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  1. Description: A bottle of brandy that gives you a temporary warm boost during cold weather or blizzards. Pros: completely stops hypothermia and the chance of frostbite for an hour, gives you a chance to run away from a blizzard to indoors. Cons: - After one hour: if still outdoors and temperature still feels like at least -1C; sudden hypothermia and frostbite at 2x speed. -25% drop from sleep condition -headache Use: A bottle that consists 0.50lt brandy; 0.10lt is consumed per use. What do you think?
  2. I and many other (seasoned) players really enjoy interloper mode. It's a real challenge to play it successfully. But I have noticed a sentiment that the mode has become a bit too easy, how strange that may seem. That's one of the reasons a custom mode such as deadman is popular. I think that commercially speaking an even harder mode than interloper, a built in mode, that has a catchy name (interloper is a very good name) and can be recognised makes a lot of sense. The interloper players are a minority but are rather vocal and passionate about the game. Many popular long dark streamers play this mode and are popular exactly because they play interloper and are good at it. I regularly see people commenting on a live TLD stream that they bought the game because the streamer was playing it and very enthusiastic about it. I personally bought it a couple of years ago because I saw someone play it on a stream. I believe an additional, harder, and very challenging mode would no doubt help in promoting the game through channels such as streamers and create more sales. And of course it'd be more fun for players. Something like deadman, but with some condition regain and minimal loot, increased predators, and increased sense of predators, only one guaranteed spawn of essential items, worse weather etc. If a harder mode is not practical due to time and resource constraints, perhaps tune interloper to be harder (maybe make it optional). Such as only have one hammer and hacksaw in the game. I heard there used to be only one hammer and hacksaw in interloper before I played it, or possibly when interloper was in a testing release and testing releases were still accessible (by some). Thanks for your consideration and I can totally understand if this is not something which can be implemented at all or any time soon. Though I believe it would benefit the game a lot.
  3. These may sound idealistic, but... 1. Cans: the best alternate use I've found is trail marks, specifically at Coastal highway, for finding your way to the fishing huts from a shelter during a blizzard and vice-versa, but what if you could break em down into scrap, or a new type of metal that can be used to reinforce your clothing? I imagine having to use a toolbox and/or a heavy hammer to create it, increasing your protection rating but adding weight as well. 2. Oil: A simple one that's probably been asked for before, but making oil work similarly to water, ie. all fuel stacks, can be dropped/stored in specific amounts. Also being able to drain filled lanterns. 3. Mirrors: the most idealistic, but being able to see yourself in the mirror; a fully rendered version of your character, complete with whatever clothing you may be wearing. While we're at it, might as well throw in 3rd person view in there, too. I'll leave it at that for now
  4. Could there be a strength skill added to the game? It would work like the other skills where you have 5 levels of a particular skill each level giving you a different benefit. This skill will increase slower than all the other skills (for balance) and it increases by simply just walking, sprinting, rope climbing, walking while encumbered, and spriting while encumbered. Spriting increases it a little faster than walking, and walking while encumbered also increases it faster than walking but not sprinting, if you can still sprint while encumbered it will increase the skill faster than just spriting whilst underweight. The last one is rope climbing which will increase it a bit faster than walking. My point is, the character does a lot of physical activity he/she has to be getting stronger so this skill would make sense. the following is the benefit each level gives. 1st level gives you no benefits 2nd level gives you faster rope climbing 3rd level gives you the ability to climb down or up ropes while encumbered as long as you still have the ability to sprint 4th level allows you to walk against the wind a little faster or removes the slow down from walking against the wind completely 5th level increases your carrying capacity by 5kg (11lbs) If this is added you can eventually have 15kg (33lbs)of extra weight capacity if you have the well-fed buff, moose hide satchel and level 5 of this skill. What do you think of strength skills being added to the game? And what do you think of the benefits I listed are they too OP or do they sound like they could work without removing too much challenge from the game. Looking foward to hearing others thoughts on this ☺
  5. MrsHoneypot

    Clockwork

    Would old fashioned wind-up watches and clocks function in the scenario described in TLD? The reason I ask is that there is such a thing as a wind up (clockwork) torch, and a radio. And if that works, would a small dynamo, as you would find on a bicycle, work too?
