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Found 1,241 results

  1. I'm posting this from the point of view of a live streamer - there are workarounds for (youtube etc.) video producers. When livestreaming (twitch etc.) it is often neccesary to use the Esc. key to pause the game to attend to chat moderation or to Alt-Tab across to the streaming software to tweak a setting etc. Unfortunately that leaves the viewers looking at a dark grey screen of approx 85% opacity with a ghost of strongly lit highlights from the game showing through it. I'd like to suggest that there is a switch or slider in the options menu to reduce the holding screen's opacity down to around the 40% mark to allow viewers to still see a recognisable view of the character's viewpoint while the broadcaster does what they have to do. This would also help with moments such as "bio-breaks" and "food breaks" as well as "ergonomics breaks" (get up, stretch legs and back, etc.) without having to use complex scene switchers to put up be-right-back screens. With a more "watchable" paused view, it would need just a be-right-back text overlay (one click to make visible in OBS, or one button on a Streamdeck) plus it would keep the viewers aware of the game being played and the location it was at.
  2. So I’ve found while sitting on a pile of of hides and meat is nice, coming by it is a little to easy. I think that for passive wildlife it should be a little harder than just standing right infront of it and being able to just dance around without them being so oblivious. In terms of deadlier animals such as wolves and bears (and possibly cougars so I’ve read) that they are a little bit more sparse. But the trade or is that encounters with these animals are much more detrimental to our health. Like wolves would still be around but in a smaller volume ( especially in lower levels) but wouldn’t be so easy to fend off. And as the bear goes, not as easy as one bullet to the face and that’s it. I just think maybe toning down the volume but uppping the intensity of hunting and defense would be nice.
  3. I’ve been playing LTD for several months now, I love the game, but these few things annoy me to no end. When using the bow, there’s a good chance you’ll only make the target bleed. This is fine and all, except when the blood trail suddenly stops and you’ve no way of finding the carcass. This leads to my next point; Tracks. Not my own, those of the animals. If the blood trails are going to disappear so quickly, can I at least get some prints to follow? It’s a heavy deer, it’s gonna leave some prints behind. Not only in the aspect of hunting, but being able to come across a trail of bear tracks and being like “Well, lets not go where these lead or I’m gonna get mauled.” It’s just an idea, but I feel the game would really benefit from such a mechanic.
  4. Tameable Animals

    So I love this game but there is something that would be amazing to me if they added. Tameable animals- I know a lot of people would like this and a lot wouldn’t. After considering it I thought that maybe there is a way to make both parties happy. The ability to tame is only available on custom and you have to select yes. That way people who don’t want it in the game don’t have to have it and people who do can. I also thought that if they’re not all tameable, maybe just have crows, rabbits, and wolves. Maybe you could have it in the custom menu on what animals you want to be tameable? Of course taming in general should be difficult. It should take a good amount of work. Maybe have a skill for it. So if you have a certain skill level you can tame certain animals faster and/or teach them certain commands. Each animal could serve different functions. Like maybe tamed wolves will not only protect you but they help you hunt and track prey. Of course you can’t truely tame wild animals, so maybe it could still be dangerous like they could attack you if they don’t have a certain level of trust with you. If this wouldn’t work then maybe add baby animals that you can find in the world and have the ability to tame, although these can still be unpredictable if they don’t have enough trust as an adult. I know the likelihood of this being in the game is small but I do think a lot of people who play would love it, myself included.
  5. Frostbitten Hands

    Just a quick suggestion, but if you contract frostbite on your hands, I think it should be visible when you holding things. Like the tips of the fingers should be blue or black.
  6. Item stacking on the ground

