Satouthedeusmusco

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  1. I fear this would get too micromanagy. Especially well-hydrated. Your character will fully dehydrate in 10 hours on the higher difficulties. So this would force you to always have a fully hydration before you go to sleep, sleep only 9 hours, drink, and then finish the remaining 3 hours of sleep to get your full exhaustion bar back. As for "well rested" the point of the exhaustion bar is to empty it by the end of the day. Sleep throughout the night, and then wake up in the morning with a full exhaustion bar which you will subsequently empty again.
  2. They have announced that after the story is done they will probably be releasing paid DLC. So I'd certainly be expecting DLC regions with unique animals.
  3. The problem isn't losing your way. That's kind of the entire point. The problem is just that the unnaturally bright night time snowfall is painful on the eyes.
  4. Got myself a slightly better picture of the dark snowfall in TheHunter. You probably do have to open the picture fully to see it properly though since the snow in this game isn't very intense. I'd want something like this in The Long Dark but of course it should block your visibility way more.
  5. I do kinda love brainstorming new animals just for the fun of it. I massively love the idea of animals being unique to some regions. Wild boar: Behavior: Prefers to run away. But can get aggressive. When aggressive the boar will charge the player, knocking them down and dealing some moderate damage (not as much as a wolf). Harvest rewards: High-calorie meat. 3 guts. Water-resistant boots and pants? Regions: All "easy" freshwater regions. Mystery lake, muskeg, railroad, mountain town. Gameplay purpose: Mainly to replace some wolves in these "beginner" regions. Making them friendlier to new players. The hide isn't as good as deer hide, but the meat is better. I've seen people say boars would freeze to death. But I'm not so sure about that. Siberia also has boars, so I think the Canadian boars should do fine. Grouse / Wild Turkey / large terrestrial bird: Behavior: RARE (not as rare as moose but still rare). Will fly away if spooked. Crossing incredible distance. Harvest rewards: Some bird meat, which isn't that great, but LOTS of feathers for arrows (like 50?). Maybe special arrows? Regions: All. But VERY RARE Gameplay purpose: To gain a large number of feathers. Polar bear: Behavior: The aurora has disrupted their behavior, they've wandered down from the artic to the northern parts of the great bear. More aggressive than black bears. Deals more damage. Will stalk the player much like a wolf does. Harvest rewards: Huge amount of bear meat and guts. High-quality polar bear fur that's got the best warmth, water resist, and wind resist in the game, but is very heavy, also gives a little stealth bonus. Regions: Unique to an "ice flats" region. Polar bear is surprisingly hard to spot due to their white fur. Gameplay purpose: Super endgame gear. Makes their unique "ice flats" region immensely dangerous. Mountain Lion: Behavior: THE TRUE ANTAGONIST!!! Unlike all other predators, the mountain lion will actively hunt the player. Uses some DarkWalker mechanics. The player will know if they're on a mountain lion's radar if they hear screeches in the night and notices claw marks near their base in the morning. The player must now play very carefully for a while (2-5 days). Turning corners, exiting caves and buildings, and not regularly looking behind themselves will fill an invisible "risk" meter. When the meter is full the mountain lion will spawn near them, out of their sight, and attack them. A mountain lion struggle is a life or death situation, if you lose it you die. If you win the struggle but didn't cause the lion to bleed the hunt will still continue and it will look for another opportunity to get you. If you got it to bleed it will end the hunt and the mountain lion will probably die somewhere. Can, very very very very rarely, be encountered regularly. Harvest rewards: Low quality predator meat, low amount of guts. An ok fur that's more of a trade-off to the wolf coat, weighing less but also protecting against the elements less. Regions: Timberwolf mountain, Ash canyon, Blackrock, Hushed river. WILL FOLLOW YOU OUT OF THE REGION IF YOU ARE BEING HUNTED! Might migrate to other regions as a late game threat. Gameplay purpose: High-level, antagonistic threat. Not really worth hunting. Makes you the prey.
  6. One of my biggest gripes with the long dark is that snowfall is still painfully bright during the night time. Not only is this unrealistic (snow doesn't glow, it needs a lightsource to illuminate it), it's also quite literally painful on my eyes. Simply making snowfall dark at night would solve this. The snow would still block your vision and make it hard to navigate as it should, but it won't be downright uncomfortable anymore. It might not look that bright in the attatched picture. But I promise It's really painful for me, especially when it's actually moving across my screen. The second attatched picture is of nighttime snowfall in a different game. TheHunter Call of The Wild. While it's overall a much brighter game and has a very different artstyle from The Long Dark I still think it's a much better example of what night time snowfal should look like. Black. Those little black dots are snow. I think the snow in The Long Dark should be similairly black at night. I've already for this on the wishlist forum but sadly I don't think we're ever getting it as an official feature, or even an accessibility feature. I love playing on endless night mode, but the painful look of the glowing snow is making it impossible for me to play it for an extended period of time.
  7. Does anyone have a good loop form the escape the darkwalker ambience sounds/music? It's honestly one of the spookiest ambiences I've heard in a game and I want it for halloween lmao.
  8. I know it's probably unintentional. But it's pretty easy to smuggle items into the final scene of Episode 4 by leaving them near the crafting bench in Black Rock. I easily took my fancy clothes, bow, rifle, and revolver with me. Sadly this has no impact on the ending which is a little disappointing though understandable. But it did leave me reminding myself that Mackenzie literally has two guns on him during the fight with Mathis. He could have just given Jace one of them and they could have both shot the whole gang dead and ended all the conflict right there.
