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  1. Bruh-Ness

    Snowballs

    I think i'd be great if the player could pick up a snowball just about anywhere outside these snowball could have a small chance to scare away wolves and bears for when the player has no flares or a flare gun. These could also be used to put out campfires. Or just be an item to to play around with.
  2. Had a random thought just a bit ago. What if in the woodland locations, where firewood can be found, could occasionally be found the medical plants as well? The idea is simple: After wood refreshes, there could commonly be found single pieces of rose hips, and rarely a reishi mushroom or old man´s beard as an item as well. This still makes the plants useful because they have a specific location where they can be found, marked by a map, and are quaranteed to be there if not picked up, but this would also make the medicinal plants more plentiful & at the same time, renewable. That would entice people to use the medical plants more for their other benefits, like warming up. Thoughts? My opinion would be, since reishi shrooms require 2 pieces, that the spawn rates of reishi shrooms through this random event would be sparce (or, they could be found growing on a limb, but I think that might be too difficult because it would be a plant (something permanent) linked to a limb of wood (something not permanent). Either way, shrooms would be somewhat rare-to-find (but not too much, which would make them a viable option for simply cooking the tea for warming up purposes). Beard takes three pieces to craft the binding so it would be somewhat rare too. Rose hips are tiny and take a lot to craft the appropriate tea, so they would be plentiful. For example, a little bit less common then sticks in my opinion. This could significantly improve the game by giving players more option to take advantage of certain buffs, and in long term games to not rely on the beachcombing for medical equipment so much.
  3. I’m currently in a quite long run on a Vanilla Interloper. Some frustration came in with this mode, that sometimes doesn’t seem “quite right” compared to expected behavior I’d have if I had to survive in real life: The sleeping mechanism has its own healing curve, that doesn’t stack with background recovery (confirmed by personal science and @Ruruwawa). A good sleep on regular Loper (setting is “Medium”) on calories will bring you at least 32%, sometimes 40% without Herbal, depending on the bed you sleep in, but not only that since I got both values at Trapper’s. For the somewhat low price of 750 calories per day. Since you lose 1% health per hour when you’re starving, it’s far more efficient to spend your day starved (14h=-14%), and the game allows you to do activities that use calories (harvest carcasses, harvest curtains, brake crates, whatever). That’s a net minimum of +15% everyday provided you find 750 calories, which is 5 cattail stalks. Maybe forbidding calories-activities while you’re starved would fix Interloper, but this option is not available in custom settings as far as I know. The fix to this problem would be to disable “at rest recovery” curve and have the “awake” one play also during sleeping like @Drifter Man suggested, but this possibility doesn’t exist either, and the Low “at rest” curve is still giving you more health back than regular background, by at least a factor of 2 or 3 compared to calories cost. Regular Interloper came with a fix that treated the symptoms instead of the cause: “Rest as a resource” is here to prevent you from sleep-healing as much as you want. Problem is, the only consequence of this mechanic, which actually arguably doesn’t seem realistic in the first place, is that on Loper you end up running stupidly around your indoors place before going to sleep. Which doesn’t punish you in any way since you’re starved already. I felt frustrated the game makes me behave strangely like that, so I poked around a bit in Custom Settings to find what I could play on my next runs, that would force me to behave differently – more “realistically”. I’m not experienced enough to play a DeadMan mode, plus I feel it’s not really realistic that you can’t heal at all, and the Emergency Stim hunt would not be fun to me even if I knew where they were and was able to survive this mode long enough to find one which anyway is not the case. Here is what I ended up with, a set of halfway alternatives: the Sleepwalker Modes are a rising slope from Interloper to Deadman. Interloper SW0 SW1 SW2 SW3 SW4 SW5 SW6 SW7 Calorie Burn Rate Very High HIGH HIGH HIGH HIGH HIGH HIGH HIGH VERY HIGH Thirst High HIGH HIGH HIGH HIGH VERY HIGH VERY HIGH VERY HIGH VERY HIGH Fatigue Medium HIGH HIGH HIGH HIGH HIGH HIGH VERY HIGH VERY HIGH Freezing Very High HIGH HIGH HIGH HIGH HIGH VERY HIGH VERY HIGH VERY HIGH Sleeping recovery Medium NONE NONE NONE NONE NONE NONE NONE NONE Awake recovery Medium Very High +2 %/h High +1%/h Med +0.5%/h Low 0.25%/h Low 0.25%/h Low 0.25%/h Low 0.25%/h Low 0.25%/h Rest as resource YES NO NO NO NO NO NO NO NO The slept