oplli

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Posts posted by oplli

  1. I think the abillity to survie in the game is 60% map knowlege 30% game knowlegs and 10% luck. (this is just quick numbers) I dont think making uncertainty is the solution. The maps are where they are and that is what i like.I have almost 800 hours and I dont still know all the maps by heart but I always know pretty much where I am. even in HRV. 

    that said i agree there is not that much to do when you are passed day 100-150 and that you know the game by heart. something should be done.

  2. 4 hours ago, Mr. 0 said:

    i would like to get choice "Clean house", where you get an harvested all furniture in house. Total time and calories is addition of all particular items able to be harvested (+ some fee, like 15 % as moving and resting). It could same player time, when he needs a lot of reclaimed wood

    I think thats a bad idea, the Clean house mechanic should not clean the furniture, only papers bowls (broken wheel?) electric wires clothes dead appliances etc. not the furniture. what can you use an empty house for? i would liek to stockpile items on the table and shelves etc

  3. 8 hours ago, Mroz4k said:

    eeh, I wouldnt like it personally but it also makes perfect sense and would be a good addition to the game! Would certainly make the game more difficult and that is never a bad thing. Though I would also like to see a way to "store" medicine in a way it wouldnt decrease in condition, and maybe even some "medicine" survival skill which would afffect this chance of less effective medicine, or as a way to harvest the low quality medicine to create a better one!

    Maybe if we store our medicine in the propper storage (wich is the medicine shelf) its condition would slowly decrease.

     

    8 hours ago, Mroz4k said:

    This I am a bit more sceptical about. The thing I like about cloth is that it stacks. It makes it really easy to manage in inventory. If the cloth had its own durability, it would no longer stack which would make it more tedious  to manage within inventory. What if instead, there was a chance to either collect "cloth" or "torn cloth". When "torn cloth" would need to be first stitched together before it could be used for some crafts or for clothing repair.

    That is true I dont think it is a great idea afteer all that would be complicated. What would you get if you craft bandages with 30% clothes? a 30% effective bandage? that is starting to get complicated.

    we could be gettting poor quality cloth though. it would repair 50% less and only give one bandage instead of two

    8 hours ago, Mroz4k said:

    This is also firewood you could harvest from campfire that was blown out by a wind.

    I like that idea I second this. you could be sometime able to find burnt wood in lost campfires or fireplaces. It would be like BruntCedar, BurntFir, BurntReclaimedWood it would just be Burnt wood. For the balance it could weight 0.30kg and burn 20 mins like a book.

     

    8 hours ago, alone sniper said:

    ruined crowbar will ruined the lock of locked locker permanently. 

    I dont think it is necessairy. what use could we have for that?

    • Upvote 1
  4. 9 hours ago, alone sniper said:

    What if Storm lantern condition was related to its fuel consumption! Just think about it. I think it would be great if storm lantern with for example 20% condition used more fuel and would extinguish rapidly unlike a 80% condition one. It would force player to keep it in the best shape possible by repairing it frequently . 

    I always thaught it was liek that beacause of the gas leak sound we hear when its not repaired.

    9 hours ago, alone sniper said:
    • There would be a chance that medicine with very low condition e.g. 20% and below won't be effective ! 
    • There would be a chance that pieces of clothe you harvest from curtains and pillow and etc. won't be at 100% condition thus it will effect how much that you could repair your clothes.
    • There would be a chance that you find " half burnt" woods ! e.g. you found a 40% cedar wood near a campfire !  it would keep your fire going by 40% *  1hour = 24 minutes ! 

    I am secondign all of that but for the items like wood and, i guess "wolf ravaged pelts" too would need to be only 40% of its weight (if they are at 40% condition) so it would be a nice add without being that punishing. beacause I would prefer take nothing than a 20% cedar that weight 0.5Kg unless i am forced to do so i norder to survive.

