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  1. (Bottom of the stairway to Carter Dam Administration) (Top of the stairway to Carter Dam administration) (Inside Carter Dam administration area) The Gamer in me has known for decades that 'just because a door exists in an environment does not mean (the player) can open it,' and so for ages the fact that I cannot interact with these doors has been nothing more than a passing acceptance. Walk up to the door, no option to interact with the door appears. Okay. Accept it and move on. But recently, the narrative-explorer side of me has been wondering, 'what is it about these doors, story-wise, that they cannot be opened?' So my question to you is: What's behind these doors? Stuff? Things? Zombies? Will we ever know?
  2. Thank you for the answer! Especially about the hatchet. It's been bugging me for a while now.
  3. Good day! I have a couple questions. One about ambient lighting, and one about the utility of a hatchet. Ambient lighting: I've been playing Long Dark since between Rugged Sentinel and Vigilant Flame. In that time, I've noticed several changes to ambient lighting in indoor locations. Does the game's engine present a challenge when trying to appropriately light certain indoor locations? By my observation both here and on the Steam discussion forums, one particular location that keeps popping up is the Pleasant Valley Barn, which for a long time was too dark to traverse even in daylight, resulting in complaints (though thankfully, no outrage). On the other hand, there ARE indoor locations in game, which I feel SHOULD be dark by design and impassable without a torch/lantern, even in daylight. For example, Carter Dam's lower areas (Carter Hydro Dam and Environs: Lower Levels). There are absolutely no windows except in the staff break room at the far end of the map. Once you go through that bulkhead, even in broad daylight it should be pitch black all throughout until you reach the staff break room at the other side. Appropriate lighting of indoor locations would give torches and the storm lantern increased utility. As they are now, their current utility is rather limited because many locations are so well lit ambiently, even in darkness. Which brings me to my next question: Are there plans to increase the utility of hatchet tools? I know a hatchet is required to properly traverse the Hushed River Valley (a region I admit I have not yet visited), but otherwise their utility seems questionable right now. The only other purpose they seem to serve at the moment is to cut tree limbs into firewood (and even then, minor limbs can be cut into firewood with a hacksaw) and break down certain environment objects into reclaimed wood. They can be used to quarter animal carcasses, but so can knife tools, with the exact same efficiency (at least, time-wise. Not sure about the decay of the tools when quartering). In my current survival sandbox, though I've crafted an improvised hatchet for the first time ever, I've left it behind because I just don't see a purpose for it until I decide to finally go to HRV (AFTER I've collected all the game's buffer memories).
  4. Hello. Phone company employee here. It's been a long time since I've worked on voice/POTS lines, but yes, everything about this is absolutely true. Which is why it's important to have at least one telephone in a residence that is corded right through from the jack to the handset, even if for a 'just in case' scenario. This is because these phones are actually powered through the voltage in the phone line, and not through the power grid. Even if you don't have a landline, plugging in to a phone jack should still offer up some dial tone so that at least you can dial 911. By Canadian law, any phone that dials 911 must be put through, regardless of whether or not that phone is paying for a service (this includes cell phones). Now here's where I get fuzzy on the rules, admittedly. We're seeing a paradigm shift as people more and more frequently are turning away from landlines in favour of cell phones. The aforementioned technologies have been obsolete for years, but they still serve their purpose even in todays telecommunication landscape and they still work as intended, whether or not people use them. It would therefore seem logical to me that such 'in case of emergency' situations should also work on the cellular network, where in the event of a wide area power outage, your cell phone should still work at least until your battery runs out. I don't know for certain if the cellular network is built with such integrity in place as it is not my department anymore, but I'll ask around. That being said, we're still as susceptible to EM interference as the regular power grid, so if what happens in TLD were to happen in real life, it's quite possible that the phone network, both landline and cellular, would be just as dead as the rest of the grid. This is, after all, a geomagnetic disaster, not something as simple as a blown-out transformer or an explosion at a substation. However, artistic license must be afforded, and for the sake of the narrative, give it the benefit of the doubt.
  5. I'm so glad that you agree. Any such changes would be welcome, at least from me. Thank you for taking the time to answer these questions and offer insight on the development side of the game with respect to these matters.
