Omnijack

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  1. If we’re discussing adding new Firearms again, I’d better re-iterate my usual opinion. standard disclaimer : any new items that could affect balance or immersion should have a very clear toggle to include/exclude when choosing region and setting up the sandbox - such that any new weapons or gear does not impact upon players who like the current balance and don’t want them. I don’t want to see any new ‘Modern’ firearms added, so no added .338, no 9mm handguns, no pump-action shotgun. however, I would very much be interested in seeing a Blackpowder musket introduced. Especially if you only find crafting plans for it ( perhaps in an 18th century survival book ). There is enough mechanics in the game to collect lead, blackpowder, metal, forge a musket barrel etc. to make it a massive challenge. Dismantle a lantern to improvise a lock plate from the sparker? Flintlock shotguns were certainly used for bird-hunting in the 1700s, so there is the possibility of making it a blackpowder shotgun. I’m always in favour of adding large crafting projects to TLD.
  2. This is a brilliant idea, I would absolutely love to make small improvements around the world. I love the idea of an established point where players can build a wood + rope bridge to create a shortcut ….but it’d require a difficult climb the long way around to get into place, and need a lot of wood and rope to build. ( maybe we could craft a climbing rope from 20 animal guts ). It’s a great suggestion to have areas that you can only explore once you’ve built a ladder, or needing to clear rubble and/or a fallen tree to get access to the door.
  3. I’d like to see a crafting project for a large tent, something that requires 6-8 deer hides and 12 cured gut, with wooden struts made from saplings or recovered wood. Maybe also a bearskin (or a complete bearskin bedroll) to be the ground roll. I imagine it as a massive effort to craft, then it weighs in at 5-7kg, but you can carry it with you, and set it up like a snow shelter. Maybe something that’s good to take into HRV or Ash canyon, where there’s no big bases to live in.
  4. I’d be happy to have a fishing hole added to lake Monolith, without the fishing hut. I don’t think we need to be able to drill into ice; I’m concerned it’d unbalance regions if we can fish anywhere.
  5. I would love to see an option to craft a Flintlock musket. Of course, it would need to be an option you toggle off / on at the start of your sandbox run ( so it doesn’t impact on players that want to enjoy the vanilla experience ). I imagine that each sub-component of the musket would be its own crafting project…such as; (1) using Cedar (oak ?) with simple tools, hacksaw and work bench to create the stock and frame. (2) A monster 20-hour forging project using 12 scrap metal to make the smoothbore musket barrel (3) creating the Flint lock itself might require work with a milling machine and sacrificing a lantern (dismantling it to get the sparker, for use in the lock mechanism). (4) maybe 4 cured guts to make a carrying sling for it. (5) a few rabbit pelts to make the accompanying shot pouch for keeping your lead balls in (6) I suggest wadding be made from paper (I.e. newspaper) or cloth - to give a use for those papers we don’t need after fire starting rank 3. of course, blackpowder to load the musket ( 0.07kg per shot ) and lead bullets made from car battery lead. Performance should be the same as existing rifle, but single shot, with a long reload time. I would love to see additional big end-game crafting projects…
  6. I don’t think we need the hot air balloon for being a vehicle / fast travel system. It’s meant to be difficult to haul gear around, and have to decide what to prioritise the equipment that you need to carry. Having said that, hot air balloon large-crafting project would be an excellent end-game, I.e. to fly off the island, and return to the mainland. I’m not suggesting that it needs to fly or be animated, rather a fade to black game ending screen that says something like: “You have taken to the skies, trusting your fate to the wind, with luck you will reach the mainland and begin your search for survivors”. It’s then up to the player to decide whether their character made it, or if they ran out of fuel over the sea and faded into the long dark. (Could be a good link into Long Dark 2). I imagine that building the balloon would be an enormous undertaking requiring research book(s) to learn the blueprint, crafting ropes from dozens of dried guts, Jerry cans of oil to use as fuel, a complex blacksmithing project to build the main burner etc. I’d love to see some big-ticket crafting projects added to the game. As always, adding a possible ‘game-ending’ element should be an option when setting up your sandbox, so that a definite ending is not imposed onto players that don’t want it.
  7. Omnijack