    • Upvote 1
  5. I think there a nice solution: the skiis wont make us travel faster they will only enable us to have another 5kg weight bonus BUT it is not exactly like the moose hide sachel

    The skiis weight 2kg each so 4kg total and you cannot climb with them so you will need to take em off and put em in your pack OR drop them down. Nerfing them that way will force player to travel by food but it would give an advatage when walking around your house or travelling in the same region.

    I should aslo add that we will be slower on skiis inside than normal so it would really be a tool for homesteading or working aroufn your house. à

    I saw like 12 (maybe exagerating a bit) new threads this month about sleds, sleds and sleds again. PEOPLE WANT SLEDS !! Skiis would be a nice alternative that could be fairly easy to add in the game.

  6. 10 hours ago, Mroz4k said:

    The idea with "attacking a timberwolf when its close" is a bit difficult - how would you select a weapon with which to do that? Or would that be like a generic "kick" maybe?

    Could be interesting but not sure how it would be implemented.

    the idea is once a timbewolf charge you (exactly like the regular wolves) you get an option of the tools you have, hands, axe, hammer, hatchet (for example) then you select lets say the knife you will have a bar in the middle (like the regular wolves again) and there will be a green zone in it, wich will be randomly big. A cursor will move fast on that bar and youl have a couple of seconds to click at the time the cursor is in the green zone. if you achieve the wolf will be injuried and the morale will go down a bit. you can aslo take the revolver during that fight. this mechanic would help those who dont have any guns (like in interlopper) you could say that we still have bows and arrows but with the timbewolves we always have to move fast so if you miss you shot you'll eventually be too far to recover the arrow and there are a lot of chances you will not miss but you will not kill the wolf too and the wolves are going to flee (even if you kill the wolf he will have the time to flee and you will be bothered during that time by the other wolves so wou wont be able to recover your arrows too.). giving you almost no options to recover your arrows that is not a winner sutuation. I want to be able to fight the timberwolves with tools the solution i sugested may not be the best one but i will be for any other ideas as long as it makes the Timberwolves less unpleasant.

  7. 1 hour ago, odizzido said:

    This is slightly off topic but science(the scientific method) is the acquisition of verifiable knowledge. Whether that is quantum mechanics or finding the best places to snare rabbits. Science is always useful.

    Then what science could be done in the game to be enough interesting?

  8. 1 hour ago, DrZ said:

    Interesting observation. What I could envision here would be higher levels with exponential requirements to reach them (like it is now but just continued) that give a small bonus. Like, for archery, 2% sway reduction at each level. Then you can still progress but the game does not need big re-balancing of any kind and you can introduce 20 new levels that long time players probably will never reach. Which is my kind of thing since I think even a master can still improve.

    That would be great

  9. 22 hours ago, ManicManiac said:

    Do the wolf struggles technically fall into the category/family of quicktime?

     

    If they do not then it would be the same for the system i am suggesting, there is no difference. I am suggesting a specific interaction but i am open to any ideas to how ot make the wolves more interesting. I think we got off the main subject in that discussion.

  10. 2 minutes ago, odizzido said:

    I don't click a bunch of times for wolf struggles. I don't need carpel tunnel. There are options to turn it into a hold the button down thing.

    Those are for the ones who cannnot click quickly. You get more effectiveness by clicking fast in a struggle. i dont see where is the fun in just holding the button if you can click fast. What do you mean by i dont need carpel tunnel?

  11. 22 hours ago, c r o w said:

    - Scientific research of air pressure, radiation, snow fall/precipitation via either hand/made or gathered devices, and their user learned from books. 

    - Placeable/moveable furniture for those who live in one place, or (may use as a laboratory. I.e. Lighthouse, desolation point.)

    - Creating iceholes with either a drill or hatchet in ice. Ice fishing with tip-ups (ice fishing decides that are set out on a hole, and have a flag that "tips up" when a fish is caught on the line.) 

    - More books, many bookish players exist - all in all, for this one, add generally more "useless" objects to the game that may have an actual hidden use.

