Mig_zvm

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Posts posted by Mig_zvm

  1. I do believe The Long Dark Survival Mode could be tweaked and added to quite a bit, BUT I would prefer it to only be actual core system mechanics and/or A.I. changes/additions plus new regions.  Not crazy about cosmetics unless it helps round off the experience or is fun.

    Now, an entire new sequel sounds like music to my ears!

    What it comes down to for me is, I think the time spent tweaking and "dressing" The Long Dark with DLC is a great way not only to make money and make the current game better and more well rounded, but I believe that in doing so you will also be better prepared for creating the structure for a sequel once we all have all seriously confronted the game's ultimate limitations and exhausted over what works well and what needs to change.

    What strikes me as the weakest parts which only a sequel could possibly address for Survival Mode is; better climbing/jumping, a greater more fleshed out progression system, late game or end game consideration, procedural generation implementation, changing seasons, farming, in depth hunting, trading hub... to state a few.

    Thank you so much for inviting us to participate in the discussion and for listening to my thoughts.  I look forward to more The Long Dark in the future.  

     

    • Upvote 3
  2. Well, I got stuck while trying to shimmy down Timberwolf Mountain and of course the game auto saved since I sprained a limb while trying to free myself.

    Not a very interesting way to go out if you ask me.

    What is the benefit from auto saving on sprains?  

    If we remove auto saving on sprains then at least we can quit and revert to our last save instead of being stuck forever.

    I wish auto saving on sprains would go away.

    Thank you

    • Like 2
  3. I was thinking about how much the game changes depending on which weapons you have available and how maybe there could be a different approach somehow, but not sure what.

         Maybe there could be new melee weapons and bear traps, making direct conflict with animals more or less the only way to get the job done and hone in on more in depth wolf behavior once again.

         It would be great if the animals weren't so predictable and wolves behaved in a way where they circled and followed us around, making us unsure of when they were going to strike.

         Idk, just a thought I had.  Again, It would be great to introduce one more element in regards to handling the wildlife as well as a new weather weather pattern or two for the DLC.

     

    If course there are other great ideas also.  That's the great thing about The Long Dark, has unlimited potential I believe.

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  4. 31 minutes ago, Veclar said:

    Maybe the NPC  could be a Dog that helps hunt rabbits. Thinking outside the box here lol

    I was thinking it'd be fun it you could befriend a wolf somehow, but only to the point where they hang around you and maybe help fight off other wolves or something 

    • Upvote 1
  5. I think The Long Dark really works well as a lonely desperate survival experience.  It's supposed to be dreary as all heck.  

    Wouldn't mind cabin fever effecting the character to the point of delusions though.  That may be interesting.

    • Upvote 2
  6. 6 hours ago, ROYMAN1000 said:

    Hi Guy's. I know in the December update we can find a bigger Back pack. Buttttttttttttttt!

    I have only one major request or more of a demand. I have saw it have been ask but in a topic whit a bunch of other request.

    A sled to transport are loot from one region to the other. Maybe find a plan somewhere that will add to the crafting and then being able to build it.

    Or an old one that we have to repair before we can use it.  And when you pull it your stamina can drop faster so you have to pause more often.

    This could be a really cool quest for the next region

    I am on the fence with this.  Ultimately this may be one of those things that will take some time to implement and not be entirely worth it.

    My answer for this is instead to create more feats or buffs which effect Stamina or Energy, if not both. 

    Maybe also something like a boost action when you tapped the Left bumper(sprint) which gave us extra movement speed for a short while, while we are trudging slowly.

    Make traversing back and forth over the same location a little less tedious somehow or crate something that will drain your energy fast if you want to use it.

  7. 1 hour ago, s7mar7in said:

    Agreed, and the value of a completely random loot distribution as an option would add a lot of value to the gameplay.

    I would prefer "Randomized Loot Table" to be added to Survival Mode and enabled by default, (Disable RLT as Custom Option).

    It begs the question would a 5th loot table that is a true dice roll be a possible solution. :coffee:

    I was actually thinking of two different dice rolls in one.  One to choose which random high end gear and then all together about placement. 

    i.e. there could be an option to allow a certain percentage of high end item drops somewhere out in the world, to again make things interesting and keep the player hoping for something.