    Now if the player throws a bunch of items from the inventory they get dropped at its feet and they get overlapped. It would be nice to have a "stacking" behaviour when dropping items, eg: dropping multiple books would stack them above each other and they can be moved together but can be picked up one by one. Also when items are stacked they should support receiving more items one by one on the edges of the stack. Another good usage would be for this feature is the stacking of firewood. Now when the player drops them, they just get randomly placed below the player feet. With stacking they could look something like this: what is way more visually charming appearance.
  7. Since the latest feature update, item placement requires too much free space around items, what makes it impossible to store items "realistically" outside of storage units. Until the last update one could eg stack cans next to each other on a shelf a way what was looking good, now you cant. I hope this can be reverted to the previous behavior.
  8. New wildlife

    I know this game is constantly evolving but does anyone think it could be a bit more diverse in wildlife? BC has a plethora of interesting wildlife. I was truly hopefull we might see a mountain lion as a dangerous wildlife add on. Truly it could add a stalker esque feel to the game and fill the gap the game is missing in danger. An AI that actively seeks a player out and "stalks" them, plus how brown would your pants be if you were lost in a blizzard at night and heard the far off big cat scream? Thoughts anyone?
  9. Beds and better cars

    Hello all, I come here with another idea, will it be possible to add some sort of clothing system for beds? It sounds weird I know, but right now almost every bed offers the same amount of warmth bonus when you sleep or pass the time. For instance, being able to find better blankets or pillows to help keep warm at night, do you think something like this could ever be considered? And about cars, you can recover rest inside of them, but it’s almost certain death if you sleep through the whole night in a car, what if you could lay some blankets down in the back seat and cover the car windows with cardboard or even reclaimed wood to keep more of the heat inside, or even turn a car into a make shift hunting stand, meaning you would have to bust the windows and bear the wind while you sit and wait fir your prey. That’s all for me, have a good one and keep up the good work. sincerely- Swope25
  10. A couple of ideas - First I'd love it if items didn't just become useless. Specifically, rabbit skins and stack of papers/newsprint and tinder plugs. Rabbit skins are only good for repair after your first pair of mittens and after firemaking level 3, tinder plugs are not necessary. Nice to drop around or mark places with, but no real mechanic that needs them. Maybe an idea for rabbit skins could be small embellishments to boots or gloves - small bonuses to warmth or waterproofness or windproofness, or a reduction to the chance to sprain an ankle in a fall maybe, in the case of boots. So you could craft these enhancement(s) onto a deerskin boot or trousers or any crafted item. When crafting, maybe your level of ability could matter. So a wolfskin coat made with mending level 1 might be a little sloppy and would only have maximum stats 75% of the maximum possible. Maybe it just starts in a degraded condition. As your level increases, you could improve your item so the maximum stats are raised, similar to repair. At mending level 5 maybe the stats are always all maxed because you make really good stuff. Maybe mending would have to be level 3 or higher to make the rabbitskin embellishments in the first suggestion above? Second - tinder plugs could give some small bonus to making a fire, 1-5% maybe depending on skill, or maybe just for level 3+ fire makers. Using tinder plugs is better than not using them, but they could still be not necessary after level 3 since you're so good at it. I saw the idea for crafting a firelog out of them + lamp oil and like that idea too.
  11. Minor randomization

    I know there are more pressing tasks, but I've been thinking. Randomized maps have been asked before, and I guess adding them would be a hellish mess, but I think some components could be randomized. Cars. Abandoned cars are like corpses. They could be "spawned" at the beginning of a game, so their number and location could be unpredictable. This doesn't mean a car could be dropped from the sky onto the Ryken, just on roads. Houses and caravans. There are destroyed houses, boarded up houses and several types of accessible houses. Caravans all look more or less the same from outside. Going to a known location without knowing if there's a burned ruin, a construction site, a boarded up hut or a comfortable shelter with a fireplace would mess up the plans of even the most hardened survivor. Maybe it shouldn't apply to iconic "named" buildings such as the hunting lodge, trapper's cabin, Grey Mother's House or the farms. Even not knowing about the interior if a caravan would be something. Caves. A cave is usually a hole in a cliff. A boulder can close it, and one could appear instead of a grey stone surface. Given a number of caves for each map but randomly choosing from a larger number of "spawn sites" would add even more sense of the unknown. This shouldn't apply to cave systems with more than one access. Fishing huts. Everybody agrees that some maps could benefit from the addition of a fishing hut or two, and there's plenty of water bodies to put them on.. On the other hand some maps look like there's too many of them. A given number and random "spawn" site for each map would be nice. Some maps could still have none such as Milton, other maps may have a few less or the same number as before but with more "slots" to put them in. And FM and DP could finally have one, but with several potential locations. What do you think?
  12. Seems, buttons and zippers

