Tilt

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  1. Snow should slowly melt into unsafe water when left in a pot/can if ambient temperature is above freezing in an interior. This is perfectly realistic and allows for a good strategy: Filling pots/cans w/ snow before leaving an interior to do stuff so that when we are back the snow is melted and it takes a shorter amount of time to make potable water from the unsafe water since one doesn't need to melt the snow first. The speed of melting can be a function of ambient temperature. The hotter it is above freezing the faster it melts. The colder it is below freezing the faster the unsafe water turns into ice. Game should add an option when clicking pots/cans (even if off stoves) to fill it with snow for this very purpose. Bonus: This adds more of a purpose to so many cans accumulated throughout the game.
  2. I made a video of the problem: https://www.dropbox.com/s/21xhcuqz6yx6zpd/The Long Dark 2023.06.13 - 22.46.13.03.mp4?dl=0 Unfortunately I don't have an earlier save, so I can't go back further to see if the problem fixes itself. Still no reply from support and I don't know that there's a way to update the ticket w/ this video.
  3. I did open a ticket through here https://hinterlandgames.zendesk.com/hc/en-us/requests/new Attached my player.log and my save file but still had no response. Anything else I can provide to help you debug this?
  4. When escaping the convicts at the end of ep4 I get to the steam tunnels and start going down the stairs but no matter what I do the game ends w/ the convicts catching me, even though there are no convicts around. I then loaded a previous save where Mathis was about to kill me and the explosion happens, but after they run away and I stand up, when I get to the place where the Jace triggers the lockdown there's no one there and no cut scene of Jace triggering the lockdown happens. I can continue the episode through suffocation area but then I have no more cursor when hovering over containers and no new cut scenes trigger. I can't advance the story like this. What can be done about this bug? If I submit my save file can it help to debug this? Tks!
  5. The point would be the threat of death from exhaustion, thirst or hunger if the player doesn't satisfy those needs. The mechanic is still there, and the player would still have to satisfy all those needs, he just wouldn't die silently from thirst or hunger in their sleep, which is very unrealistic.
  6. Cold can kill silently yes, thirst and hunger no. If you are warm in your bed and you are thirsty or hungry you will not die silently as if asfixiated by a mysterious gas. You will wake up of thirst or hunger 1st. Having the game warn that the player is too hungry or thirsty to fall asleep is not holding the player's hand, it's being more realistic than simply letting the player die silently from it.
  7. The main improvements would be the ones involving sleeping. Instead of dying in the middle of one's sleep, the game should stop sleep when the player's condition is 10% or so and tell them they can't sleep when they are this hungry or thirsty instead of letting them die silently of thirst, simply because that's not realistic. A human being would wake up of thirst before simply dying. And of course procedurally generated maps.
  8. - Defueling storm lanterns (exactly the same way you put out ammunition from firearms) +1 so we don't spend 1 hour harvesting it if we only need the oil. - Warning before eating raw meat (similar to throwing an unread book into a fire, it's really easy to accidentally select raw meat from the radial menu and get food poisoning) +1. And I would add: warning before going to sleep w/out enough thirst and hunger bar filled for the sleep duration selected. I almost died one time simply because I forgot to drink before going to bed. If I'm thirty in the middle of the night I wake up to drink a glass of water. I don't die.
  9. Yes, thanks. I had seen this post which is from a mailbag from over a year ago. That's why I started this topic to see if it would be something worth being revisited by the dev team, considering it's something written over a year ago. In any case please, if you could, have Raphael van Lierop himself take note of this new topic just as something for him to consider. I think he may have understimated the benefit of procedurally generated maps for this game. Tks for the game, hope it continues doing well in the future!
  10. Yes this feature would take development resources. But the end result would be a game that has infinite longevity and that highlights the exploration aspect. Maybe detaching a team from the story mode to work on this in parallel, since it's independent from the story mode would be something to consider. Focus on exploration with procedurally generated maps are a perfect match to survival sandbox games. The Long Dark is such a game. It adds replayability, it adds to the sense of wonder that people get from new games, it keeps the game fresh at every playthrough and would be a great benefit considering the type of game TLD is. It would be an investment well worth the cost, in my opinion.
  11. I don't think it's safe to say we can rule out procedurally generated maps for the current game. Here are some reasons: 1) It's been done on many games, so it's definitily doable. 2) It wouldn't need to disrupt the story mode. People who favor the story can continue playing just the story if they want. This would be an added benefit to the game. 3) It would add infinite longevity to the game, which is exactly the same thing that happens for sandbox games like Minecraft and No Man's Sky. Minecraft has recently achieved the spot of most sold game of all time and it's been launched over 10 years ago. It wouldn't get this far w/ static maps. 4) Exploration is probably one of the most fun aspects of the game. But exploration only lasts so long as the maps are unknown to the player, after that the game becomes much easier even on interloper difficulty simply because the player already knows where to go, what to do and what to pick up. It becomes a game of finish the list and not of exploration. 5) TLD already has many interesting features that would combine well w/ procedural maps. For example the charcoal which is used to make maps would become even more valuable and a vital gameplay mechanic whereas now it's pointless after the player already knows all the maps. 6) Creative Director Raphael van Lierop mentioned in an old post that it's important for the players to have the "coming home" feeling of revisiting a known place in the map. I agree. But this isn't lost w/ procedural maps. After the player explores an area, and sets up a base, he'll always get that feeling after coming back to his base that he knows, even on a procedurally generated map. Again, similar to great games such as Minecraft etc. I really hope game devs see this post. For the good of this great game and its longevity.
  12. A lot of games do procedurally generated maps. A few examples: Minecraft, Left 4 Dead 2, Diablo, No Man's Sky and so many others
  13. The Long Dark is wonderful! However, the feeling of discovery and exploration is really thwarted by the fact that the maps are all the same at every play through in Survival Mode. It would add a lot to the game if the players actually had to explore and discover new regions by themselves, without the help of wiki maps or anything else, but their memory and map making skills (this would give new meaning and importance to the charcoal). This idea has already been discarded by Creative Director Raphael van Lierop in a forum post over a year ago, but I really think this should be revisited to give the game, specially Survival Mode new life! Not to mention to give the game infinite replayability..!