part of the day is actually punishing: you have to be on calories for not losing precious health, but don’t get any recovery during this hours. Yes, this is a calorie sink. The next level would be a Deadman variation, where “awake recovery” is set to “None” I’ll start on sleepwalker level 1, since being starved is -1%/h (confirmed by personal science today), it seems fair to me that being fed should be +1%/h. Good assumption for the roleplayers / immersion: Below you will find the codes for playing these modes: SleepWalker Level Custom Code 0 8sDM-qj4P-KxuH-yaKO-LgEA 1 8sDM-qj4P-KxuT-x6KO-LgEA 2 8sDM-qj4P-Kxuf-xaKO-LgEA 3 8sDM-qj4P-Kxur-w6KO-LgEA 4 8sDM-uj4P-Kxur-w6KO-LgEA 5 8sDM-uj8P-Kxur-w6KO-LgEA 6 8sDM-+j8P-Kxur-w6KO-LgEA 7 8sDM-/j8P-Kxur-w6KO-LgEA Deadman Style 8sDM-/j8P-Kxu3-waKO-LgEA I’ve tested this mode a bit already, and it made me behave more realistically, so for me the SleepWalker variations hit their target. I hope some of you will test them, and if even only one of you likes it, I’d be glad to have taken the time to share my views in this post. When I’ll play this mode (no idea when), I’ll report just here just like I do with the actual BareSkins, this is why I posted in "survival stories" section.
  4. May I suggest that a variety of stone and bone tools be included? Some of the first tools used by humanity were crafted from animal bone and stones. A fish bone might make effective needle, at least for a time. A stone knife isn't the sharpest, but it's still something. Sharpened antlers can make decent points, albeit not as hard as stone or metal. Heck, a bear or moose femur would probably make a formidable club without even altering them. I think in general stone and bone tools would be either less durable, or slower to use than their modern metal counterparts (though perhaps bone tools would be lighter in weight as well), but could still provide a way to get the job done if ready made implements or a furnace and forge aren't available to the player. Bone would also give us something additional to harvest from animal carcasses. While I'm on the topic, perhaps introducing bone marrow, and bone marrow soup would be a good addition as well. Marrow is very calorie rich and would give the player a reason to harvest and crack open bones even if they didn't need any primitive tools.
  5. Hello, fellow forum members! Those of you who have been around the forums for over a year and half might remember an old suggestion I made, about a way to turn birch bark into lantern fuel. (For those interested in the old topic, you can read it here) This suggestion was before the cooking update, so I decided to create a new thread and update it, with this mechanic in mind. Birch oil as a TLD alternative source of Lantern fuel Recipe: Outdoor campfire with a cooking pot would have an option to "make lantern fuel" - it would take 5 birch bark pieces, take 2 hours of cooking, and it would produce 0,2 to 0,3 l of Lantern fuel (depends on what the community considers to be a fair amount, note the poll) The best thing about it - the process is really simple, so simple it is realistic to attempt in the survival scenario. It would be great for the game because it would give the birch bark another use besides the tinder, which becomes obsolete after Level 3 fire-starting skill is reached. The poll: There is a poll for the community to determine what amount of lantern oil should be produced from the 5 pieces of birch oil and 2 hour cook time. Birch oil was used instead of kerosene in the oil-fueled lamps for a long time - some homesteaders use it to this day, because it is simple to make, out of natural resources, making it the perfect lantern fuel source in remote areas. It can be made out of several types of barks that are rich in oil - and birch bark is one of the, if not the richest, of them all. The only notable difference to kerosene is that this birch oil would produce heavy black smoke when burned. Other than that, their properties are highly similar. This is because there is a lot of black "ashes" from the charred bark, floating inside. If you took a filter of some sort and had the black oil seep through it, the resulting oil would be clean and produce next to no smoke at all. The byproduct of this is birch bark, turned into a charcoal. The vapors are a steam at first, the wood gas later - these byproducts are not collected during the process. Since fish oil can be used as lantern oil, I assume the Storm lanterns work not only on kerosene, but on other oils as well. Filtered birch oil would work without any issue in my opinion, the polluted one should work too, though it would probably sediment the ash inside of the lamp, so frequent maintenance would be required. For non believers I will be linking a YouTube tutorial video on how to make said oil, which I linked in the old thread as well: Any and all comments and critique is welcomed. If this seems unbalanced, please offer your opinion on how to balance it - and lets discuss it. I am also creating a new poll on how much lantern fuel should be produced this way.