    I love repairing clothes, and building my hiking outfits all across Great Bear >pilgrim alert<. I wonder how it would be if, when harvesting cloth from clothing, one could harvest zippers, buttons, pockets et cetera. That a wolf could attack you and eat up your buttons or shoe laces. I know. Realitywise spoken. Producing even more items and textures for the game, and what more. But it would make harvesting clothes in stead of curtains beneficial from day one ten. Maybe harvesting cured leather for leather shoe laces?
  13. Making annotations on the map

    I have recently started a new play and I must say I am solely orientating on what I see rather than what I am mapping. As you might have read elsewhere I am fond of the first person exploring dungeon game 'Ultima Underworld' from 1993 or so. In that game you could pencil down your own remarks at your map. Talking about The Long Dark, I could totally imagine penning things like 'spare outfit and 20 bottles of water' or 'match extravaganza' on my map in stead or in addition to keeping my journal up to date.
  14. Improvement suggestions

    First, forgive me English because I am using the google translator to translate from Brazilian Portuguese 1. If I have a torch lit, make it easier to start a new fire instead of wasting time, matches and fuel 2. Have you thought about the idea of having a new game mode with a random map generator? 3. Have you thought about adding a map creator, so that people create their own challenges and share with other players? type the Portal game? Congratulations for the game Grateful for the attention Note: I understand the difficulties of making these changes because I am a systems developer. ==================================================================== Texto Original em Português (Brasil) ==================================================================== Primeiro, me perdoe o inglês pois estou usando o tradutor do google para traduzir do português brasileiro 1. Se eu tenho uma tocha acesa, facilitar o início de uma nova fogueira ao invés de perder tempo, fósforos e combustível 2. Já pensaram na ideia de ter um novo modo de jogo com gerador de mapas aleatórios? 3. Já pensaram em adicionar um criador de mapas, para que as pessoas criem seus próprios desafios e compartilhar com outros jogadores? tipo o jogo Portal? Parabéns pelo jogo Grato pela atenção Obs.: Entendo as dificuldades de se fazer essas alterações pois sou desenvolvedor de sistemas.
  15. While living in Hushed River Valley, one significant obstacle revolves around what one is to do when faced with climbing up a rope. Often, we're so laden with stuff, that making the climb would be suicidal. Naturally, we have to shed that weight. But what if we still need some of it when we reach the top? As it stands, we'd need to drop stuff at the top and go back down to retrieve those items. On long climbs, that would be ill advised, due to fatigue. But what if we could attach a bag to the end of the rope. Then, treating it as a container, you'd add what you'll need or want. Once at the top, you just pull up the rope with the bag attached. It looks like an excellent secondary use for the moose hide satchel.
  16. Challenge: Surviving in an active blizzard

    Dear Hinterland, after playing the Whiteout Challenge, I got an idea for a hardcore challenge: surviving in a non-stop blizzard that is already active. I don't know, maybe like 30 or 50 days? The difficulty, obviously, would be very high, but I think Coastal Highway would be a great starting point as we could just follow the road and find more than enough houses.
  17. D.C. Mode

