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About whirls

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  1. Hope its not too late to give an answer in this thread 🙂 During day, you will find most valuable stuff by traveling outside. If your warmth bonus of your cloths is to less, you might need to warm up during the day, which cost you time or weight (for carrying fire fuel). So most efficient day is a day without a warm-up break. With 12-14 Celsius of warmth bonus, you will achieve that. In some day time you even increase warmth when outside - depending on the weather: If you get less then 10 degree Warmth Bonus. You will lose way too much warmth. Another consideration is to avoid strong winds, by moving aside to boulders. Strong winds will drain your warmth much much faster and slow you also down on headwind. You can use sprinting to move faster to better tactical positions. Also when walking on streets will speed you up (different terrain). All these factors need to be considered in order to estimate how long you will be exposed to coldness during the day, which in turn help you to decide how much warmth bonus you need.
  2. you are right. I tested it. Sprinting is helping you to control how tired you will become at the end of the day. This tiredness helps you a) to recover more health through sleeping and b) to sleep or skip the night, since you might not be able / not like to do anything during night. Instead to be idle in night, you can "hibernate", since sleeping reduce the consumption of calories and water. But what I missed in TLD was the exact differences - lets say how expensive sprinting really was. My test route marked in green: I started with full warmth, fatigue, belly and not water. At the end I had following stats: The temperature difference reveals, that with sprinting you are around 18-20% faster than with walking alone. The fatigue difference reveals that with sprinting you consume 300% more fatigue. Water and calories will not make any difference. The 20% faster are not really worth it, especially because the drained fatique will result in much earlier encumbrance, which in turn slows you down. Means in average sprinting makes you not faster, but slower. Therefore you can use sprinting only for the two points mentioned above (a), b)). Without this test, I couldn't know that, because the game is quite irritating you with the little arrows at the fatigue bar: When you walk it shows you most times 2 arrows down. When you sprint it shows you only 3 arrows down, but actually it should show you 6 arrows down. I suggest to put an option for replacing the arrows with values instead - only for the players, who are interested 😉
  3. Thank you, but that doesn't help. It only works for a short time and in the following thread there are more ppl struggling: https://steamcommunity.com/app/305620/discussions/4/3001046778355978080/ The noSync-directory will be created after some time again. There is no information, why it is being created and why it takes over the controls with its initial key bindings. I am not allowing the game to have internet access - only steam is allowed for updating games. This worked the whole time for all of my games on Steam. Why should others blindly troubleshoot, if there are developers directly at the source and can identify everything? And why we need to wait until december update for a fix. Just for information: I restarted the game and tested these usercfg files (by deleting them ) around 200 times. So actually I got used to change three keys every time I start playing TLD again.
  4. whirls

    Improving UI

    Thank you for the reply. Ok, if I continue encounter the pick-up-rabbits problem or stone-immune-rabbits problem, I will try to explain it to support.
  5. What I realized, whenever you enter a building, it become so much more relaxed. In other games, you still have some horrors in the building. hinterland could introduce some zombies, mean wolverines or ghosts, demons haunting in the buildings. Or to be more realistic, generated NPCs. Like in "This war of mine" you have then also moralic choices ... and besides its actually more realistic that you are not the only survivor.
  6. I see. Sorry, missed these posts. Yes, walking with altitude differences might make thinks difficult to implement, but I think these are elemental stuff in this game like walking with or through a storm. Yes, depending on the type, it would cost initial energy plus energy the whole time:
  7. man .... another thing I couldn't know. Thank you very much. Yeah, my plan was to rush to the Pleasant Valley. On the way I realized I still had a high frostbite risk and then a storm came. A few desperate hours later I faded away ... with the Affliction. I like that. In the end the character can still shoot well with bows with frost bites on the hands - so maybe body parts are still healable or "re-trainable" 🙂
  8. whirls

