ajb1978

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Everything posted by ajb1978

  1. I'd say PV because you can score a ton of cattails early on, plus the possibility of finding a hammer and mag lens right in the basement of the farmhouse.
  2. I'm no developer here but I think the "carry the survivor" system in Episode 3 could probably be tapped for a variety of things. Such as dragging those tree limbs, a wolf or deer carcass to a more manageable location. Just like with the survivor, your movement is penalized and you can't draw a weapon or light source until you put the object down. So in a perfect world where all wish list items are granted, I'm envisioning a system where...say I shoot 3 wolves out on the ice, and want to cut 'em up for spare parts. Two dropped on the spot, a third ran off and died farther away. I start one campfire, drag all 3 wolves near it, then run off and find a limb for more fuel while the carcasses thaw. I drag a nice big fir limb, warm up by the fire while cutting off a couple steaks. Toss those on the fire to cook, then get to work chopping up that fir limb. Put two fresh steaks on the fire, toss the fir in to feed the flames, then head out to go find another limb to drag.
  3. If you copy your most recent user001 file from C:\Users\(username)\AppData\Local\Hinterland\TheLongDark\ and paste it into C:\Users\(username)\AppData\Local\HinterlandTest2\TheLongDark\ you can keep your unlocked feats from the main branch.
  4. Especially if the same general model is adopted, where businesses can pay to have their location "upgraded". I mean think about it, if there was a Jersey Mike's that just so happened to have a six-burner stove, bed, workbench, and an ambient temp above freezing....I'd be spending my lunch breaks there every day. No question.
  5. Ehh I have a compulsion to organize....I keep a spreadsheet tracking items per region, quantity, and what condition each is at on whatever day it is I happen to take inventory. So I can be like "It's been a hundred days, that balaclava probably needs some love" and go make a maintenance trip.
  6. There was a meme floating around for a while which showed Will with an enormous mountain of junk on his back, using the in-game images of items. Even down to a bunch of cups of tea strung on a line around his neck. The caption was something like "And you wonder why I can't jump." But in all seriousness, that's pretty true. If you're carrying a ton of gear, you're not going to be jumping. If you do need to get over something, you'll crawl over it, so in that regard a "vault" button does make sense. Something simple, like if you are within a certain distance of an obstacle, that is say 1 meter or less in height, you can slowly crawl up onto it. Enough to get over a crate or something. If the obstacle is too high, or if there isn't enough room on top of the obstacle for the player to stand, nothing happens. I can think of several locations in Forlorn Muskeg where I'll want to get up on a fallen tree bridge, but the angles just aren't right. And it's like come on dude, just sit down on it, swing your legs up, then stand. Not a big deal.
  7. Back when Pokemon Go really blew up, I had a dream where Hinterland released "The Long Dark Go" which was basically a similar concept. You would walk around, but as you got cold, hungry, or thirsty you'd have to stop by local businesses to "loot" for food and supplies, or just hang out a while to recover warmth and fatigue. Wolves would appear on the map, and if you had a rifle or bow you'd have to use the phone camera to aim at the wolf in AR, and tap the screen to take a shot. I mean it was just a dream, but it was so insanely detailed I really think it would make a great game if made for real.
  8. I don't know if this is specific to the test branch or if I just never noticed before, but drawing a bow or aiming a stone causes the background aurora sounds to stop. It doesn't happen with a revolver, rifle, or distress pistol.
  9. I've long been a proponent of a recipe system, to create meals that provide benefits above and beyond simple calories. Hypothetically, say Menu A grants a 50% reduction in rifle/bow sway, Menu B lets you sprint 25% faster, Menu C halves condition loss from falling through the ice, etc. Temporary buffs of course, but something that would provide an incentive to do more than slap a steak on a stone. Maybe you'd want to prepare Menu B and C before embarking on a beachcombing endeavor. And to make them a little more deliberate, the buffs only apply when the food is eaten hot. Sure go ahead and prepare them in advance, but you've gotta light a fire if you want the special effect. And similar to coffee, the duration of the buff corresponds directly to how much of that item you've consumed. Esc-cancel halfway, you get half the duration.
  10. Yep I remember watching a YouTube video where a real-life survivalist played TLD, and he was coming up with a lot of great common-sense things that he would do in the real world, that weren't options in the game. Such as crawling inside a hay bale to stay warm during a blizzard. Makes perfect sense of course, but then again so does ripping out chunks of hay to use as tinder. Or just dousing the bale with lamp oil and setting the whole thing on fire to really warm things up. Or using a hatchet or prybar or something to chisel out a dakota fire hole. It's just not possible to account for everything a person might do.
  11. ....this deer is completely unafraid of me... Slightly east of Spence. Interestingly, this is the same location I've heard a phantom deer in the past. Am...am I dead? Edit: It's this one deer specifically. Other deer still run, but this guy...completely unafraid. I respect that--he can live.
  12. Can confirm, i had the same problem last night. I had a pile of sticks on the ground inside the Spence barn, and clicking on the pile did nothing. If I clicked off center, like on the edge of the pile with the white cursor pointed at the ground, I could pick up sticks.
  13. Shooting a bear and failing to drop it, dodging at the last second, and circle-strafing it until it dies. Also, successfully navigating the southern portion of Forlorn Muskeg at night during a raging blizzard. Edit: Almost forgot, taking out a timberwolf pack that is already hostile towards you with the survival bow.
  14. Got a phantom icicle that's visible through rocks. Winding River, headed towards Pleasant Valley. Windows 10, GTX1080TI, I7-4980k, 16gb Edit: It wasn't there when I visited again...seems to be a one-off.
  15. I don't know if this is a glitch or not but I started a game on the test branch, and to maximize the 24-hour grace period I opted not to sleep and work through the night on day 1. It hasn't been a full 24 hours yet, and I'm already seeing wolves. I'm on maybe hour 18, but it's hard to judge without a clock.
  16. The default location for your save files, including user profile that records your feat progression is located at C:\Users\(your user name)\AppData\Local\Hinterland\TheLongDark\ so if you want to be absolutely, 100% sure you don't lose anything from the main branch, make a copy of everything in that folder before opting in to the beta.
  17. The party line on VR is "ain't gonna happen with TLD. Might be in the cards for a future project."
  18. Basically any successful Gunsmithing related task contributes 1 point. Crafting bullets, 1 point. Crafting gunpowder, 1 point. Crafting a cartridge, 1 point. Successfully harvesting a cartridge, 1 point. Except the Practical Gunsmithing book of course, which is 5 points on completion. And yes it takes some planning but getting 17 batteries' worth of lead (16 batteries plus 4 plates from the 17th) to Bleak Inlet is not an overall difficult task, just time consuming. However it's also the only way to get to level 5 without failing a crafting attempt and wasting resources.
  19. Yeah I just did the math and assuming you spend 50% of your time indoors and always take off your clothes when you enter and only put them on before you leave... over 1000 days, that would save 75% of decay on a Balaclava. Which is how much condition you can repair with 1 cloth at level 1. That's a lot of work to save 1 cloth if you ask me. Given that there are well over 1000 cloth available in-game by breaking down the environment, plus more from stuff that washes up on the beach, it would take well over 10,000 days for this indoor nudist strategy to yield substantial results. Even at 100,000 days you'd only have saved a few hundred cloth, but your survivor would be long dead at that point because that's 274 years.
  20. Clothing does decay slower when not worn, so if you're looking to absolutely maximize your efficiency, taking off clothes indoors will spare a bit of wear. But we're talking maybe 1% over the span of game week, depending on the item. In general, lighter items decay faster than heavier ones.
  21. ajb1978