    This is not necessarily a wish for now but perhaps in the future. It also focuses heavily on Story Mode. The Long Dark has gone through huge evolving development over the years and to anyone who has read the Dev Diaries or listened to Signal Hill or even followed the development of the game it is clear that a large amount of care and thought goes into the product we the gamer get to play not to mention the huge amounts of behind-the-scenes maintenance needed to keep the game running smoothly. It is this level of development that interests gamers such as myself to the details of development for particular parts of the game and so my request is that while Hinterland works on the recreation of episode 1 & 2 as well as episode 3, they consider adding what many critically acclaimed games such as Portal, Firewatch, Life Is Strange, Half Life 2 (to name a few) have which is a DEVELOPER COMMENTARY MODE. For the gamers who love the music, the coding, the graphics, the story, the acting or any part of The Long Dark I feel this would be of interest and certainly worth the time to produce to give us an insight into the process you guys go through to give us the game we all love.
  18. Priorities

    After an extended break, I've embraced Vigilant Flame and the changes it brings. I have some thoughts. I haven't yet made up my mind about the new cooking system. On one hand, it decreases game time spent solely cooking. This is good as it allows for a more efficient gameplay experience. On the other hand, it increases micromanagement as well as actual real time spent cooking (unless the player is ultra-efficient and has all his/her ducks in a row--which arguably increases real time spent planning so as to avoid increased real time spent cooking). Overall, I see it as a mixed bag. From reading player reviews, however, it seems like I'm in the minority as many players either love or hate the new system. I have yet to explore Hushed River Valley. I hear it's nice. My main problem lies in my concern for Hinterland's priorities. Games tend to have lifespans. With a few notable exceptions, games that were spectacular and groundbreaking a decade ago quickly became dated when the industry expanded and improved upon once-creative ideas. Players evolve with games and demand more as technology and their game libraries improve/expand. The way I see it, Hinterland ought to have two main priorities to which all other issues take a back seat: Mods and Wintermute. Let's start with Wintermute. While sandboxing can be fun and rewarding, I'm afraid many players will burn out on the game before Wintermute is finished. I'm also concerned that Hinterland postponing the completion of Wintermute, in favor of addressing things like the cooking system, will damage their bottom line and thus the potential for The Long Dark to become what it could and ought to be. By this I mean that new sales of the game would be best served by completing the story mode rather than spending energy on individual systems that, while imperfect, are functional. This is my opinion. I could be wrong but based on my own burnout cycle as well as feedback from many friends who play the game, I don't think I am. While Wintermute is important, officially sanctioned modding tools should be the absolute number one priority to which all other concerns, including Wintermute, ought to take a back seat. The one thing I've learned about The Long Dark is that every person has a different idea of what makes the game great and what should be changed and how. Logic dictates that if everyone wants a different experience, instead of spending time and energy changing things like the cooking system and hoping players will like it, why not give players the tools to change the cooking system themselves if they so choose? It could be argued that the games that have lasted the longest with the most player enthusiasm are games that allow the community to change and evolve the experience of playing the game based on their own preferences. Skyrim, released late 2011, instantly comes to mind, but I would argue that it's just the latest in a series of games that keep generating enthusiasm years after other games, released around the same time, die off and become bargain-bin fodder. Oblivion (2006) continues to enjoy a healthy modding player community, as does Morrowind (2002). Hell, you can still find many active Neverwinter Nights (also 2002) persistent world servers, even though its been years since the developer took down the official NWN servers and, in essence, abandoned the game. I believe that the ability for players to create their own experiences through modding toolsets are what sets these games apart. Because of this, I also believe that Hinterland would be doing themselves a favor if they stopped everything else today and made modding tools their one and only priority.
  19. No Pots in Food Cache?

    I recently found a food cache in a relatively new stalker run. Apart from food and drink, it contained 3 can openers, 2 tinder bundles, a book, a snare, and a storm lantern... but no cooking pots? Personally, I think that it would make sense for food caches to have a few cooking pots in them. Thoughts?
  20. Recipes and collecting snow