  8. 2 hours ago, s7mar7in said:

    With each update to TLD one of the things I value most are the changes to loot placement that feel logical.

    • Soup and crackers in the cabinet
    • Can opener on shelf by the stove
    • Spare ammo on a cleaning bench or in a lockbox
    • Knife on the wood cabinet in a fishing hut
    • scrap metal near a damaged security fence
    • Road flare under the seat of a pickup truck
    • Coffee forgotten in the microwave oven
    • Matches near the fireplace

    Often the effect of finding an item where it makes sense for it to be stored adds so much to the immersion. :coffee:

    That is great for a role playing perspective, but I am talking about adding specific options for custom hardcore runs.

    Not knowing where a bedroll will likely be means the game potentially becomes more challenging.

    • Like 1
  9. Would love to see a bit of time dedicated to random loot spawns as opposed to the loot tables we have right now.  

    For example, bedrolls and matches wouldn't have predictable placements.

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  10.      I actually believe the survival mode to be an industry game changer, particularly for future open world titles wanting to call themselves a sandbox game going forward. 

         The custom options and loot table selections alone are such a refreshing and much appreciated mechanic which could be expanded upon and tweaked exponentially.

    • Like 1
  11. 4 hours ago, one_shurbbery said:

    I think sweating could definitely be a mechanic considered, however I doubt it’ll be implemented in the current game, maybe a sequel. It doesn’t make sense for my survivor to forge inside while still having a bearskin coat and other gear on without getting drenched. I’d like the mechanic for situations like that. Being at feels like temperatures over 90F for awhile (say 30 in game min) could lead sweating, effecting inner clothing layers. I usually strip my character a little before forging for my own immersion, but I think having a sweating mechanic would add points to realism Maybe make forging a more complicated process; you can’t forge kitted out or your clothes will be soaked, but not naked or you’ll burn yourself. 


    For strenuous activity like sprinting for a long duration or climbing ropes, it could produce gradually make your for the inner layers of clothing wet from sweat. A big deal for mainly the beginning of a game when you don’t have any outer layers yet. Early game players will have to stop periodically to start a fire and dry out your clothes. Would add more usefulness to wool clothing for inner layers as wool still insulates when wet. However I feel this would make the game too tedious.

    I agree that it becomes a lot to consider when played out in it's entirety.  I didn't even think about the forging at all or the reality that a player in a warm temp would sweat faster.  Yeah, it would make sense to then have to remove layers and I am not entirely annoyed at that prospect either.  Maybe you would have to also then implement some kind button hold option which automatically placed the clothing in the right spot in order to make it quicker to put back on.

         I think it should be considered that maybe hypothermia isn't a strong enough concern in The Long Dark, much after the early game, and that maybe there could be a way to introduce a risk for players not properly warming themselves up by a fire.

         I am talking basically about tweaking the temperature gauge so that maybe it takes a bit longer to warm up after expelling a lot of energy in rapid succession, while also creating a slight buff or rise in temp for when we run for a short while or swing a hatchet for a short time.

         If nothing else, I would really appreciate it if chopping wood in the cold was slightly less damaging.  Right now, at least on interloper, it makes almost no sense to chop wood or even break a branch out in the cold.

  12. As I am sure many of you are aware, sweating in the colder temperatures can become a huge problem.  Also on the reverse, staying active can keep you warm.

       So, I was wondering if it wouldn't be an interesting addition to incorporate sweat as a factor which causes interior layers to become wet if the player is active for too long without warming up or taking a break.

         Hypothermia, I am arguing, could become a bigger threat and that is one way to make the game more challenging without having to do much.

         We could apply strict rules as to not make it impossible, but to make it one of those things that could accumulate fast after a certain point.  Mostly becoming a problem targeting overly aggressive nomads and log cutters.

    Also this could be a plus of sorts, because this would also mean that staying active would help keep you warm and that things like running and chopping wood could become a strategic way to help keep us on the move for further distances then was possible before.

