiring a loading screen change and nothing. Did find 7 axes and 8 hunting knives. Had to divert to FM in order to get a hacksaw and there I found 3 hacksaws. By the same token, only was able to find two cooking pots. Decided to head over to Milton town. Found no less than 11 cooking pots, so now I have 6 pots at the farm house and 5 pots at the old lady's house. Whetstones... just not enough, ever. That always means a trip to Timberwolf to check the contents of the plane wreckage and that doesn't mean you will be finding what you need or want either. so, in your opinion, is loot density or item availability skewed? Maybe requiring a little re-balance? Or is it just fine?
  23. Making TLD more alive

    So I just saw the Cyberpunk 2077 gameplay trailer and it made me think - I wish the game was a bit more well... natural. (I get that Hinterland probably doesn't have CD projekt red's budget but still) - the world in that game is so fluid and not forced. TL:DR this is a post about the animal interactions/making the wildlife seem less robotic (Mainly the wolves tbh). Suggestions - some you've likely seen on the forums before: Migration - instead of hanging around and walking around in circles or teleporting to a different spawn when the player is not around, deer and wolves have fixed migration paths that lead them all around the map and occasionally stopping - for deer to graze and for the wolves to get a chance to hunt. Occasionally wolves would stop where rabbits hang out or sometimes the migration paths of the wolves and deer would meet and a grand chase would begin. A simple solution for too many deer carcasses is to have them completely ravaged and not harvestable for any resource. Less linear, unpredictable outcomes - When a wolf catches on to the scent of a deer, that doesn't mean the kill should be guaranteed - maybe the deer escapes, or at the very least the chase should probably be a bit more interesting Wolf pack interaction - A lowly beta wolf is feasting on its prey before an alpha comes along and they have a growling contest before the other one backs down Moose as prey - perhaps a daring wolf attacks the moose but the moose stampedes at it, killing the wolf in the process Wolves hunting as a pack - when you hear that bark, it's not just one anymore, but many. Obviously if you cannot escaped you still only struggle with the first one to catch up to you. Hunting rifle shots scare the rest away whereas without one you simply need a torch or a flare. Wolf intelligence - wolves often use flanking tactics while hunting their prey irl Wildlife children and genders - Deer males can have bigger antlers and be more aggressive, while bear mothers would hunt you relentlessly if you kill their defenseless cub(s) End note - I know a lot of these ideas are likely wishful thinking (e.g. the moose one probably because then it might be too easy to get wolf pelts but considering the moose would still be nearby and they're rare as it is.. maybe it's possible) but although I love the game as it is, it sometimes feels like the animals only exist there for you and not as part of a fluid, dynamic world. Criticise away!
  24. New (End Game) Ranged Weapon...

    I'll start this off by saying that as the game currently stands, the ranged weapons are more or less perfect the way they are. We really don't need any new weapons, but it would be fun and bring something new to the table. With that being said, my idea for a new ranged weapon: a single-barrel shotgun.I feel like this would fit on the ranged weapon spectrum rather well. It would be lighter than the rifle, but with ammunition slightly heavier than the .303 rounds and serve a multitude of purposes. It would fire slower than the rifle (and maybe the bow) but when firing slugs deal a lot more damage (dedicated two shot kill on Moose and Bear). It could work as a potential end game weapon by there being only one in the entire world, located at the summit of Timberwolf Mountain, with the only ammunition spawning rarely on corpses, safes, and in cargo containers. For ammunition, you could find the following: -Slug: a single projectile, a little less accurate than .303 rounds, but deals more damage. Dedicated 1 shot kill on wolves and deer, dedicated 2 shot kill on Moose and Bears. -Buckshot: fires 9 or so pellets in a cone, can take down wolves and deer with proper shot placement, but not as effective against Moose and Bears (perhaps it could stop a charge if all pellets land). -Birdshot: it will run off a wolf, but can really only kill rabbits. -Flares: you could fire flares out of the shotgun as well, giving them a slight boost to accuracy and range. Furthermore, it would be cool if you could use a hawksaw to saw down the barrel for a weight reduction while also decreasing accuracy and saw down the buttstock for another decrease in weight, but also increasing weapon sway. This way you could have a more versatile weapon than the flare gun, but with slightly more weight. Additionally, firing slugs out of a fully sawed-off shotgun would run the risk of spraining your wrist.