    Dear Hinterland, you said in one of your Milton Mailbags that you'd like to hear how many people are interested in deeper cooking mechanisms. I love (!) the new cooking system and if there was a chance to have recipes in the game (maybe one or two basic ones at first and then you can find more in the world), I'd be so happy. I'd also love to have collectable bottles to make it a bit more realistic (yes, I'm guilty of cooking 12 litres in a row). And since water is such a huge part of survival, I think we should really have to collect snow outdoors before we can melt it. There could be a shovel to aid you, it would take longer with bare hands and you'd get frostbite risk very quickly without gloves.
  21. I took Vigilant Flame as an opportunity to return to The Long Dark. I must admit that despite having a lot of challenges and achievements still ahead of me, I got a little bit bored of my favourite game. I was very sceptical about the new cooking system, but very much willing to give it a try. Now, after a few weeks, I can say that I went from disliking it to accepting it and eventually wholly embracing it as an enhanced element of game play. I cannot say that the new cooking system made the game easier, but it made the game richer in so many aspects. I will try to give my opinions to a few things both as a player and a part time hobbyist game designer, both because I want to voice my thoughts about it, and also because the developers mentioned that they are always hearing about things that people dislike - but rarely about things they do like. And yes, all things considered I very much like it. Why I believe initial reception was mixed to bad, and why this shouldn't be overrated: Usually when a game is updated in a way that changes an in-game mechanic, players will expect things to get easier. Either in a quality-of-life way making the same result achievable with the same in-game resources, but easier from a game play perspective (less clicks, better UI, etc), or in an actual in-game way shifting around mechanics, but making things easier in total. Vigilant Flame did neither of that, but actually introduces an entirely new and comprehensive concept - and I commend Hinterland for the bravery to do so! I think it is safe to say that cooking was a pretty straight forward and easy but dull and repetitive experience. Sit at fire, click button repeatedly, success, up to the point where you would wish for some automation just to not having to cook 1 kilogram of moose meat by hand 29 times. To ease that painful repetitiveness I imagine cooking times were tuned down pretty low. I mean, in all honesty: what's fun at that? And survival game set into the ongoing end of the world or not: Games are supposed to be fun. But tuning cooking times to more realistic numbers (try frying a whole kilogram of meat in 20 minutes, good luck) plus making the system involve more interaction and planning made the game harder, period. And if there's something goal oriented players will dislike is making their goal harder to achieve. Now it is in the essence of human nature to voice dislike and concern more strongly and louder than a agreement and endorsement. Also there will always be that tiny part of the player base that just wants to win harder and has little regard for how and why they achieve that. It's the same reason some people like to play games on the hardest difficulty settings and cheat their way through, while others pick the difficulty that suits them and face the challenge for its own sake. Also I am pretty confident that many people who shouted out their dislike an hour after the release came to like the change eventually - but failed to voice that as well. You guys at Hinterland did a marvellous job with Vigilant Flame - and don't let anyone tell you otherwise. Why I believe that the system actually is amazing: First of all it puts meaning into cooking in the first place. The Long Dark does a pretty good job of sticking to the important things without over-complicating things with unneeded details or too many options to chose from. Other games will present you hundreds of types of different foods to procure, The Long Dark will leave it at a mere two dozen (not counting beverages with other main uses such as teas and coffee), all of which have distinct strengths and weaknesses (for example salty crackers provide high calories for very little weight, but actually cost you a lot of thirst, while pinnacle peaches have a much worse calorie to weight balance, but actually also provide water and can be heated). The same can be said for clothing, weaponry, tools, and even available firewood. In short you could say: A key philosophy behind The Long Dark is to keep things as simple as possible while making them as detailed as necessary to provide an immersive experience rich in choices. And to be honest: cooking simply lacked that, being a dull and, frankly, stupid click-button-repeatedly chore. This can still be said for simple crafting chores like preparing rose hips or making bandages. But while while procuring food is one of the cornerstones of the game, those task aren't and serve as mere chores you do when you either have need for the item, or time to kill. I also don't see how they could be done better since, while cooking does not necessarily require the immediate and constant attention of the player (or person for that matter) to work, all of those tasks do. Laying out some rose hips out on a table and hitting (meaning clicking) them with a knife wouldn't accomplish anything besides being that annoying level of