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  13. On 3/3/2021 at 11:24 AM, Mroz4k said:

    Well, for starters, a lot of the clothing we are repairing is clearly synthetic. But that is just game mechanics, cant look too much into it from the reality perspective. I always thought the stuffed clothing pieces with clearly "down" material should also require cattail heads to be repaired, as the stuff inside is not only a good tinder for firemaking, but also a very good substitute for the down material. But I always figured "failed" repair was just us, sewing it on top of the tear, but the tear in the process got  bigger because we are clumsy, or the cloth just wasnt tightly sewn in and the hole wasnt sealed... and so on. Trying to sew some tears on clothing does get pretty frustrating at times. No matter what you do, it wont stay on.

    Thank you for the perspective on the way the mending works.  The logic makes more sense to me now, why it works the way it does.

  14. 2 hours ago, Raphael van Lierop said:

     

    (We also think selling a reasonable and fairly-priced slate of DLC products would also be entirely fine, at least that's what we keep hearing from a lot of our players, but those would be "in addition to" the episodes we have committed to. We'll probably put out some feelers into the community to see how people feel about the idea, as it would be nice to expand the game in some ways that are harder to justify if we are doing them essentially "for free".)

    I would really like to see what could be done with The Long Dark Survival Mode if it did happen to come back to you and the team's full undivided attention again.

    If the average player now has paid around $30, or half the price of a typical game at launch, then charging another $30 sounds beyond reasonable to me.

    Now I would really like to hear you say that you are gonna pack $50 worth of extra content and bug fixes, and include free updates to polish the base game as well.  Really get to see The Long Dark have the send off it deserves.

  15. On 1/31/2021 at 2:00 PM, peteloud said:

    I think candles would be a good idea.  It is unnecessarily irritating trying to find my way around an unlit cabin that is in complete darkness.

    They do not need to have a complicated role in the game such as having to collect tallow then making candles.  I would be content with just finding a candle or two in very dark places, cabins and in caves/mines where there is a work bench.

     

     

    I hear what you are saying and it is better then nothing, but I personally would prefer it if you could place the candle anywhere, but I am fine with it if you can't walk with it lit and if picking it up meant that it went out.

     

    Also fine with the idea of different sized candles with different lengths of burn times for each.

  16. I am sorry for those of you who enjoy the fishing and mending aspects of The Long Dark as it currently stands, but I personally have never been totally satisfied with either(and maybe that is the point, idk).

    Is it too much to have a fishing mechanic where you lower and raise the line into the water and wait for a bite in real time?

    In this sense you could do other things while you wait and risk the chance that your line breaks because you were too focused on something else.

    This leads me to my other suggestion.  Allow for repairs to happen in stages similar to the crafting of meterials and the maintaining of knives.  

    Allow us to choose how long we want to work on the clothing and have the additional percentage added to reflect the the amount of time spent plus the skill level bonus.

    Failing and loosing cloth makes no sense to me.  Where does it go?  Did we rip it to shreds in a fit of rage cause we pricked our finger too many times?

     

    • Upvote 3
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  17. On 2/15/2021 at 2:31 PM, ManicManiac said:

    I think that by making darkness a non-issue... it would destroy an aspect of this game that I think adds a lot of valuable gameplay we currently have.

    Interesting.

    I do think I know what you are talking about in regards ruining the experience of TLD.  Inevitably everything would come down to a design choice by the artists and engineers and their continued intentions with this game.

    The candle idea really hit me when I was playing on Endless Night mode.  The game becomes so dark and depressing that I think if it is ever intended to be played, then absolutely yes it needs some dang candles at least.

    To expand futher I would say you would need some serious buffs to fire source and easier wood log availability also.  Also some Tiki torches or a way to hang the torches, I am not kidding.  Then maybe that mode would actually start to become something worth playing.

    I do believe the Enless Night mode has some honest potential, but It would take some work.

     

  18. 5 hours ago, LoneWolf5841 said:

     

    4. Don't see the major benefit of this as you can already get pretty good warmth bonuses as it is now. Neutral on this.

     

    I agree.

    First off, It is not hard to imagine the character slipping off a mitt right before taking aim and sure implementing this would be a subtle improvement in the overall esthetic, but hardly a major priority, especially at this point.

    I would rather see an added slot made for the new Crampons and/or a scarf and/or moose hide satchel.

    • Upvote 1