    Renewable Items

    Perma-death and renewable are not conflicting with each other. Thank you. I didn't know also ammo were washed up! Anyways the game for me is about stalking and scavanging on the mainland not on the icy beaches. The sandbox is for me dead, if every house and cave is explored, because then its playing sit and wait. I mean after few 100 days the gameplay in TLD changes alot in from "Interesting Exploring and risking dangers" to "Get your ass up and kill some deer". I understand you guys. I like and play perma-death alot. What do you think about following idea?: Once every 365 days there is this one millisecond of spring, where most of the plans regrows and people come to the island and in the next millisecond all people are dead or left. But somehow your character couldn't notice it but sees again some resources around, which makes the sandbox explorable again and there is no need for endless icy beach-walking. Just a suggestion. This would bring some realism into the game - except planet Earth went back to the great ice age.
  9. Sorry, hoped I put my concerns / suggestions on the right place. Its the wish list, I also looked and scanned some pages of each forum.
  10. so it means you can repair one pair of socks 1.000.000 times while not falling to 0% while another pair of socks being ravaged once are forever gone. I actually also like the ruined idea and your explanation, but my example just now shows how unbalanced this works. Shouldn't be there a limit of repairs for each cloth then? Its only logical, if the wolf take out your boots and eat the socks before it run away. Maybe with some Nom Nom sounds 🙂 Rarity is great and rare items should be taken care of. But I don't want to be the wardrobe manager storing all the cloths somewhere pinpointing them for future use and calculate the logistics.... Why cant we make socks by our own - maybe by wolf pelts? Why even cant we harvest leather from pelts and create all kind of cloth - doesn't matter if its from a wolf or deer? Isn't it more "realistic'? One example is how the game Rimworld is doing it ....
  11. whirls

    Renewable Items

    I think I dont need to give examples where you "need to pay blood" for something which has an endless setting. Most people anyway wont survive endlessly. Besides its unrealistic to stick in one area the whole live (5000 days) and nothing is becoming renewable. Actually I understand you: you are a "hardcore" guy like the no-hit-run dudes in darksouls. But you don't need to force that to everyone. We can provide such mode - maybe with even less and less animals to hunt down - like the "Escape the Darkwalker" event. For some people it makes fun while others have their own challenges and difficulties with this game. I don't want to become a perfectionists. I want to make mistakes without restarting the game. And I am willing to pay for these errors, but not for the rest of the sandbox-life. Challenges which coming up only with bad sides, but no goodies (which is the case in long term in The Long Dark), aren't natural. Its fictitious created by human boredom. The game is still very great! But I rather would like to play interloper difficulty with renewable stuff rather voyager without renewables. I think its a matter of taste. Punishing myself because I lost 3 hammers and that I cannot create my own selfmade hammer for the rest of the 5000 days is just ridiculous...
  12. Hi together, this suggestion is the reason why I found this place. The game is very great. The graphic is an USP - I like it and the many game mechanics are awesome. But after playing a few weeks I became demotivated: There is no challenge in something you can't know or can't understand. I can't know how much calories, water, fatique I lose or get, when I sleep, stand, walk or run. Despite of other opinions, it seems that running still makes sense to use for daily basis. You just need to save enduarance for climbing or fighting wolves. I collected some key factors about rates and needs but regarding fatique there is no information I could find how much the character lose when standing, walking or running. Besides I believe that these rates and factors are changing from Update to Update. Therefore I would like to see them in the game's UI. Without transparency game mechanics become unimportant and the game become frustrating rather challenging. If the developers want to hide these details from the gamers, then at least please provide something like a configuration or header file, which contains all of these parameters and factors. One good example is Don't Starve Together, where scripts are all viewable and even mods can be created. Maybe hinterland could make The Long Dark mod friendly as well? Thanky you! More suggestions coming XD. Do whatever you like with them
  13. another suggestion. I know it might be difficult to implement and take time. Animals: - Bisons - Tigers - Foxes, Lynx, Racoons, Wolverine - Aquirrels - Aries, Boars - Owls, Eagles - Seals
  14. Would be great to be able to recover from Frostbite again. Todays case: I spawned in Timberwolf Mountain and the whole time up to the pleasant valley, I didn't had a hat, which in turn my frostbite didn't recover at all even when sleeping a full night in a preppers cache. How about that a "Well Fed" affliction would counter one Frostbite? So also the Well Fed affliction would disappear.