detail The Long Dark masterfully avoids. The way cooking works now it makes you organise around it and for it, and makes you come up with ways to use the time between putting on a pot of water and having it boiled to be potable. Some of those periods are long enough to actually do something in the meantime, like dressing up a rabbit, gathering more wood outside, mend or even partially craft clothes or perform above mentioned chores. It also encourages you to plan ahead and multitask instead of performing a linear set of activities. As a software developer you could say: The Long Dark is really embracing the concept of multi threading on a whole new level. In many ways this even makes "permafires" easier to sustain (cave dwelling 'lopers will know what I talk about). This in and of itself makes the game more challenging as it requires you to plan ahead and keep track of time to make the most of it. Mastering this rewards you with food that basically cooks itself and frees up large portions of your time to do other things. Mismanaging this punishes you with long waiting times or even losing your food or water in the process. It's a basic concept of strategy games to reward the player for excelling at certain things, and it also encourages improving technique and strategy. Maybe some remember Blizzard's famous formula "easy to learn, hard to master", and the new cooking system is a prime example of embracing this style of design. So, in conclusion: While The Long Dark hasn't gotten easier with the new cooking system, it has become better in that it enhances and emphasises an important part of the game the right way. What the new cooking system actually changed besides cooking: One aspect is that keeping track of fire burn times has become pivotal, as well as managing available firewood is more important now. It is true that you will require more resources to cook two kilograms venison now (94 minutes of fire) than before (40 minutes) on a fire with two cooking places. This even becomes worse with pot belly stoves (188 minutes), making them the now by far worst choice for cooking, downgrading them to mere heat dispensers protected from wind. And this 2 kg venison example is still true for stoves that have 6 cooking spots since you are not using 4 of them. But that also means that you can cook 6 kilograms of venison in 94 minutes instead of 120 before if you have access to such a stove. So, in short, you pay for the newly gained free time while cooking with firewood, and the place you cook at actually matters. Which is another aspect. Before a fire was a fire was a fire, and in terms of cooking an indoor shelter would only be divided by either having a place to make fire or not. Now locations such as the Milton Manor or the Pleasant Valley Farmstead have gained a lot in value, while others like the Mystery Lake Camp Office of the Quonset Garage actually lost some of it for having only fireplaces with 2 cooking spots. I, personally, like this additional distinction in shelter quality (albeit I don't think some of those places should only have 2 cooking spots, but more on that later on), which, until now, had cooking not factored into the equation whatsoever. With the introduction of the pot and the can there also is a distinct difference between cooking at home and cooking "on route" now. The pot is simply too heavy to carry around on casual travels, while the can is simply too limited to make an efficient cooking pot albeit light and readily available. It's again the same concept of choice and trade off to pick the right approach to the challenges faced, and it's evidence of good game design that The Long Dark does that. But probably the most important thing that it changes is the fact that cooking two kilograms of venison and mending a military coat, which took 130 minutes before, now takes just the same 94 minutes to cook the venison while you can mend to the coat "for free" in terms of time spent (or cook for free, depending on how you see it). This not only allows you to spend more time outside, it requires you to spend more time outside - gathering wood. In turn this reduces your risk of cabin fever dramatically, but it also makes bad weather much more of a predicament than it used to be before. So using good weather to acquire firewood while using bad weather to do other indoor tasks has become more important and also more rewarding/punishing as well. On the side lines keeping fires burning longer instead of lighting them in short bursts will save a good amount of matches (which can be a huge deal in the late game), but will eventually wear down your hatchets and hacksaws faster than you were used to it. This actually serves as a good example of how in game design turning a small valve makes the entire machine tick at a different pace. Last but not least the new cooking system adds to the already well achieved immersion, which is one if not the key element for players that are more interested in the experience than actual achievement hunting - a description which probably fits roughly 50% of The Long Dark's player base, if not more. A dude from the Portal dev team said it pretty good (somehow like this): "Immersion is probably one of the things you notice the least when it's done right, but it is one of the most important things to make a game compelling to play." What could / should still be improved: While the new cooking system is amazing, I personally feel that there is still room for improvement. Most of these points have been raised repeatedly before by other people in some way or another, but I will