    1- I dont think the long dark is the game for science. what would it be useful for?

    2- It would be nice to be able to move the furnitures that we have in the game already i think that it would be a great step.

    3- it would be nice on the paper but in game no. The game is made so we cannot stay in one region indefinitely. we have to move. Beacause there is water in (i think all) regions being able to make iceholes everywhere = infinite source of food with no danger. 

    4- There cannot be more books without new skills, so I say YES ! 

    • Upvote 2
    • Like 1
  12. 5 hours ago, Russia said:

    I thought about that right after I made this post.

    So can we say that this is now the skiishoes proposition now? :D 

  13. 40 minutes ago, Mr. 0 said:

    I am aware how jumping can break this game, but i am annoyed by small obstacles. There are two ways:

    1. Remove colision from small items.

    2. Implement "jump" just for obstacles as camera animation. Then you jump over certain items, like logs and fallen trees.

     

     

    It would be nice to be able to vault. I was seconding that idea before but now that i thaught about it i dont think it would be a change that we want really, let me explain. It is absolutely not as easy as you are telling us. Being able to jump will make the devs work hard and during a long time to correct the bugs and the map desing (all the maps would need to be made over again.) to fit the new mechanic. on another hand, vaulting over objects would fit the playstyle of the game but it would take a lot of time too to achieve, correct the bugs, and modifying every maps to make us able to vault over every object that would make sense to vault over. this means creating a new mechanic, adapting it to every region in the world at every fences, rocks, small obstacles etc. without saying that it would considerably add time to create new maps or modify current ones. This is the type of mechanics that yo uhave to implement while starting to create a game and not in the middle of its creation.

    this would be the project of a life and all that only to be able to vault over fences once in a while. I MUCH MUCH prefer seeing WINTERMUTE done and a lot of new content added to the game with survival mode updates before having this new mechanic. I would go further and say that i would prefer see hinterland makes all their other games that they want to do before being able to vault in the long dark. I dont know how much time it would take but i know that it would be a lot. i have worked a bit with unity in the past so i pretty much know what i am saying.

  14. 2 hours ago, RegentRelic said:

    The biggest thing is that I removed the wendigo researchers.

    In my original plan the researchers were the wendigos, they were there first to study the special rock formation inside the cave and they got trapped inside. They then becomed wendigo. i see why you got confused, the wendigo research facilitty isnt named to what they are studiying but by the place they are. I still think a reasearch camp is nice there. not a laboratory, only a camp where scientist go to collect what they want and then taking that back to the labs. the body in the camp outside got eaten by something too this is why i placed wolves inside. 

    There is many things that i dont think is a great idea to place in this map (not to take personally I say this beacaus we don't want to end up with a map that is way to easy fo the player to survive :)) il make a list so we can discuss about it:

    -The forest talkers dont have a propper base they act in the shadows and they do illegal things this is why i think it should be a research base there.

    -There should be no millign machine in the research base as it is a remote place I dont think that would be great for the gameplay balance. Same fo the ammunition workbench. in the same place there a bit too much loot. loot has to be almot 100% in those caves and has to be scattered.

    -there is too much sheltered places on this map. beacause there is a whole undeground region under there i think that the sheltered places should be minimized as much as possible. the forester cabin would become a poorly sheltered building and same for the trail shelter on the summit. (keeping the basement could be a nice thing though)

    - I like the last corner idea and the collectibles scattered a bit everywhere on the map. it is a nice touch. beacause there is not so much loot in the last corner i would change the rope climbing spot by a succession of two climbing spot without rope so it is not completely wasteful in resources to ge there. this is one option but i think the best should be to make an interlopper flare gun spawn in the last corner and keep that big rope climb.