  6. What do you guys think about the ability to make bonfires that have four cooking slots as opposed to the two granted by a normal campfire? As it currently stands, I think you can only put X number of fuel items into a fire before you can no longer feed it (correct me if I'm wrong). Thus, I think that the easiest way to implement a bonfire would be to "upgrade" a regular fire to a bonfire once you exceed that limit. You would then be required to maintain that number of fuel items or risk having the fire die down to a regular fire once more. The change would be obvious, with an additional two cooking slots and a larger pile of fuel being burned inside the fire. If a bonfire died down while cooking, the additional two items would simply pop off like how arrows pop off of a carcass and go into a paused state or simply skip the paused state and require re-cooking. Additional possibilities would be that bonfires aren't effected by wind, touching a bonfire would cause two burns instead of just the one, and they might be able to scare off or otherwise deter bears.
  7. Does anyone else get kinda annoyed when you want to place a jerry can in a particular spot in a particular way, but to do it you either need to right click it multiple times from different angles, or try to angle yourself to place it just right? I feel like any easy fix would be to rotate items with the scroll wheel (on PC, not sure how keybindings work on other platforms). Maybe this wouldn't work due to coding issues, but it'd be nice to have this as an option.
  8. As a drinker of cold brew, I think it'd be neat to be able to cold brew coffee in TLD. It would probably only be doable inside like curing (requiring 1-2 days), and might require more water to balance the fact that you don't need fire to do it. Other than that, it would probably work the same way, just for coding's sake. Alternatively, it might only give 4 cold brews per five coffee tins, but each would give the fatigue reduced effect for longer (as cold brew coffee tends to have more caffeine than regular coffee).
  9. Introduction Hello everyone! I made this topic as a reaction to an anticipated new weapon in the future update, and because I spoke on this issue in the past, and while it was, and still is not, a major issue, but with the increase of light source variety and weapon variety within the game, this is bound to become a major issue in the future. Issue description As most of you know, hitting certain buttons (1 through 4 above AWSD keys at keyboard, for example) will prompt the character to do certain things - pull out a light source item, a weapon, drop a decoy or start building a campfire... Now, each player has their own unique playstyle. However, the way these quickdraw keys work can be a major pain, depending on your playstyle. Because right now, the character has a pre-set list of items to pull out in a specific order, regardless of the taste of the player. So, for example, a player who prefers bows to a rifle will still pull out the rifle first, as long as they have it in their inventory. This was not a huge issue back when the game simply had Rifle and Bow, but now, with the introduction of Revolver, we will have a total of 5 weapons possible per game (6 including Bear spear if it becomes craftable within Sandbox as well). The game also has a total of 5 light sources within the game, and starts by pulling out an electrical torch - an item quite essential in Aurora, but utterly useless otherwise. Now, imagine how useless is a defensive weapon will be if the player starts pulling out different weapons first. The main advantage of quickdraw key is the ability to pull out items to defend yourself with fast. Naturally, most players wont carry that many weapons on them, but still, it becomes cumbersome, and if you enjoy using torches to start fires, or carry them with you on trips by chaining your torch use, you will understand how annoying it is to pull out electric torch, flare, and storm lantern before the torch. Not to mention if you use lit torches to keep wolves at bay... How to fix this? My idea on how to fix this problem would allow players to chose which weapons, and which light sources they want to pull out first when hitting the quickdraw key for them. Additionally, it would also make the game a little bit more challenging because it would limit the amount of light sources/weapons down to 2 items per quickdraw key, or 3 with the use of a new, special accessory item. I suggest the clothing menu slight overhaul - by adding two new bars below the character. Top bar would be for light source items. The bottom bar would be a weapons bar. There would be three windows with number 1, 2 and 3 in them, the third one