    Hot dogs

    I'm gonna go out on a limb and say it's this That's kinda straddling the line
  22. If I understand the storage and inventory system correctly (and I'm pretty sure that I do, but I'm not a dev so this is ultimately just an educated guess), each storage container has its own inventory table. So when you click a drawer, the game says "Open inventory table 1". If you click another drawer, the game says "Open inventory table 2." It has a list of container inventories for every region and every interior location, and each of those inventories is linked to an interactive element in the game, such as a drawer or locker. Enter, rock caches. What I'm pretty sure they did is create 5 new inventories for each region, but without placing an associated interactive element. When you build a rock cache, you're placing the element that interacts with one of those 5 inventories. Which is why you can't put 10 caches in a region, because only 5 new inventories were configured for it. It doesn't generate them on the fly, they're preconfigured based on which loot table your particular run is using. They just added 5 inventories to every region's loot table. I highly suspect that if the game allowed you to disassemble a rock cache without taking the contents, if you rebuilt that same rock cache elsewhere in the same region your stuff would still be in it. So to allow craftable storage like that which works anywhere, they'd basically have to open up every loot table for every interior location and repeat the steps of creating 5 new inventories. For all interior locations that currently exist, as well as all that are created in the future. That would be a monumental undertaking not only to add that to the existing locations, but to commit to for future regions too. Rock caches are great. They fill the void of craftable storage well enough, although I do wish we could place them closer together. Like...neatly in a row right outside the front door.
  23. ajb1978

    Hot dogs

    This is one for the modding community once mod support is added. That said..make it a double chili dog, and drag it through the garden.
  24. You'd need a ton of batteries wired in series to provide the voltage necessary to power an elevator motor. Nah, a climbing rope would be a good addition though. Like you're climbing the elevator cable itself or something.