  6. LoneWolf5841

    Tape

    Tape we need some kind of tape not for crafting but for marking basically you can use this tape to mark places you been to for example if you search the entirety of a specific house you could go to the door equip the tape and there would be an option to apply tape to the door and it puts a big X on the door letting you know the next time you come across it that you already searched it and maybe if you leave an item inside that you want to come back to you could lay 1 piece of tape on the door so a \ instead of an X this would let you know hey I searched this building but left something inside that I wanted to come back for. Obviously the tape would have to be found in the world like any other item but will be fairly common and it has a durability to simulate running out of tape and this item would be unrepairable so once its condition drops to 0 you have to find more. This is a simple idea and would like to see its' addition to the game if you want to it could be used to craft something but I just want to mark doors with it lol. And yes I know you could drop something in front of the door but I really don't like doing that because every resource in the game is valuable so that item in front of that door will be picked up later and used so this idea with the tape would solve that.
  7. This may be an odd suggestion for the game but as a person who is fascinated by thunderstorms, I am interested in this. my suggestion is can there be lightning in the game during snowstorms, especially during blizzards. Lightning could also happen during light snowfall as well. I would love to be next to a nice warm fire listening to the fire crackle with the occasional flash of lightning then the rumble of the thunder produced by it. This could mostly be an ambiance thing more than anything but if you wanted to you could add a very low chance of getting struck by lightning this would have a 99% fatally rate but if you're lucky you could survive it with major burns but would have almost no condition so you would have to recover this would obviously be a extremely low chance to both survive a lightning strike as well as to even get hit by it just like in real life but it would motivate you to find shelter until it passes. The second bit isn't entirely necessary though I would be fine with just the lightning itself just for an ambient effect. Now my 2 questions are would a geostorm like the one in the game prevent lighting from occurring? If so make lightning only possible during the Aurora, secondly, can lightning even occur during a snowstorm? I live in an area where snow is not very common but the occasional times it does snow there has been no lighting involved. I feel like lightning could occur in a snowstorm but if can't occur in snowstorms could someone perhaps explain the science behind why it can't?
  8. I have no clue if this has been suggested before but I personally would like to see a new craftable fire starter, if I remember correctly we only have 4 ways to light a fire those being matches, magnifying glass, lit flare, and the fire striker why don't we have a primitive method of fire starting for example why can't we craft a fire drill to start a fire or by finding 2 rocks and smashing them together to create a spark? Would be nice to see this addition.
  9. Hello all, the name is Swope and I’ve got another idea for The Long Dark. Just wanted to say thanks for the awesome game😊, now for the suggestion of my four ideas. - Insulated Cars 1. Cars as we know it act as a way to protect ourselves from animals and a way to sleep. The only problem is that cars offer little to no armor from the cold (which makes since). But what if we could cover the windows of the vehicle with, say cardboard, or even a blanket to better insulate and make a more adequate place to sleep. - Beds 2. Beds are my wing man, they offer me sleep when I’m starving, playing cards when I’m tired, and as well as some protection from the cold. Beds are great, but almost every bed is the same, as in insulation values of course. Maybe like the clothing system, their can be a variety of bed sheets and blankets, or even animal hides to better arm yourself against the cold. And maybe even be able to make a makeshift bed from bed sheets to be able to sleep on the floor. - Misc ideas 3. Light sources are great, but what about a primitive one? A stick on fire might be too primitive, so how about being able to make candles from the fat of animals, A more controlled way to illuminate the area, but the down fall is how weak the flame can be, meaning sprints or winds could knock the flame out. 4. What if we could be the hero and save someone’s life, maybe their could be encounters with people, like a person being attacked by wolves, or a person crying for help and holding onto a cliff edge and about to fall. Would it be possible to have encounters were we wouldn’t just be taking care of ourselves, but as well as another person? That’s all for me, until next time sincerely- - Swope25
  10. Hello, Since I could not find any "search function" in this forum. I had to start a new one. Apologies if this question was made some time before. Objective: To find the Buffer Memory at the "Mystery Lake - Lower Dam". Situation: The game mode is "Archivist". Currently at Carter Hydro Dam - Lower Level (past the dead guy with the broken arrow & lantern). I have spent 5 days, 4 nights in Carter Dam. Mostly at the lower levels. With depleting food (and patience). I have walked as far as the map would allow me to go. Without having to take the "Emergency Exit Only" door. I figured it would lock me out, once I do. The furthest room (the one with broken window, and snow that have drifted in). I've spent a night there to tick off this objective. But sadly, none of the computers there were it. I've back tracked from that room. Where there's a walkway bridge on far left. There is a desk with two monitors, very close to the live electrical wire that is exposed during the special time. That too was a no go. Now, I'm having to find food, boil water, and trying to time the irregular aurora events to find the pesky objective computer. Basically, I'd appreciate if someone could direct me towards the right direction. Have I missed something? The title of the mission, err objective is "Mystery lake - Lower Dam". I'd presume that the objective computer monitor is on the "lower level"? Thanks in advance.