would be grayed out and crossed out. Player could select from their inventory an item they wish to equip to their quickdraw bar. That way, you can only quickly draw two weapons or two light sources at the time. Should you want to equip any other, you would have to go into the inventory. Additionally, for those who carry, for example, two bows, and wish to use the more damaged one to break it and discard it... hitting the quickdraw will always pull out your better bow, meaning you need to manually equip the worse one in order to break it on purpose. With this in mind, you will always equip a specific item through a quickdraw. Simply put your damaged bow on the bar, and by hitting the quickdraw, you will pull out the more damaged one. New accessory item - Wolfskin bandolier A fancy bandolier, made out of leather straps and fur of a wolf. Allows you to keep more tools close at hand. By equipping this accessory item, which can be crafted out of 1 wolf skin and 2 cured guts, you would unlock the 3rd quickdraw bar for your light sources and weapons. Meaning you could carry 3 types of light sources or weapons on your quickdraw keys. To further make it easier to understand, I made this quick sketch to visualize my idea better. Yes, this means you need to equip several torches on your hip to quickly pull them out. That way, it is a bit harder to carry the fires via torch linking, but not all that difficult. However, it does present sort of a realistic approach in a sense that you need to eventually stop for a bit and put more torches on your hip. However, in this sense, the suggestion could also be adjusted so that once an item is lost (its durability runs out and its broken or so, etc - the item would be replaced by the same kind of an item with better best durability. That way, you only need to equip torch to one spot, and each time you lost a torch (burns out or is thrown away) - the game would put a new torch to your belt for you. This is something a community could decide. I may turn this into a poll. For the time being, please share your opinions and suggestions via comment.
  10. I'm not sure if nobody suggested something like that before, I've checked only the last year. So, we have a pretty nice and quite realistic cooking system. I believe it's time to take a step forward. I think water containers should add more realism to the game. I find it riddiculous to obtain dozens of litres of water just by melting the snow or by collecting it from toilet. Where am I keeping it? I'd be happy to see in the future the plastic bottles filled with water to find as a new object, not just a water... 0,5l and 1l seems to be ok, as we can find water as an item right now. But the bottles shoud degrade in time, or when you use it. Not because the plastic biodegrades, let's be serious... Stored inside, they should be virtually indestructible (infinite lifetime or really low degradation speed), but when used by filling it/drinking from it (crampling (just a thought - a bear/moose attack?...), which eventually results in leakage, completely destroying the bottle and losing water), or when stored outside (beacuse frost can make plastic brittle) they should lose condition. And, according to above, I find reasonable to be able to craft a water containers from (for example) rabbit skins. Which will lose its condition much faster, will be heavier, but will be a lot easier to obtain in very large amount to gather water supplies in a basecamp. I believe this idea is a good way to deepen the TLD realism, and, for example, add even more thrill to the bear/moose encounters... just imagine losing your last water container by bear or moose struggle... Thirsty? Start a fire, boil some water in the pot or can, drink it (HOT water to drink straight from pot/can, or, despite the realism, it will be too easy to get warmth?... a new cooking option needed: fill container) - and go find some rabbits. Just imagine the new stories about it! PS. It will be a nice way to keep the oil gathered from cooked fishes as well. I've asked myself the same question: how did I get the metal can for all this oil? High capacity containers (already existing metal canister, which could be repaired with metal scraps just as pot) or rabbit skin containers sounds good to me. PPS. 5l wolfskin canister for water/oil supplies sounds reasonable to me as well. Just a thought after over 500h of gameplay... pls, be forgiving
  11. So, I absolutely love this game and I am going to continue playing it for quite a while, but there is something that I think could make this game even better. A multiplayer survival mode!! Imagine being able to play 1-4 people on survival mode!! That would be so much fun! What do you guys think?