    Plane Crash

    I read this quote (really, the whole post) to the tune of ‘Ultimate showdown of Ultimate destiny’. A randomly generated plane crash in your starting zone, with some emergency survival loot would be great. Reduced, or no extra supply on Interloper. As with many forum suggestions, it should be a choice (plane / no plane) when setting up your sandbox, so that it’s not imposed upon players that think it’d make the game too easy.
  8. I like the idea of a regional map unlock option. So, when you ‘Faithful Cartographer’ a region, eg. ML or TImberwolf Mountain, you get a mini achievement (like progress towards a badge). When you start a new game, you can choose the option (maybe as a badge) of ‘Start with a map’ and it shows regions you’ve previously 100% mapped, whilst the others are solid black.
  9. I’d like to see a craft-able Blackpowder shotgun muzzleloader. I know there’s a bit of functionality duplication because it’d be similar to the rifle, but with more sustainability (crafting your own powder + shot), yet with only a single shot before a long reload animation, limited usability. With electrical technology unavailable due to Aurora, I’d like to make my character an 18th century mountain-man. Homemade fur clothes, mountain cabin, Flintlock (Musket / Shotgun), rabbit skinning knife etc. I imagine the crafting process to be extensive. Forging the barrel taking a very long time, maybe using lead shot (car batteries), and requiring a whetstone to make the Flintlock mechanism. I don’t like the idea of caps, because I don’t want to be dependant on finding them, I’d prefer to craft my own flintlock. It’d be a great prestige project, custom made for myself from materials I find on the island. I’d love to see more big crafting projects in The Long Dark.
  10. If Hinterland made extra survival-mode maps as DLC for $3 or $5, I would happily pay that money. I also think that a 'rescue-ending' DLC would be a good way to deal with the strongly polarised opinions on the forum (as many people seem to be either very favourable or very against a 'happy ending'). What I mean is: if you have to opt into an ending by buying the DLC for it, then there is no impact upon those who don't want it. If you prefer TLD with a continuous non-ending sandbox, then don't buy the (theoretical) DLC that I suggested, and it won't even be an option to distract you. I think Hinterland has been an excellent developer, exemplary in delivering quality updates without charging, and fairly good at communicating (I'd like to see more frequent Dev diaries ideally, but what we have is just fine.)
  11. As a compromise, I'd like to suggest a late-game idea that shouldn't take too much effort from Devs...... Can we have more steam achievements with a mid-late game focus? Things such as.. Survive 10 / 50 / 100 days on Stalker or Interloper (to show we've gone some distance on a harder difficulty setting). Or something similar to winter in July event (drink 25 maple syrup) like drink 50 summit soda in one play through. Maybe include a few 'negative' achievements such as : Don't swim there (awarded for falling through the ice 5 times) Collecting achievements can extend the play time of a game, even if it's just : Kill 50 wolves in one play-through. I eagerly await new content, ofc, and I really liked Ash Canyon with hidden 'treasure' in the gold mine. Ideally, any new regions added to the game will have some kind of unique item or bonus skill. semi-related, an end game idea that just occurred to me.... During Aurora, after 150+ days, you hear a radio call from a search and rescue aircraft. In order for it to find you and land, gotta repair a radio transmitter (perhaps Signal Hill) and then use 12 road flares and 4 cans of spray paint to mark out a runway for it to land. Plot twist: no aircraft arrives, the SAR calls you heard are radio reflections from the ionosphere and are years old (damn Aurora bouncing back old radio transmissions) and your left in the snow with your burnt-out flares and spray painted landing strip. Achievement unlocked: at least you tried.
  12. I believe it's been previously stated that chopping down trees is not possible because of the way trees are coded. I would be happy to see some expanded base-building options, whatever is possible to add. I don't know what resource diversity could be added, a sledge of some kind has been asked for a lot (personally, not a big fan of sledge), maybe we could have a heavy-duty lumberjack axe (4kg) that halfs the time and calories to chop wood - something mostly left at home unless going out for wood. Coal respawning in the coal mines and deep caves is the equivalent of mining it out, I'm not sure what else we'd want to mine for, scrap metal being abundant. I like the idea of upgrading my own cabin and stocking up on wood / meat / supplies, and being able to settle in and read whilst the storm howls outside. If we had an environment update that makes it colder inside buildings, I'd definitely want to be able to improve my base (Bearskin rug, moosehide bedsheets), so that once the work is done, it's a warm place to stay. If I could build up a sufficiently good cabin and stockpile, that'd be a good ending (sort've) as you get a bit older, and comfortable with the routine of the weather so that now - you are the old mountain man. Will can become the old man (and perhaps have a cameo in TLD2), that advises new younger survivors years down the line.
  13. I've always thought that homes and trailers are warm because they have big propane tanks outside, and the warmth represents a nesting system being left on.
  14. There is a game pretty much exactly what you've described. It's called Osiris: New Dawn. currently, TLD is a far superior game, but I'm hopeful Osiris will get better with updates. Hinterland has done such an amazing job with TLD, and if Himterland releases any new games in the future, I'd be very interested to buy them.
  15. I'm a big fan of expanded crafting, some good suggestions there. To address the woodcutting issue, perhaps we could have a 2-handed heavy duty woodcutting axe (3 or 4kg ?) that, if used to choose wood logs, reduces the time from 45 mins to 20 mins. It's a big, heavy thing, so you'd only take it out when going specifically for firewood. Being heavy duty, takes extra calories to do the other normal hatchet tasks (although, perhaps a bonus to harvesting frozen carcass?). Also, I would love a Blackpowder Flintlock Muzzleloader. Maybe a use for all the leftover newspaper could be making paper cartridges for reloading a Musket.