  6. There are either crows or magpies outside my apartment window right now and they sound EXACTLY like the Bear Crows in game and I can't get over it. c.c
  7. In Mailbag 37 a question was brought up around the possibility of adding chem addiction as a potential risk. It's reminded me of something I've wanted to ask. Steadfast Ranger has now introduced a pain mechanic. I feel as though Hinterland has done an amazing job incorporating it into the game, with the visual distortion effects as well as the audio effects. Very much like how the game distorts when a player's condition falls 'in the red.' But given both of these mechanics and the way they're utilized, why hasn't a similar effect been made for when the player's fatigue meter drains? Presently, as the fatigue meter drains below 50%, the only immediately noticeable thing that changes is that our max carrying capacity gradually drops over time to 50% of normal once fully drained. That doesn't seem punishing enough. Sure, an empty fatigue meter has other consequences that aren't immediately apparent, like the inability to sprint, climb, or struggle against wolves effectively, but I was hoping that a fatigue meter in the red would have similar effects to that of condition being in the red, with the player stumbling around and nodding off. If the fatigue meter fully drained, the player should collapse on the spot and sleep. After all, the Emergency Stim's tooltip suggests that's what's supposed to happen. "Provides a short burst of energy, then you'll collapse from exhaustion." Come to think of it, if you're feeling generous, maybe you could answer a second question: Why did you go the route of giving the player the option of choosing to sleep X hours, instead of telling them that, when they go to sleep, they will stay asleep for X hours relative to their current level of fatigue, with the option of waking up when the sun rises? No one I know is capable of sleeping a set amount of time and waking themselves up. At least, not without some sort of loud timer.
  8. This may ruffle a few feathers, but I'm curious nevertheless. We currently have the ability to kill rabbits with our bare hands. In the context of The Long Dark it's understandable that such an option is available to us. The decision is not an easy one for new players to make, because a) its gruesome despite its necessity, and b) rabbits are just so darn cute! Is it by design, or due to a lack of resources that we are not compelled to kill other animals in a similar fashion? Particularly when it comes to hunting with the bow or rifle and relying on our quarry to bleed out rather than scoring a clean killshot. Tracking a wounded deer/wolf/bear slowly bleeding out, finally come across it keeled over, too weak to move but still alive, struggling to breathe. To me it seems like a missed opportunity to compound on the dilemma presented by the option of breaking a rabbits neck, wherein before we can harvest a hunted animal, we'd have to first end its suffering. Either by hunting/improvised knife, by revolver/rifle, or by hand if the aforementioned tools are not at our disposal. Which could present additional challenges particularly with bears and wolves, as even in their weakened state, they might still put up a fight if you try to finish them off. If it's by design, that's fine. If not, I could always forward this to the suggestion box as well. I just thought I'd ask first if the lack of such a feature is by design first.
  9. I swear, if you add a Wilhelm Scream somewhere in a future Wintermute episode... I agree, the sounds of TLD are amazing, and add immense depth and immersion to the experience. Howling wind is a particular favourite. Excepting the sensation of wind blowing against my face, the sound of blowing wind reminds me very much of the chilling winds I experience every winter. Presently I'm trying once again to collect ALL the buffer memories in game, including the new ones added with the Archivist challenge (tangent: the in-game Collectibles sub-menu incorrectly lists 31 possible collectible buffer memories, when it's much more than that, now). I'm starting off in Desolation Point. I've collected all the memories from Hibernia and am now working on the lighthouse. I absolutely adore the owls hooting at night, but even moreso I love the loons singing. I'm going to miss it when I leave to go to Timberwolf Mountain for the next batch. Creaking wood is nerve-wracking, but in a good way. Especially on the Ravine trestle bridge.
  10. It fits my model more often than it does not, so I'm sticking with it until a better explanation can come forward.
  11. Squib loads aren't a thing. Poor condition rifles have a higher chance of jamming, but that's it. You eject the cartridge and spring the next one into place. Just remember to pick the misfired cartridge up!
  12. Beautiful! I suspect the abundance of flies on his hindquarters are feasting off dead skin under the upper layer of the hide. But he definitely knew you were there. And that chuff at 8:27 was probably a sneeze. I hope you didn't look him straight in the eye.
  13. It may be confirmation bias. But that doesn't mean it's wrong. The only times, in recent memory, that crows have flown overhead and a weather change did NOT follow, was immediately after stepping out of an indoor location into the outdoors. Otherwise, based on my experience, every time crows fly overhead, the weather changes. Since the process of weather changes blends the out-weather into the in-weather, sometimes this process takes half a minute.