  12. I hate using the term "boss" animals to describe this as TLD is not the kind of game where you'd expect boss battles and whatnot, but the shoe fits so I'm going with it as the descriptor. Anyways, the idea is to essentially have two or three super rare one-of-a-kind animals. In any playthrough there'd only be one of each "boss" animal, the animal spawning either in its own new map area or in a few hardier or otherwise difficult spots. The point of this would be to add in a sort of pseudo-end game or other (I hate to say it) "boss fight" that the player would need to prepare for. If the first thing you do upon spawning in is grab a rifle and rush in, you're more than likely to fail and have the particular creature beat you. For example, a well-aimed shot to the head would take each down immediately, but only at level 5 rifle/bow. Furthermore, getting attacked by one of these creatures gives you a permanent wound, much like Frostbite meaning you'll want to come prepared or not at all. Once you do manage to take down one of these creatures it would have a special pelt that could be used to craft two items. This would mean that you have to choose one and only one item to use the pelt for, increasing the replay value. But enough of all this, lets get into the animal ideas. 1. The Albino Moose: An old, lumbering beast of a moose with a white coat and blood-red eyes. Like other moose it doesn't bleed out, requiring multiple shots to take down. Unlike other moose, however, it only comes out on nights with an Aurora and it doesn't fear fires, only flare rounds. This means you'll need to hunt it when other hunters are out and about. It gives the normal broken ribs wound if it gets the player, but the wounds never fully heal, permanently reducing your carry weight by 5-15% If slain, its pelt can be used to craft a heftier version of the moose-hide satchel that gives increased carry weight over the normal one. Alternatively, it can be used to craft a pair of moose-hide pants that are incredibly waterproof and damage resistant. I would personally like to see new regions for each of the animals, the moose residing in a broken down residential area with no interiors. You would have to get in close to shoot it and run like hell between the buildings in an effort to lose it. 2. The Grizzly A large grizzly bear with brown coat and black eyes. Similar to bears except that like the moose it doesn't bleed out. The bear lives in a pitch black den, attacking anything that enters said domicile. However, it will smell any characters with a filled scent bar, whereupon it will act like the bear in the Hunted, tracking down the character to maul them to pieces. If it does so, the player will receive a permanent reduction in their stamina bar, maybe 10% or so, with their legs never fully recovering from such an attack. If slain, the pelt can be used to create a heftier version of the bearskin bedroll, or a better version of the bearskin coat. Both increase wolf fear but also decrease the range at which normal black bears can detect you. The grizzly would have its own region with sparse wildlife or vegetation, bountiful caves, and frigid weather. Perhaps something like Hushed River Valley. 3. The Direwolf While not really a dire wolf, it would be a wolf of greater size and tenacity. Like the others it wouldn't bleed out, but it would also be the weakest of the three, but with a catch: at any given time the Direwolf will be surrounded by four normal wolves that have greatly reduced wolf fear. If the four wolves are killed, the Direwolf will flee from the player until the four wolves respawn. This will mean taking down the Direwolf runs the risk of a mauling from the other four wolves. Surviving an attack from the Direwolf would incur a weakened immune system, increasing the chance of infection and sickness. Its pelt could be used to craft either a coat or a pair of pants. Not sure what sort of map I'd put this one on, maybe something wide with lots of territory for the wolf pack to range through. You could set yourself up atop a ridge to ambush the beast, but sleep for an hour and you might see it pass you by...or come upon you in your sleep! All items would be repaired normally, requiring normal animal pelts (or cured leather in the satchel's case) in place of special ones. What do you guys think?
  13. I get that dangerous wildlife is a fundamental part of the game's difficulty and that it's Hinterland's vision (afaik voyager is how HG intended the game, before the other difficulties were added). Right now predators have four states: oblivious, when they haven't noticed the player yet stalking, when they noticed the player but are still too far away to attack aggressive, when they are close enough to attack the player scared, when they run away whimpering Right now when the player gets detected there's a slim chance for the wolf to get scared and run away, and that's pretty cool. Too bad that bears and moose have only one reaction, which is stalking for the bear and attacking for the moose. It makes sense because having the bear or the moose run scared in front of a player that didn't hurt them in any way would be nonsense (unless it's pilgrim), but it's a bit boring because it's completely predictable. I'd like to see a fifth state for wolves, bears and moose: avoiding. It would replace fear upon detection in the wolf (and in the pilgrim bear) and it would consist in the animal noticing the player and trying to keep at a distance from them. Not a frantic run like a scared animal but a fast walk in the opposite direction. The animal could change state if the player would close distance on them quickly, running towards them. In that case they would go straight to aggressive, or scared for pilgrim. Of course this would not apply in case of wolves eating prey. It would be amazing if the balance between avoiding and stalking/aggression would change over time as well: at the beginning of the game avoidance would prevail, and slowly shift to a higher probability of stalking/aggression as the time goes by. Just imagine being sure that dangerous animals will keep their distance from you and suddenly one of them attacks you! That would be a fun surprise! TL;DR what if all dangerous wildlife had a chance to try to keep their distance from you upon detection, instead of having just wolves with a chance of running away scared and yelping in front of an unarmed guy? Yes this would probably be a nightmare to code, but I really wanted to get this idea out there. A girl can dream
  14. Willy Pete

    Hot Springs

    I think it might be neat to have a region (probably mountainous like Timberwolf Mountain) with some hot springs. While in them any worn clothing would get wet very quickly, but the springs themselves would have a real feel of 100F (38C) or so, meaning they could be used as a way to escape the cold, or just relax a little. It might be too hard to use them to acquire dirty water (I'm no coder or game designer) but that could be a neat idea as well, though I think they would have to be in a high up or otherwise hard to reach area to offput the ability to get unlimited water (though making it dirty could offset this as well). In the long term, it could also be used to benefit any sanity added to the game, increasing it slowly.