    -for the connexion to the other region i think that this map sould be north of desolation point (connecting the right side of the road to DP) and connected to a future map between PV and WendigoM by the left side of the road) or it should be connected by road by the right side to BI and to BR by a cave somewhere near the forester cabin

    1601453743_KaisTLDMapv2PNG.thumb.png.248e50d10cac2f66bd5415e39899afaf.png.c4f4e4bb2e3add5c85a92dae1ec63c7c.png

    Please if you are making modifications, try to stick to the original desing beacause if others do modification after the map will be hard to read :) i appreciate that you give you opinion though thank you !

    • Upvote 3
  15. Hi, during the two last days i were working on two maps that would illustrate my idea of this new Wendigo Mountain-Cave Region. i made a regular map and a cave map that is as big as regular region. based on the whiteberry ones we often see. I have been dreaming about enormous caves for the game since a long time i think that could be a valuable thing to add. and it would introduce new way to play and give idea for thoustands of new challenges, personal challenges but official too. Here is the idea: 

     

    The fist map look pretty much like timberwolf mountain but a bit smaller. There is a Research Facility. the scientist used to work in the cave, a reception for the hikers, a shelter on the summit for the hikers too, and a randomly accessible fishing hut. i did not took the time to add the animals spawn areas and resources areas, as i dont think it is necessary to understand the whole idea of the region.

    1833676955_WendigoMountain.thumb.png.d710d627f784521b9d3b241badec8fc7.png

    All the caves entrances lead to the same cave wich is under the mountain. (CA CB CC CD) (CA is special one, it is a vertical entrance to the cave)

    i hope the Caption on the top isnt too small for you to see but i will try to explain em (lower there is the images that i use for inspiration to some parts of the cave )

    The idea for the lower part of the cave is that it have been explored by the scientists where it says BaseCamp. Nobody knows how they died but what we know is that they were looking for rare Immense crystals that would form in that type of cavern (you would probably not know but im telling you :D). They sent multiple teams to explore the cavern but none of em returned. Some have returned, not alive thought...

    (Lower part= bottom right, Higher part= Top left. you can also refer to the arrows that shows the higher spots.)

    163362281_WendigoCavern.thumb.png.549b6b6d0cfee2f4e6cc24cd882c839b.png

    The Brown part of the cave is a section where you can walk on Stone bridges like the ones you see lower (there is an image) but without water underneath, only the infinite darkness. who know what can hide there?  Imagine the feeling of throwing a torch down there and slowly watching it dissapearing in the far darkness.

    The small purple dots represents the big crystals  that we can see in pictures lower. i think it would be nice to have some of these in this cave (not as many thought).

    stonebridges.png.7fb0b14a38086cd06dc43aa936438499.pngwindigo-wendigo-675x420.jpg.28fec65d0114a2e8dd77db135bc088ef.jpg09706-feature1-cave.thumb.jpg.6a1559a43459555b871bd05bb76d20ab.jpg27213bdd3fcef997f2de656ad2b62f6d.jpg.69accf6d7f6240eb852c2a03373d181a.jpg

    as you can probably see it is a cougar i think that they would be a nice addition and challenge for this cave region and i read in previous milton mailbags that raphael wanted to add em to the game he did not spoken about any dates though so i am not talking about it that long, this idea have been discussed quite a lot in the past.

    I really think a cave region would add a lot to the game. i know too that if the devs want to do that, it will probably be the hardest region to build and it will take a lot of time. Probably more than hushed river valley. But i am still showing this idea beacause i do think the time invested could absolutely woth it if we end up with a region like this (it is technically 2 regions)

    About the name of the region: The wendigo is a native american Tale they were humans that ate other humans in order to survive and they are now cursed they have been transformed in semi humans, semi animals they often live in remote regions exactly like those caves or great bear island. aslo there is a place called the wendigo waterfalls in Quebec that i know well. I am not suggesting this as new annimal but it could be nice though for a challenge or future haloween event

    PS: If the devs or anybody else want to use my maps for inspiration or to modify em they can :) 

    • Upvote 6
  16. 56 minutes ago, Themadlad94 said:

    With all due respect, I really liked 4DON better. I feel like this event is so out of place in a game like this because it isn’t a horror survival. The lore of the main game was solar particles messing up the world’s electronics, not a malevolent being chasing you. If I wanted that, I would go play Dead by Daylight. 4don wasn’t so “far-fetched” in a sense (I mean, 4don was still pretty weird, but the darkwalker is VERY far-fetched), as the closest thing we got to demonic beings and toxic fog was wolves that have reds eyes and pumpkin pie.