  11. So as most everyone ought to know by now, during the Aurora you can activate a radio to play some classical music. It stands to reason that this music is coming from somewhere, it's not like the Aurora brought the music with it. Enter the Radio Shack, not a place where you can buy assorted electronics, but a literal shack (or building) in which all of Great Bear's radio broadcasts originate. At the minimum, it would be a small enterable area (though I wouldn't be opposed to something similar to the Mountaineer's Hut only a little bigger) in which you can find a bunch of radio equipment and some sort of automated system playing the classical music on repeat. A cool feature would be the ability to switch between different genres, finding some CDs or vinyl records with other genres of royalty-free music. Clicking on the music system would grant you the classical music CD, which could then be swapped out for something like rock/pop/metal/etc. Henceforth, whenever the Aurora comes and you activate a radio it plays that music instead. If it were in a specific region, I imagine something like Timberwolf Mountain but toned down with no requirement for rope climbing to reach the summit (where the radio shack would be). You would have three or four different levels, each of them accessed by either a long and arduous hike up steep terrain or a rope climb. Like TW, interior locations would be scarce, limited to caves, the Radio Shack, maybe a nearby tool shed, and a small house or two at the bottom. Maybe it belonged to a grouchy old mountain man. It might also be fun to have multiple notes scattered about the area, belonging to the grouch and whoever operated the radio system. They might tell a story, something similar to the notes left by the Survivalist Randall Clark in Fallout New Vegas: Honest Hearts. Each might have a clue as to where you can find the next one, culminating in the player finding two frozen corpses where the two characters finally perished. I almost want to try my hand at some TLD fanfiction concerning this last part.
  12. I think a medical skill would be a great addition to the game, as treating wounds and illnesses is a key part of survival in the wild, yet its not a skill on the list, perks such as only needing 1 painkiller to treat injury's instead of 2. (useful especially on modes like Stalker and Interloper where your resources come down to every little thing.) Does Anyone else think this should be one of the listed skills?
  13. Calico

    Blue Jays

    I don't think these little guys have been suggested before. Blue Jays - They are foragers who search for seeds, berries and insects around the trees. They spend the late summer and fall months caching food around their habitat, often covering it up with leaves or brush, for retrieval during the winter months when resources are scarce. They have an incredible memory for remembering the locations of their caches In addition to addicting a tiny flash of color on the landscape they could be another source of plan'-based food - but the player has to decide if the calories expended tracking the bird is more or less than the potential calories gained. Also, is the Jay heading towards a cache, or away from it?? Follow Jay to find cache containing 1-4 “seed clumps” each worth ~1 granola bar’s worth of calories. May collect fallen feathers like crows (maybe slightly better for arrows? that would be reasonable??)
  14. Okay so I was playing survival mode the other day, I shot a bear as you do but then lost it. I eventually found it again still alive to popped two bullets in it killing it. I harvested what I could and then went on my merry way back to my camp, only to find my dead bear, turns out I killed two of them. I then realised that I couldn't harvest both of them so spent several hours going back and forth to collect all the meat. Which got me thinking... What if the game had sled dogs? Which you could either find in the wild and befriend (I know a dog is mentioned at the farm in wintermute) or that you could barter for from other survives? (one bear pelt for one dog?) You could then get a dog team together that could pull a handcrafted or found sled, this would make collecting large amounts of food easier as well as collecting building materials. ~ Another thing that would be really cool would be in survival mode having the seasons change and having different resources available at different times of year. SO in spring you could collect bird eggs and in autumn you would have a boost in deer population as they migrate. You could also have it possible to after a set amount of time possibly, be able to own chickens or even ducks. ~ Something else I think would be really cool would be having set places on the maps where people could make their own frontier, they would have to go out in the right seasons (spring/summer) and collect the needed materials to build the players very own home. The player would be able to decide what shape, how many rooms and also be able to build furniture to go inside the house once it was complete. I would actually really love this as an update as I would love to build my own "home" in survival mode which would have everything I needed (workbench/forge ect) so I wouldn't have to constantly run around the maps. ~ My next suggestion would be adding in other animals like Ptarmigans, lynx, wolverine. Even changing the animals depending on what season it is. You could do a salmon run in autumn where people could potentially catch lots of fish to survive over winter. ~ My last suggestion is putting in drying or smoking racks as I've noticed meat goes bad pretty fast in the game but smoked meat lasts a very long time. You could have it so the player has to smoke the meat for a week or something for it to stay fresh almost indefinitely. I also thing adding things like generators would be cool to power electrical equipment.