  15. Not wanting to completely derail the thread that proposes a tent, I decided to create a new thread with my own idea to tackle this issue instead, so: Personally, I think a 'tent' would be too overpowered, especially with the proposed features. For all intents and purposes, I think that the snow shelter just needs a little more thought put into it. I understand that the snow shelter is a pretty powerful addition to the game, especially when used under the right circumstances, and therefore sacrifices must be made to accommodate this, but the fact that you effectively lose at least 3 cloth each time you make it is pretty punishing and short sighted. Maybe instead of introducing a new OP tent item that far exceeds what an 'endgame' item should, Hinterland could somehow make the snow shelter more accessible for players throughout all stages of play. Perhaps the idea of having the option to craft one without using cloth and instead consuming more sticks, but on the flipside this gives it a higher possibility to collapse on the player during crafting/blizzard/heavy snowfall etc... Something like this would present some really interesting choices for all players at many different stages of the game, especially if it was paired with a feat or skill that allowed successful crafting of more stable structures with increased practice. This skill could also affect a 'critical failure' feature in the form of a collapse (similar to firestarting/repair etc). If it collapses during a blizzard whilst the player is inside, the game could force a similar mechanic to the 'wolf fight' to allow players to attempt to break free of their snowy grave, increasing their chance for survival if they were not asleep and/or have a low overall condition at the time it collapsed, this struggle could consume a portion or the players health/condition in line with the intensity of the struggle. (I believe that Canada has a beaver that is pretty good at making homes that don't collapse, and therefore propose that the feat/skill be called 'The Beaver')
  16. Due to fact that ammunition contains high temperature easy flammable gun powder, you could use it for starting ammo. To avoid need of dismatling ammo, ammunition will be displayed in fire starting menu directly, just as it is. Succes probality would be 100 % for flare shell, 95 % for rifle rounds and 87 % for upcoming revolver cartridges. Slightly slower fire starting, than accelerant, but still resonably fast. You wanna shoot, or need warm up? Make your choice.
  17. Devs have added *some* keyboard support. For example you can scroll through lists with WASD and select with Enter. It's not implemented everywhere though. For example you can't select amount of hours to sleep with the keys. You also cannot go through tabs in fire and backpack UI's. Using numbers for that would be excellent.
  18. I think it'd be neat if instead of doing the 'clunk' noise when hitting "R" with a loaded weapon, the character checked the chamber in a little animation. Raise the rifle and cycle the bolt halfway back to see a topped off set of rounds, or pop the flare gun open to see that there's a round loaded. Just a little help for immersion and the like.
  19. I love playing the long dark, no game has ever in my 21 years of living catches my Interest like this. I keep coming back and back to play more. Now since I am getting older I have been able to have much time to play like I want and this games seems fairly simple to play like the mechanics aren’t to complicated, I want to ask have you ever thought you can make this a mobile game? I would pay full price 40 bucks to be able to play on my phone.
  20. I noticed a Steam achievement for 500 days of survival. I don't know if I'd ever get such a thing, or even try, but one thing occurred to me. Long before 500 days is gone by you'd have run out of cloth. That means you'd play a significant amount of time without the ability to build a snow shelter. I'm on day 142 of a Stalker playthrough and cloth is already fairly scarce. I've had to cross over to skins for much of my clothing which is fine. But, in the same way, some number of skins should be a possible component in building a snow shelter. If you are going to give a Steam achievement for 500 days, then you must want people to try for 500 days. If I try for 500 days, the likelihood that I'll need a snow shelter on many occasions is pretty high. So, give me the option of substituting 2 deer skins (or whatever you think is balanced) instead of the 5 cloth. I'd love to hear what do my fellow survivors think.