list those I feel important to mention and provide my personal opinion on how to improve on the issue from a balanced game play perspective - and why it should be done. Heating things up takes too long I can stockpile coffee and tea, but I cannot stockpile hot coffee and tea - but it still takes the same 25 minutes to heat them up. Same goes for canned food. I am not actually cooking these items, I am merely heating them up, without requiring to achieve a boiling point (which is the by far most energy intensive portion of cooking anything because, well, phase change). For comparison boiling 0.5 litres of water takes 19 minutes, while heating up 0.2 litres of coffee takes 25. I am somewhat fine with the fact that actually making the cup of coffee in the first place takes longer than just boiling water since you need the beverage to steep, but even then boiling times should be consistent with the normal water formula. Since 2 litres of water take 75 minutes to boil, 0.2 litres of water should take 7.5 minutes to boil. Add another 5 minutes to let it steep, and you arrive at 12.5 minutes to make tea and coffee, with merely heating it up would be capped at 7.5 minutes since there is no need for the steeping part, or even just 5 minutes since, yeah, well, no boiling required, as I mentioned. Also I don't see why using a pot for this would speed up the process if it doesn't for water. I would really like to see the 5 minute change since except for role playing reasons the only purpose of heating up your beverage is to combat the cold you are very likely to be dealing with on a timer already. As with canned food I think 25 minutes are a bit much, but I can get that from a game play perspective since heated canned food hits three birds with one stone (hunger, thirst, cold). Still, lowering this to 20 minutes with a can and 15 minutes with a pot, respectively, wouldn't break the game, and actually emphasise the value of these non-renewable food items as travel food. Make eating raw meat pop up a confirmation box Probably the most requested change and certainly the most unfortunate design choice is the fact that trying to place raw meat ends up with eating it by accident much too often. Since there are very few, already dire situations when a player would actually want to eat raw meat, and swapping established button patterns for this specific interaction would probably mess more with the game than actually improving it, popping up a confirm box like we see when trying to burn an unread book should be the best course of action, at least when the action is prompted from the radial. I can get behind the idea that a person lacking the right amount of care could drink a bottle of unsafe water by accident, but not that the same person would eat raw meat by accident while trying to cook it. While stoves are great, there are very few of them, and there is no in-between the stove and the campfire With putting new emphasis on how a shelter is equipped fireplace-wise, maybe upgrading the wood stoves and the fire barrels to 3 cooking spots would be a good idea. The main argument here is to provide key shelters with cooking options that outshine the camp fire just enough to make them the preferred choice if they were supposed to have an indoor fireplace in the first place. Both are fairly rare in the first place and usually reserved to safe houses. Plus: a player with advanced knowledge will realise that a campfire will provide better burn times (because being outside) while providing the same two cooking spots as the above mentioned. To offset this advantage in favour of the key shelters featuring either a wood stove or a fire barrel this would go a long way. I think it's a bad design choice to make a makeshift camp fire the superior alternative to a stationary indoor fire place as it is both unrealistic and actually counter-intuitive. The "overcooking" margin should be relative to the actual cooking time It might sound funny at first, but actually overcooking and subsequently burning food becomes increasingly easier the longer it takes to cook it. When you cook a small piece of rabbit that takes 20 minutes you are less likely to pick a task that could end up taking 30 minutes longer than expected. If you cook a kilogram of moose meat this actually become much more realistic. Adjusting the mechanic in a way that the overcooking margin is 50% of the actual time to cook food / boil water (not applying cooking time bonuses gained from experience) would not only put in some realism, but also make it easier to multitask during longer cooking session while requiring more attention for short ones - again rewarding good organisation and planning instead of opportunistic game play. All things considered I am a big fan of the new cooking system and really, again, must commend Hinterland for taking brave steps that would have the potential to alienate players to make the game a richer, more complete and in good ways more challenging experience. I thank everyone that made it thru this pamphlet and I am keen on hearing thoughts on it from both fellow players and the dudes and dudettes at Hinterland.
  22. I dunno if it's been already mentioned, but I wish I could turn to look outside the rear window when inside a car... Picture this: closing in to quoncet garage, almost there, suddenly two barks and eight feet running! Quick refuge in a close by car... The wolves pass by and leave towards the back of the vehicle.. I can't turn to see them leave.... I gotta guess by their sound... Wish I could see 360 in a car...
  23. Sense of fulfillment