  15. I’d like to request the ability to move my “head” in any direction I’d like in the vehicles, and possibly the ability to move from side to side of the vehicle(along same seating row). I know we can exit from either side, but the purpose here is vision range. It’s super aggravating that I can’t look out thru the back window to check on predators I want to avoid, and that the safest was to avoid them is to rest or wait, but still have no visual verification of their locations. I’d also like to recommend window fogging as an offset to this proposal, so that if you were running, or waiting for a while, the windows would fog and then frost. Hopefully we could wipe or scrape the inside of windows too. Finally, I think it’d be much more immersive if we could see out of location windows. Not sure if that’s possible, but with the location of buildings being static, it seems this should be possible, and I’d be sweet to see wildlife moving past outside, could really alter players behavior...
  16. A sawn off double barrel shotgun used for close range defense. It's very powerful but the downside is that it ruins the pelt and meat of the animal killed making it unusable.
  17. So I created my second Moose Satchel after waiting almost 20 days for moose respawn, so happy until I realised in game that you cant use 2 x moose satchels...Please devs re-consider using 2 x satchels, it would be so advantageous and cool...45kg of weight in total and carrying 1 satchel on each shoulder not to un-realistic...Loving the game and cant wait to see what you d o next with survival and ofcourse ep3...
  18. I thought the existing teas would be the only ones, but birch bark tea was added... and I thought, why not one more? more teas means more systems that we can use to our advantage and help us in unique situations; and I thought the birch bark would not change its usefulness. So I came up with an idea of a tea that could decrease 5%, 10% or 15% of calorie consumption for an hour or two, and I saw that something that is not very useful when you reach level 3 of fire ignition it is the cattail tip, so this tea could be made with 2 or 3 cattail tips, just like the birch bark. That was just a superficial idea, I think some modifications will be needed to be good with The Long Dark's survival systems.
  19. I've been playing since Episode 1 first came out and I really enjoy seeing how the game has developed. I think having a few more plant-based food items would add some more variety, especially since they expanded the cooking system. Mostly I'm thinking of more ways to really "live off the land" in more remote areas, instead of relying on scavenged food from towns. I tried to keep it simple - no full on recipes (though I hope we get to that point someday). Maple Seeds - Visual should be a dried bunch on a branch to indicate you have gathered a lot at once. Long processing time (shelling). Boil in 0.5L or more H20 (warmth bonus) OR roast on campfire rocks or stovetop (no H2O, faster cooking time, no warmth bonus). Those maple saplings have to be coming from somewhere! Eaten raw = Indigestion. Calories ~ Candy or Granola Bar Lingonberry (or other member of cranberry family) - Berries in this family stay on the shrub all year (shrub is evergreen, lower to ground than roses) and the flavor actually improves from being frozen. Can be eaten raw or cooked (warmth bonus) in container to increase quality. Calories ~ Can of Peaches. Golden Chantrelle Mushroom - Found on trunks of fallen trees. Must be cooked in container with 0.5L or more H2O (warmth bonus). Eaten raw = Indigestion. Calories ~ Candy or Granola Bar Dulse Seaweed - Only found on seashore. Must be cooked in container with 0.5L or more H2O (warmth bonus). Eaten raw = Indigestion. Calories ~ Cattail Stalk (may cook up to 4 in cooking pot with 0.5L per unit) Watercress - Only found by waterfalls. Deteriorates very rapidly. At 20% or more quality can be used as deer/rabbit bait. Eaten raw, no processing. ~50kcal. Parsnips and Leeks - found in root cellars of remote houses. Heavy for the amount of calories gained. Must be processed (peel and/or chop) with knife. Must be cooked: either roasted on rock/grill or in container with 0.5L or more H2O per veg (warmth bonus). Eaten raw = Indigestion. Calories ~200kcal. New Ailment: Indigestion Primarily caused by eating plant food raw that needs to be cooked, also low quality plant food or plant-based food. Low quality plant-based scavenged food such as crackers and granola bars also have chance to cause indigestion. Symptoms: pain and nausea, slows movement, affects aim. Cured by rest or Fir Needle tea. On par with pain from sprains, not deadly like food poisoning. Fir Needle Tea - Processed. Warming bonus (as other teas). Also cures Indigestion.
  20. Firing a gun while wearing gloves is a big no-no as far ad I know, and with some of the gloves in the game being thr type that don't have individual finger slots, it's basically impossible to pull the trigger if you think about it. Maybe they can add a mechanic that forces you to remove certain types of gloves before you're able to shoot, or hinders your ability to pull the trigger/land shots when you have gloves on.