  21. Hello people! after 600+ hours in this amazing game i am a veteran loper player. Despite i still enjoying this excelent mode taking little personal challenges, i think that some changes could improve this mode: -improve interloper summit loot, just a bit. For example *spoiler* add it one o two amazing cloths such a fisherman sweater or snow pants (randomed) just to motivate players to get summit in all theirs interloper runs. -i think that could eat ruined food at level 5 cooking is such a ridiculous advantage that turns the game too much easy. I wonder if you could change that for a "low level of risk" whit ruined food, perhaps 1 to 5% risk for each piece of ruined food. However i would keep the chance of cooking raw ruined meat to get that 50% condition. This change will refresh the game forcing us to re-evaluated our travels and hunting plans as well as bases devolepment all over the great island. -add the bear-spear to the mode. Its a more risky but a funiest way to kill bears and a truly defense in very late game (500+ days) when our precious flare gun its empty. thanks in advance! and sorry by my english. Greetings from Argentina.
  22. I'm not sure it makes sense to make my own list rather than new topics for each. I also did not search for redundancy thru the 25k posts out there. Apologies if any have been done. I have put over 500 hours into this game and have what I think is a good list of suggestions for issues and additions to the game. These are relatively in order of importance, and in categories. I should first note I play this on PC and exclusively with a steam controller. First, these are issues in the game and QOL could be improved, potentially with my suggestions. 1. When fishing there is an option to put a fish back and it is tied to the cancel button. This can lead to me releasing fish when I just want to check my fire for another fish or something. I am not fishing for fun. No catch and release when surviving bear island. I suggest the option to put back be replaced with dropping the fish as if it were in your inventory. I understand that may be an issue with nearby predators, but I still see it as a good option. The other possibility would be to keep the fish but quit fishing. I have accidentally lost several great fish with this and is my number one frustration with the game. 2. There is a lack of consistency and transparency when using tools for various tasks. Primary is opening cans. I didn't realize for a long time I was using my knife to open them and thought smashing open sometimes got me a can out of the deal. Once I figured it out I still am not sure what the pecking order of tools is. You may want to implement a tool selection screen for this, and please include the smash option, as to me this is the only way to give realy value to the level 5 cooking bonus of efficient can smashing. If you have maxed cooking and have no tools your problems run deeper. The other I have seen mentioned is with torch lighting. You can light a torch with cardboard matches, but only if they are your only matches. Seems odd. Adding user consistency here by allowing to choose tools always makes sense to me. 3. Very similar to 2 above, but I would like to see what percent of sewing tool I have left, even when it is the only one. If I have multiple I can see this. Might as well always be there. Also seen suggestions to see cloth/leather stacks in this view, and I second that suggestion. 4. when I open the main inventory menu, it is set to the last tab and in that menu somewhere. I have to hit back to get to where I can select other inventory tabs. Often when I do this, maybe alittle too fast, It will instead just leave the menu entirely. I'm not really sure why this is or have a suggestion. Maybe just always or never be in a tab already? sometimes I accidentally eat food this way so I would err on the side of never. That does it for my list of things I think need a little "fixing". Here are some things I think would be cool or helpful: 1. Non-potable water is not exactly common to come across, yet we have purification tablets. 2 things about these tabs and this fact. 1. the tablets are weirdly heavy. I refuse to go down the rabbithole of realism and weight and suspended disbelief, but this one just stands out to me. Not that important though. 2. There are ways I think I should be able to get non-potable water already in the game. There are waterfalls and a couple of running streams and ice fishing holes. I think weight is enough of a limiting factor that being able to pull unlimited non-potable water out of these locations shouldn't be an issue of balance. 2. Rifle and Mending skills seem to level a bit slow. Mending in particular. Getting good at this requires wasting time and resources practicing in addition to fixing the stuff you actually want. It feels a lot grindier than other skills to me. The rifle skill just has limited ability to level, since ammo is needed. I suggest allowing missed shots to give you a little xp, hits much more, and cleaning a little. This might balance it out a bit imo. This is exacerbated by the fact archery levels by making the items you need to even get started and rifles have no such mechanic. Now for some random ideas and items that I think would be cool just for fun! 1. What if you could make a torch with a cattail head instead of cloth? gives them a purpose again after you hit lvl 3 firebuilding, and is realistic. Might take more lamp oil though... 2. Binoculars! That would be the best! 3. What if when a vest is your only jacket it just adds its wind resist to your outer shirt instead of superseding it? makes sense to me and makes for a decent lightweight outfit. 4. those chemical heat packs that you can boil to reset. 5. foil thermal emergency blankets to use like a bedroll, but single use or tears up really fast or something. 6. muzzle loading rifle you can forge bullets for. this is a huuuge longshot, since it means you have to add loose gunpowder, and that is just such a tease to not then make bombs with. 7. Maybe crows could occasionally feed on corpses and if you happen to hit one with any weapon they give you a bunch of feathers. I'm not saying it would be fun to hit crows with rocks and watch them burst into feather clouds, but...well yeah that is exactly what I'm saying. I hope you guys at Hinterland see this list of suggestions and like some of them! All things considered you have made a wonderful exploration and survival game that has eaten up more of my time than I think any other game. Excellent work and I cannot wait to see what is next!