  9. Too bad Hinterland still insists on punshing us for playing custom difficulties by not letting you unlock feats I'd like to remind everyone that making the game easier than pilgrim is actually pretty hard. Like, you really can't use it to cheese feats. Hell, it's probably easier to use feats to make the game HARDER than interloper. So there is literally no good reason for locking feat progression in custom mode except gatekeeping.
  10. @Leeanda What's the point of the wishlist forum if we can't use it to wish for stuff?
  11. The point of rdr 2 is not really the open world but the AAA "cinematic experience." The open world of rdr 2 adds very little to the overall gameplay experience and feels more like some kind of requirement on a checklist that Rockstar includes in their game. The Long Dark has an open world for actual gameplay reasons. It's essential to the non-scripted survival driven gameplay of survival mode. Adding late game features would add to that. I'm not asking for infinite content. I'm asking for new content that is geared towards the later portions of survival mode.
  12. I do not mean to be rude. But some cloudy romantic concept of the late game being "Survive long enough so that your reach the open end of a long book that has no particular story" (A.K.A. reaching a point where you're fine with quitting) is not late game. Actual mechanics and gameplay are. Entertaining this idea seems absurd. It would mean that anything and everything is late game. Get mauled by a bear but didn't die? Just quit playing on that save and call it the late game. It's something that wouldn't fly if said by any video game developer. Imagine if the next Elder Scrolls game had no content beyond level 30 and Bethesda just said "you've reached the open end of a long book." Professional critics, long-standing fans, the general gaming audience, they'd have every right to be completely outraged. I feel the potential of the Long Dark is held back by a lack of late game. Kind of like a theatre play without a final act. One could talk philosophically about how it's artistic, but that doesn't change that the actual play itself would be better if it finished properly. Let me put it another way. If we're talking only about survival mode and not Wintermute I think the developers at Hinterland would spend their time best and create a better game if they focused on adding features that happen later into the average playthrough. The early and midgame parts already feel great, now the later parts should be raised to the same level. I don't see how adding more late game could possibly make the game worse either. It would not detract from the overall experience of surviving in the frozen Canadian wilderness. Hard late-game regions with special loot (like ash canyon), super predators, storms, long term projects, none of these would change the desolate atmosphere and feelings of inevitable danger. Sidenote: While I suggested a possible way of ending survival mode that I do not think it's the only or even the best way of adding late game. And I would agree that adding a way to end it is one of the few ways adding late-game features could possibly detract from the fantasy the game is going for (hence why I called it heretical).
  13. I do kind off think other survivors go against the spirit of survival mode with absolute isolation being one of the atmospheric elements that many really enjoy. I'm not entirely sure if making the player experience the early to mid game agains is the best way to go about things. My preference still lies at late game challenges that shake the game up a bit. And I personally think more late game regions with special loot would be the least invasive way of adding late game. Ideally these regions would be ultra hard. Way harder than what is already in the game. That or my projects idea that gives the player a reason to walk the lenght of the island mutliple times. A problem I found right now is that there aren't that many reasons for the player to leave the region they setup shop in. Projects that require resources from multiple regions would be a good reason to do it, as well as being a late game mechanic that the game really needs.
  14. I was thinking of a massive icesheet at the very north of the island made entirely out of ocean ice. Just a huge flat, almost featureless surface of thick ice with maybe one or two stranded boats. There could be an occasional natural fishing spot (or maybe it could come with an update that finally lets us break the ice to fish anywhere). The player would have to find the occasional outcropping to hide from the wind and regularly build snow shelters. There would be very little firewood. Why go there at all? Polar bears. It’d be the only region with the extremely rare polar bear. Polar bear hide could be used to craft one of the best coats in the game with an added stealth bonus. Obviously the polar bears make the region even more dangerous though, especially because the polar bears blend in well with the overwhelming white of the region. Hazards: weak ice (especially at the edge of the ice sheet), lack of wind shelter, near constant harsh wind, polar bears, regular blizzards, lack of firewood, lack of resource in general. Bounties: Polar bear hide, one to two stranded ships packed with resources, forge(maybe?), plenty of fishing.
  15. I very much disagree. The Long Dark has some flaws, but being unfair to new players isn't one of them. The game recommends certain starting regions which are intentionally designed to be easy to navigate and rich in resources. Mystery lake is a good example with its well spread out loot, near omnipresent landmarks and easily navigable terrain. If played on voyager the play will most likely stack up enough resources just exploring the region. Eventually they will want to explore other regions, either because they need resources from other regions or because they feel comfortable doing so. Eventually the new player will quit his first survival run. Either because he died or gave up on it for some reason (most likely THINKING they are in an unrecoverable position which they actually aren’t in). But since survival mode has no real goal the new player doesn’t actually really lose anything when dying and he can start again this time more efficient because of the things he’s learned. No meta gaming required. No wiki needs to be visited. Just explore your surroundings, try things, and understand that you aren’t actually losing anything when you die. It’s also unfair criticism to say that success in a certain game is more likely if the player has more experience with it and knowledge of it. That’s simply and inevitable property of knowledge. If you’re starting a farm in real life it will probably end up more successful if you already have farming experience. Lastly. There is nothing wrong with “getting lucky” this isn’t a multiplayer game. Balance and fairness aren’t required or even desirable. Being thrown into a frozen desert and having to pick a direction IS what a lot of people love about the game. Making a makeshift base in a nook on a cliff face, just barely out of the wind with a small fire keeping you warm. That one night is a thousand times more memorable then the dozens upon dozens of nights I’ve spent sleeping in the cabins of mystery lake. And like I said before, if you’re a new player and you play on one of the recommended starting regions then there is always some landmark you can use to orient yourself, with shelters spread out evenly so players can always find some place to warm up.