    On the contrary, it is not a real threat is is in your head. you can only heard him but not see him. the mental side during survival is not really considered i nthis game it may be the opening of a new door for the future of the game. you character needs to constantly fight against himself to flee from something that we dont know what is yet. I am extremely exited by this new even and i cannot wait to test it.

    • Upvote 2
  17. 2 hours ago, odizzido said:

    Also I am not a fan of quicktime events so I wouldn't be a fan of adding in timing stuff, especially if they randomise the key you need to press

    The regular wolves struggles are quicktime events. you have to click the faster you can in order to survive. the idea in the timberwolves is not to make you press a random key on you keyboard. Once they rush at you you have a time to pick your weapon and like regular wolves you could click the faster you can in order to hit the wolf, it will only lower the morale but not make him flee. or something like clicking at the right time and you have one chance. but absolutely not a random key that would be horrible i agree.

  18. i am not against a tool to be able to walk faster. the problem with skiis is that we could want to slide on a cliff with em. i think that snowshoes would be more apropriate :) 

    • Upvote 1
    • Like 1
  19. 3 hours ago, UTC-10 said:

    Be interesting if the devs reverted wolves back to something like the torch trick with modifications so things are  not exactly the same, and a campfire is no longer an absolute requirement to block a wolf. 

    This would only be a plaster i think, a temporary solution. once we will be able to know em again that will be the same problem that is why i think wolves are not done right at the moment. They need fear more the humans but once you encounter a tough one he will be even more dangerous that all the other kitty kitty wolves you would have encoutered that feared you. with that mechanic you will always need to be prepaired agains the most dangerous wolves that you may encounter.

     

    9 hours ago, ManicManiac said:

    As for the Timber Wolves...
    I think it's a little strange when people want the wolves to be more difficult... but then, when the timber wolves are exactly that; they often get described as broken or buggy... :D

    They are truly difficult... but difficult in a way that i dont appreciate. They aggro you then they get away and thay come back quickly to get away again and again and again. and everytime one come back he takes 10% of you health bar and get away without letting you hit him a couple of time :D. i never went to bleak inlet beacause first i dont see the point in interlopper and second, i had the worst gameplay experience i have ever had in this game in episode three with the timberwolves. (the episode 3 was nice in its globality but timberwolves nahh). It is sad beacause timberwolves could be a real challenge and a fun one. it just needs to be more interactive and immersive. what breaks the immersion with current timbewolves is that they always run away and come back to take a piece of you leg... wich make you waste ammo beacause you end up shooting fast after missing the first 3 shots + 30% health. second is that you absolutely have to have a ranged weapon to lower the morale (and stones apparently). it is not like regular wolves where you can use pretty much every tool in the game to defend yourself. this means that you rely on tools that you dont usualy have early game or that you dont take with you beacause they are heavy, to defeat the timberwolves. i think that the new fight system that i talked about would make the wolves more interactive, fun, and a bigger challenge. it makes you feel that you have a little bit the controll. wich is 100% the case with the regular wolves, who fears em? and the opposite for the timberwolves...

  20. 5 hours ago, UTC-10 said:

    I just think that because of where Astrid ended up, in Coastal Highway

    Why do you think she is in coastal highway? as we have seen from the art at the end there are dead whales. so it is wether in desolation point or in a new region. i would say it is desolation point beacause it already exists and fro mthe art we see the ocean right when we get out of the cave wich is not the case if we would be in coastal highway. it would only work on desolation point if they create a new passage though. so it could also be a new region :)