Glflegolas

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  1. For me, there are two main regions I do not like to linger in: Zone of Contamination: IDK what it is about this region, I...just don't dig it for living. Maybe it's dodging all the chemical hazards? Or the overall ambience of the mine, it just feels...sad, like the area has been overexploited? Maybe sinister too? There's also just not much in the way of food and crafting resources near where there's good shelter. That being said, I do not mind visiting the area as the interior of the mine buildings is very impressive to look at, and the mines are fun to explore, too. Forlorn Muskeg: Fog in this region is a death-trap IMO. It's super easy to get lost, and you just can't see the darn wolves and bears! Runner-up: Blackrock: This region also has a bit of that sinister feel of the Zone of Contamination. On a more practical side, I can't stand all the wolves and timberwolves. Just a P.I.T.A.
  2. I am a 2nd degree black belt in karate and have trained for 13 years, I suppose that could be helpful in winning a wolf struggle faster
  3. Carcass Harvesting: 1 Cooking: 3 Fishing: 1 Sewing: 2 Fire Starting: 4 Gunsmithing: 1 Rifle Firearm: 1 Revolver Firearm: 1 Archery: 1 Cleaning: 30 Repair: 85 Sharpening: 75 And, a couple other skills I would be 5's at, but aren't in the game, are Firewood Chopping (why isn't there a skill for that?) and Wildlife Defense (also...why don't survivors improve their struggle survival skills?)
  4. Being totally objective here, we are spoiled with good options for where to live in this game. Hibernia Processing, Quonset Garage, Jackrabbit Island, Pleasant Valley Farmstead, Thomson's Crossing Community Hall, Signal Hill, Mountaineer's Hut, Angler's Den, Camp Office, Trapper's Homestead, Grey Mother's House, Paradise Meadows Farm, Island Cottage, and the Hunting Lodge are all good (and popular!) choices. There's so many I have a hard time choosing -- I'll stay in one place for a week or 10 days, then move on to my next home.
  5. New Tip: Choosing the wrong base Given that The Long Dark is an open-world sandbox game, having a safe, secure base to return to at the end of your adventures is important. While players' opinions on the best bases are quite varied and subjective, there are a few objective criteria that help make a good base: Conveniently located in the region Can navigate during daytime without a light source Has a firebox indoors or just outside Has an interior Has a bed Plenty of storage Multiple food sources in the local area Doesn't have live wires Few predators in the immediate area A Forge and/or Ammunition Workbench is not too far away It is difficult to get a base that meets all these criteria, but the more criteria on the list the base checks off, generally, the better. The page on Safehouses gives a few suggestions for each region.
  6. No, didn't find a moose, unfortunately. I do have a hide that's cured back at Lake Cave so I could go pick that up I guess?
  7. This is the bear from the Wing area. Shot him near the eastern end of Crystal Lake, he ran westwards. Some time later I walked back to the Mountaineer's Hut, only to hear the sounds of bear breathing. I immediately headed for the dock, dug out Vaughn's Rifle, aimed, and pulled the trigger... ...the bullet hit the bear right in the chest, and he collapsed right in front of the door of the Mountaineer's Hut. It's almost as if I'd ordered a bear off Amazon and it got dropped off at my doorstep. Can things get more convenient on Great Bear Island? Not much...other than if I did that at Pleasant Valley Farmstead, where there's a six-burner stove
  8. Wood matches are a little better at fire-starting than cardboard. That's about the only difference.
  9. There's a few unofficial locations that have stuck around, see here: https://thelongdark.fandom.com/wiki/Category:Unofficial_locations
  10. FYI: it is a public wiki page, so if you think a definition is worth adding, you're welcome to do so
  11. Alrighty folks, here's the page. Anything else that needs to be added? https://thelongdark.fandom.com/wiki/Slang_Dictionary
  12. Hi folks, I'm creating a slang dictionary page for The Long Dark Wiki. I know of several unofficial terms that are widely used by the community, but I'm sure there's others that I'm missing. Here are a few I know: All the common region abbreviations. Deadman: Interloper with no passive regen or birchbark tea. Gunloper: Interloper with firearms enabled. Sleepy-eye: Tiredness meter. Wolf-Bonker: Heavy Hammer. Any others? I'm sure I'm missing lots.
  13. I second this thought on Island Cottage. Its biggest drawback relative to the Mountaineer's Hut is that it's only got a 1 burner potbelly stove, whereas there's two cooking slots at the Mountaineer's Hut. This drawback is partially offset by the presence of the Zone of Contamination nearby, where it's possible to get massive amounts of coal. Overall, I think Island Cottage will be among the best locations for a long-term base in the Far Territory. Camp Office could also be a contender, as it meets most of the Must Haves, and isn't too far from a forge. Lake Overlook can help remove Cabin Fever. It's not even too far from an ammo workbench and milling machine, and is really central relative to the rest of Great Bear. Some other good locations that meet all the "must-have" criteria above are Hibernia Processing (it's a bit isolated from the rest of Great Bear though), the Quonset Garage, and the Hunting Lodge. Honourable mentions that meet most of the "must-haves" include Pleasant Valley Farmstead (fish and moose are far), Signal Hill (see previous), Paradise Meadows Farm (bear, moose, fish far away), Lonely Lighthouse (no workbench), The Riken (too dark, no workbench), and Trapper's Homestead (fish and moose far away).
  14. With the addition of the Travois, here are a few don'ts I have collected. Don't go on a long Travois-trip without carrying along a cured deer hide and gut. The Travois wears out as it's dragged along, and having the Travois need repair in an undesirable location (without supplies on hand) can be a very unpleasant surprise. Don't haul car batteries without a Travois. They're just so. darn. heavy. Don't load more than 20 kg on the Travois if you need to portage. Otherwise, portaging will mean multiple trips. Don't travel in the dark with a Travois. It's impossible to equip a light source when dragging it, which can make it very hard to see where you're going.
  15. I heard the story of somebody (was it @piddy3825or @hozz1235?) who hauled a ton of coal from Desolation Point's coal mines to Forsaken Airfield to stay warm in blizzards. Well, I'm sure a Travois would come in real handy for that.