  21. Would it be possible to get a tip on the current weather when you’re in a house with windows? Would save going out in foggy conditions etc to check
  22. Good day :).I don't know if it was an idea or not.If Yes then I'm sorry. But here's the idea. Here in the game there is no bird so well, the ravens. And the owl's voice is heard. And what if you could put snares and catch them with the help of bait birds. And that and meat and feathers.And then it was possible to cook soup from poultry meat. It would be rich and delicious.
  23. Okay so I have already emailed some of this to HinterLandGames and they said I should post them up here so here goes. You have your normal skills that level up as you use them (for example your sharpening skill and sewing skills) but what if you also had key skills that you ernt points to update while playing the game? They would be as follows: Strength - Levelling this up improves your carry capacity and how long you can run. You can carry more weight maxing out at Xkg (I know it is currently maxed at 30kg) and you can run longer distances before your stamina runs out. Dexterity -Levelling this skill improves how fast you can craft and break things down into components. You get faster at crafting items and fixing items as well as you become better at breaking down things like logs for firewood and curtains for cloth. Charisma - Levelling this skill means that you become better at talking to people, people trust you faster. Intelligence - By Levelling this skill you learn faster, you learn more from reading books and from what people teach you in the world, your crafting skills level up quicker. Wisdom - Levelling this skill gives you more insight into the world around you, you can learn where things are and it marks on your map after a while. at higher levels you become resistant to infections. You could also have after the full story is complete add in wondering survivors into the survival mode, both good and bad, so all the groups you learn about and the people you meet in the story mode you can find in the survival mode and interact with, and depending on what you say/do towards them they will either help you or try to hinder you in some way. You could have it so that when you meet someone you can either try talking to them or straight out attack them which would start your relationship with them. If you attack them they would start hating you, but if you talked to them you might get a task to do and eventually might learn new skills that would help you in game. You could also have settlements of small groups of people that you could choose to help or leave for death, even possibly adding in children. Well that's all I've got for now, if I think of anything else I will add it later.
  24. UTC-10

    Better Campfire

    As a possible substitute for the "no tinder needed" maybe there is a case for an enhanced campfire that has better wind resistance. Starting at Level 3 where the "no tinder needed" benefit kicks in, the player may then have the option to "build" a better campfire. So this "enhanced campfire" replaces the "no tinder needed" benefit. For starters, at Level 3, you can build a campfire that has a 90 degree arc (45 degrees left and right of where you're facing when you construct it, plan carefully) where wind by anything short of a howling blizzard would not affect the campfire as far as blowing it out. The player spends 30 game-minutes constructing it and, obviously, it has a different graphic (so not a trivial thing by devs requirements). It appears out of nowhere when the time is spent. At Level 4, the campfire has a 180 degree arc (90 left and 90 right) and requires one hour to construct. Again, anything short of a full blizzard would not put out the fire. At level 5, the campfire takes 1-1/2 or two hours to construct and either has a 270 degree arc or maybe still a 180 degree arc and is now proof against blizzard winds from the protected side. Naturally the campfire appears in the middle as usual, the footprint of the enhanced campfire is also restrictive like how a snow shelter can be placed in only certain places, and it does block you from walking over/through it conversely it does not hinder animals. This might actually beg for an option to deconstruct the enhanced campfire with nothing but charcoal to be salvaged, perhaps. Of course this is not a trivial issue thing for the devs to implement so I highly doubt it would show up anytime soon.
  25. I'm sure this has come up before, especially in a game where firestarting is tantamount to survival, but I think lighters would make an excellent addition to the game. As a baseline, they would be less effective than firestrikers at starting fires, but have the ability to remain lit for longer periods of time than a match when used for light. From here, things would vary depending on which instance of lighter was in the game (though both could feasibly work together as separate items). 1. Throwaway lighter: this would be something like those Bic brand lighters you can find almost everywhere. They would be non-harvestable and non-repairable. Lighting a fire would cost 3-4% (one or two more than the firestriker) or you could use it like a lit match, using 1% a minute (all this could be tweaked for game balance, obviously) while giving a small increase to feels like temperature. This would probably be about as common as wood matches. 2. Fillable lighter: this would be more like a higher quality Zippo lighter. The options for this one vary far more. I would probably lean towards it being non-harvestable, but be repairable with quality tools. It would burn lamp oil (in which case you would have an 'unfill' option) with the same starting bonus as the Throwaway version, and degrade only when attacked or when initially ignited (the degradation essentially being that of the sparking mechanism). If this was implemented, it would have to be far more rare.