Question Thread :: Milton Mailbag


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Hello The Long Dark Community:

Last week we ran the first of a new feature that we're calling "Milton Mailbag" where we take questions from the community from the official forums and Twitter and @Raphael van Lierop answers a few of them. We want to keep trying with this experiment.

To give forum users a chance to ask questions, we've started this "Milton Mailbag" subforum. A few things to keep in mind:

  • In this thread you can ask us questions and we'll consider them for inclusion into a future mailbag. 
    • Please keep this thread just to questions. Start a new thread in this subforum if you want to debate or discuss anything.
  • We're not going to answer every question, and will also be taking questions from other sources. If we don't answer your question one week we may always circle back and get it again later.
  • We may also adjust how we do this going forwards.

Thank you very much for taking part in this!

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16 hours ago, PlayerPawn said:

Is it possible to get some behind the scenes videos on your official YouTube channel?  I'm always interested in various components of game design and I love seeing how things come together.

this....

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Once Episode 3 (plus 1 & 2 reworkings) is released, what's the target schedule for the getting 4 and 5 out after that, roughly?

And a more conversational one, if I'm allowed:
How different is the game as it is now from the one you envisioned when you first started the project? And how much change from it's current form do you think there will be, once you eventually consider The Long Dark to be 'finished'? (in terms of content and gameplay systems)

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How is Hinterland doing as a company? Are you guys expanding? Are you planning future games? Will there be continued development of TLD after Episode 3? I ask because I think you guys made something really amazing and I hope that development of TLD and the Hinterland brand continues well into the future. As a nature lover, I have my own personal preferences for the future of the game; ideally, I'd like it if you guys had enough cash-flow to hire an animal behaviorist, a few cutting edge AI specialists, and many more coders.  I notice with many indie games that after ALPHA release, development either slows down significantly or it stops completely with all development being picked up entirely by a mod community (like it did with KSP). This hasn't been the case with you busy guys over at Hinterland (thank you) but the industry is the industry and I worry about the future.  I'll just say this, I've grown to admire the system the devs have over at Paradox Interactive. When City-Skylines came out, it was a pretty basic sandbox for it's genre. But Paradox has been pumping out fantastic, high quality, single-purchase DLCs regularly since its release and has built a very respectable reputation among their community willing to pay for their products.  As far as I can tell, it's the best system for long-time-line development post ALPHA for sandbox games that produces the happiest community. I speak for myself when I say I would be fine if you guys adopted a similar payment model in the future post Episode 3 (so shut up and take my money, Raph.)  Jokes aside, thanks for reading my questions/rant. The Mailbag was a great idea btw.   

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One of the most compelling — and surely daunting — ambitions the team has ever disclosed to the community has been making The Long Dark's sandbox have all four seasons instead of just one.

Is this still on internal roadmaps, and can you talk about some of the challenges and opportunities it would present?

-H

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2 minutes ago, Hadrian said:

One of the most compelling — and surely daunting — ambitions the team has ever disclosed to the community has been making The Long Dark's sandbox have all four seasons instead of just one.

Is this still on internal roadmaps, and can you talk about some of the challenges and opportunities it would present?

-H

Nope.

It was said on their Reddit AMAs that different seasons would only be implemented in Long Dark 2, in the next game of the series

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I'm aware it was touched on in their Reddit AMAs. I wanted to give them a chance to speak to it again here, free of a separate or social-media-specific context. I'm not much for the reddit wing of the TLD community. They espouse and protect toxicity way too much in there.

-H

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I suppose you could view these as questions, but I have a few suggestions (not demands, I have more respect for Hinterland than that):

-Because the Hinterland logo is a fox, are there any plans to include this animal in the game?  I suggested before that the fox could hunt mice and by observing where the fox pounces, the player could also find mice and use them as a found source (although not a very filling one).  You could also craft clothing out of fox pelts if you wanted to.  It would be a neat mechanic to add into gameplay, even though it would likely take time to develop.

-Will there be more sophisticated traps besides snares?  Maybe gathering birch or maple saplings, you could sharpen the ends with a knife or hatchet and make a type of pit-fall trap used for defense or for hunting larger game.  Or you could find metal traps through looting, which could be repaired with scrap metal or toolboxes.

-Any plans  to build your own shelter?  Maybe add tarp or just use animal hides for makeshift and temporary tents that deteriorate over time, yurts, things like that.  I know there is a snow shelter already, but it doesn’t offer much protection and in maps where there is zero shelter, this could be handy.

-A way to make your own jerky?  Maybe by gathering wood and sticks you could build something to go over campfires that allows you to smoke and dry out meat, allowing it to last longer.

-A more organized and aesthetically appealing way to cure pelts, guts. and tree branches?  I don’t want to say “tanning racks” because games like Skyrim already use this and I know The Long Dark strives to set itself apart (and has so far succeeded).

-Additional uses for cars?  As of now, the cars offer some shelter and provide loot.  The ability to drive a vehicle during the aurora.  Players could perhaps siphon minimal amounts of gas at one of the gas stations in order to move more easily and with more gear between maps.  Each car would only be usable once and it would have to be in working condition.  If players tried driving without the aurora the car won’t work and trying to drive anywhere but an actual road will cause damage to the car regardless of the terrain.  That way this mechanic can’t be abused.

-Generators?  I’ve always wondered why they don’t exist in the game and I think it would be neat to have them, even if you made the chances of finding one extremely rare.

 

-Bear mace?  Please?  Lol.  Maybe this could be an option during struggles.  The bear would still do damage, but by using the mace, the damage is dramatically reduced.

 

Again, theae are only suggestions.  The game is perfect without these features.

 

And no, I will never ask for co-op or multiplayer ??

 

Thanks and hope everyone has a wonderful day!

~Wabbitstewed/Liz King

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Can we expect any revisit of cabin fever into a more general mental wellness? Or a revisit of hunger resulting in direct condition loss rather a more general wasting effect on abilites? Maybe there could be bonuses for being well-feed over long perods, like increased enudurance (tire less when exerting self), increased strength (more carry weight, better strugle outcomes), increased hit points. These values could decrease when you burn so many more calories than you take in.

Edited by deathbytes
Clarification
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Would you guys consider allowing us to build either a sheltered fire pit (perhaps with a hacksaw and some of the many barrels in the world?  Or build windbreakes for the fires - perhaps with a certain number of sticks and cloth.... or say any of the innumerable rugs lying around?  Have you considered a system where we could build a snow shelter that's a bit more durable - basically an igloo.  Maybe only have it in certain regions?

Edited by Jolan
can't spell worth crap
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