  23. It's always kind of bugged me that the hands holding the rifle are always bare regardless of what hand cover is worn. Then I got to thinking that it would be hard to use the rifle with, say, fleece mittens. Maybe that should be the mechanic. Maybe if you hold the rifle, you remove whatever hand cover you have on and are at risk of frostbite. It would mean no more walking around for the entire day with the rifle at the ready, which is itself not very realistic. You could even have the game automatically put the last hand covering back on when the rifle is stowed so the player doesn't have to do it manually each time. And it would only affect the rifle, you can use a bow even with mittens. Plus, it would make the bare hands animation make perfect sense. Just a thought.
  24. So after having a bear chase me around Timber Wolf Mountain, because I was carrying a lot of raw meat, and I smelled REALLY good to him. Not to mention all the dang wolves. I seriously started to wonder what the Mountaineers hut smelled like on the inside. With all the drying guts and Hides scattered around. Then what my character would smell like, living and sleeping there. Having had dogs my whole life, I know that they like to go and find the nastiest thing to go and roll in to cover their scent. After 100+ days of well living and killing animals, dressing animals, and carrying their guts and skins back to dry, and then living in the same house/room with them, its my belief that my dogs probably smell better than my character does even after they went and rolled in something awful. I would like a cleanliness bar added to the status page, and as you get progressively dirtier you could be subjected to some of the diseases like (I spelled this wrong) dysentaria, or food poisoning, ect... Possibly add some soap, shampoo and possibly detergent for clothes, along with the ability to use the bathtubs or some large pots/bowls for yourself and clothes (think sponge bath). It would add more stuff to do while you wait out a storm, not to mention affect that huge stash of water we make up just for something to spend our time on. Your stink alone should/could attract animals (wolves/bear) or even drive some away if your upwind (deer/ rabbits) not sure the Moose would care unless it just charged you for smelling like a 2+ month old carcass. I mean honestly, how many folks actually change their clothes while in game that is not because of an upgrade or something wore out? I will probably hate myself if this gets implemented, but at least I will be less bored while I'm waiting for my food to run low so I can go do something. Yes, I think Stalker is too easy, but Interloper is Insane.
  25. So I was walking about in the middle of a blizzard as some folks are wont to do and as all the snow particles flew at my face, I wondered: why doesn't this blind me? IRL it doesn't take all that much to cause snow-blindness, and there's an easy fix to counter it: Ski Goggles. I think it could add some challenge and neatness if while walking into the wind with snow coming down your vision goes all blurry and it gets harder to see. I don't imagine this would be that hard to do as walking into the wind already slows you down, all you'd have to do is add the effect when being slowed by wind and getting wet by snow and ta-da! Ski goggles would be a semi-rare item like woolen earmuffs and go in the same slot (we've only got two items for these, it'd be neat to have a few more). Ski goggles themselves would provide no warmth, maybe a fraction of a degree of wind resistance, be quite waterproof, and maybe add 1% to armor. They could have the added bonus of increasing your speed while going into the wind. As to repairs...they probably wouldn't be repairable. I can't think of any items in the game that could be used to repair them and it would add some fun (meaning challenge, hardship, and strife) in the fact that you have to choose when to wear them and when not to. If you forget to take them off before a bear attack, you might have them ruined for good!