    Okay so I've been playing since the full game was released so I am by no means an 'OG pro' in this game and do not aim to talk for anyone here and will understand if my suggestion is against the deeper message of the game or anything like that. but there's something that's been bothering me every since I started playing 'survival' and went looking in the forums for pro players that are like 200 days into their run and discuss how the are ready to end it beacause of running out of non-renewable resources such as matches, scrap, animals (depending on your difficulty settings) and other stuff. Well, this got me thinking about the entire purpose of 'survival' and I quite understand the message being that you can't indefinitely survive on your own and with resources as limited as they are in a game like this, but then again, I don't quite feel like delving into this run that's gonna consume days or even weeks just to get to a point where all my effort and knowledge will never be compensated by any means. I'm probaly too pampered by other modern games into thinking that gratification comes only from achieving a 'ending screen' of some sort and getting a pat in the back from the devs telling me "Hey good job, you won!" but I genuinely gave some tought into this matter and kinda came up with an idea that without restructuring the WHOLE game system and general atmosphere (in my humble opinion) can solve this at least for the people who, like me, have felt this before. It goes like this... okay so you've survived for a determined amount of time (be it 100-200 days) and now you are ready to move on to another run but you kinda feel this inner need to get some closure without dying, so, you finally grab your gear, stack the last of the food left on the whole island and go climb that intimidating Timberwolf mountain, you get to the top, grab the flare gun, walk to the highest posible land you can and shoot it at the sky in a desperate cry for help... you don't know if this is even worth it but is either that or die without trying... so now, you wait... you can't leave the top now for if by any chance someone comes they'll expect to find you there and anyway you don't have the energy nor the resources to make it to the bottom again and it'll all be for nothing if you do, so you wait a few days and try to survive with what little you have left. after a while you hear something coming and then the screen turns black and some white text comes on the screen and it tells you how or if you got rescued and displays some general stats of your run, like how many days passed, calories consumed, animals hunted, etc. and this way you kinda get the feeling that you actually acomplished something. now, I know some of you wouldn't like this for a variety of reasons and I have no reason to assume in anyway it would be easy to code into the game but I just wanted to let it out and hear some feedback and opinions on it, I runned my idea on some friends and they tought it was cool, of course it would be totally optional, and really hard to accomplish by an innexperienced player and even for some pros. but I kinda even get excited by thinking in the roleplaying of the whole ordeal haha. hope this gets to the devs and they can actually give their thoughts as to why it would be either possible or not viable at all. PD: I totally love the game as it is right now and admire the work, message and soul you've put into this game and is quickly settling as one of my all time favorite survival games out there. I will be buying any future DLC's or games you throw at us in the future for you have gained my respect, trust and fondness.
  24. Chance to empty ruined food cans

    With the revamp cooking system introduced in the Vigilant Flame update, I believe it would make sense to be able to empty ruined food cans so that they can be later used for water making. As far as I know this is currently not possible, so it looks like the only way of emptying these ruined food cans for such purpose now is... to eat them. And thus risk food poisoning. Does anybody have any other inputs on this?
  25. Make your own marks on the Map

    With the map it would be great if there was the ability to make "Mark Ups" of items that you have found and decided to leave. Examples; 1. Mark where you have found Rose Hip or Reishi (Not sure if these come back after being harvested or not) 2. Mark where you find caves 3. Mark areas of shelter 4. Mark areas where you have lit campfires in the past 5. Mark areas that you have dropped items for later Think that this would enhance the game play