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  1. I've recently thought a lot about a list of things that should be added/improved in the game before it's finished (abandoned) that would make the game "complete" for me. There's a lot of stuff I would like to be added, but this is not a list about them, it's just things I feel like really should be added. Here's the list (in no particular order): - Release of all 5 episodes of WINTERMUTE (obviously) - First person clothing (ability to see what you're currently wearing in first person rather than seeing the default jacket all the time, it really breaks the immersion imo) - Decreased animal bleed out times (I've seen it multiple times in @Hadrian's videos and I have a problem with it myself, chasing a deer 5 minutes around the whole map is a bit ridiculous) - Bear spear in survival mode (currently only available in WINTERMUTE) - Defueling storm lanterns (exactly the same way you put out ammunition from firearms) - Craftable animal-hide socks and underwear (the only two slots that don't have any clothing that can be crafted from animals) - Warning before eating raw meat (similar to throwing an unread book into a fire, it's really easy to accidentally select raw meat from the radial menu and get food poisoning) - More items changing appearance based on their condition (currently only clothing items have this feature, I feel like it would be pretty cool and useful, especially with food) - Better item placing (ability to rotate items and put them directly next to each other or on top of each other, it would be great placing books to bookshelves the correct way for example) - Ability to read books for 30 minutes only (useful while cooking meat or boiling water for example) I might've forgotten about some things, but I feel like I've mentioned everything important. Feel free to share your own ideas in the comments and we can have a nice discussion about it. 🙂
  2. I'd like to see further refinement of the cooking mechanic. For instance, right now an item is either raw or cooked; if it has achieved the required cooking time it is cooked, anything else, even 1 minute less and its raw. More could be done with this - Items (particularly animal meats & fish) can go through stages of cooking such as raw , rare, medium-rare, medium, medium-well, well-done and burnt depending on how long it has been on the fire. In addition to this, the available calories from the item can vary with the cooking time along with the potential risk of disease; items could perhaps have their most calories at raw or a low cooked level like rare and then gradually lower throughout the cooking process inversely with disease risk. This becomes a survival choice for the player - do I cook the meat to a medium-rare to boost calorie intake but risk incurring a increased chance of disease (lower than raw but more than well-done) due to food shortages? Or is eliminating disease risk more important to the survivor? I'm sure more can be done than I'm not thinking of but this would be a pretty cool start!
  3. I know we already have cabin fever, but I think that it would be neat to have a mental health meter that is affected by: how much you eat and drink, pre-existing conditions such as one that makes you sad when you kill rabbits or causes mood swings (maybe there could be a badge that effects how many, if any conditions exist), reading a self-help books or adopting a pet rock. good mental health will make you perform actions quicker and burn slightly fewer calories. bad mental health will make you burn slightly more calories and your character can become grumpy, causing him to give up occasionally while performing actions like crafting or sowing and maybe even refuse to get out of bed. what to ya'all think?
  4. Something to keep us playing after we complete wintermute
  5. Hello. My idea. In the game because there is a can of peaches, pork and beans, and so on and so forth. Say what product is good quality and what is not right ?. What if .by passing the written .It could be for example. A bad can of peaches if the product is long overdue and the can is deformed. Immediately it would be clear that the product is really spoiled. A fresh can of peaches would look really fresh and appetizing.
  6. In this thread, I am soliciting players specific ideas & suggestions for things they would like to see included as NON-ADVANTAGEOUS additions to their gameplay experience; for which, they would be willing to pay the cost associated with a DLC as a means of financially supporting the Hinterland studio. These are 10 categories / suggestions I've either read somewhere along the line, or that I would like to see in a Supporter Pack: 1. Reskins: - Tent reskin for the Snow Shelter (same crafting components, looks like a mountaineering tent with a fly). - Skillet (functions with the same stats as the cooking pot) - Jeremiah's knife (limited possibility for spawn of his knife per play-through: Same stats & durability as combat knife) - Hinterland merch appearing in spawn tables swapped out for their respective counterpart in-game items (toggled?) 2. Decorator Pack: (Role Players / Campers) Items placed outdoors would despawn when player exceeds a certain range so they couldn't be used for trail markers. Items set in a "camp site" could be tagged as persistent with the player permitted one active camp site at any particular time. Reskins would be subject to the same decay that their respective counterparts were. The view out the front of the tent would need to be identical to the snow shelter...(?). Non-consumables (decorative): - Glass of water - Glass of wine - Mug of beer - Bottled beer - Bottle of wine - Steaming hot beverage (cocoa?) - Plates (decorative, placeable) that function as an interactable surface that players can place food items on. - Place setting (silverware, decorative) - RP Functionality: Sitting on tree-stumps and chairs (possibly technically complicated). Would love to sit when I role-play camping, mend or handcraft... (could even be added to game later in an update, but given to supporters earlier) - RP Functionality: Functional coat racks (no benefit to drying, same as floor or surface drying. - RP Functionality: Store hatchet stuck into wood (stump, bough, downed tree..). - RP Functionality: Lean rifle against things vertically. 3. Misophonia toggle: Eating audio swapped for barely audible variants. 4. Elegy Visual Poem 5. Select Episode Intro cinematics (possible complications where additional music licensing fees are concerned). 6. Game designer interview collection. 7. Identity-secure behind-the scene Studio tour. 8. Great Bear inspirations (collection of images and video montage designers utilized for creative inspiration). 9. Meet the voice actors: (Interviews with or short video highlights of the process). 10.Gag reel (funny glitches, fun in the recording studio, etc.). What other things can you think of that you'd like to see in a Supporter Pack?
  7. I'm sure we've all been in the sandbox situation where we have a stockpile of meat, stockpile of potable water, got hides curing, we've explored and gathered everything we need to get by for a while, and there's really nothing we need to do at that moment that's crucial to our survival...and then we sit and think to ourselves "Okay...now what?". I've been in the situation a lot, and that's usually when I save game by using the "Pass Time" button for an hour and quit the game until I feel the compulsion to play again. I propose a little minigame. Something active for the players to do that passes time. Maybe you come across a deck of playing cards while you're out gathering and you play klondike solitaire when you get back to your camp/cabin. Maybe you draw a bullseye on the wall of a cabin and play a game of darts with an arrow, or throw your hatchet in the wall (obviously affecting the durability of both stated items). Something that happens using in-game time, not accelerated time. It could serve as both a means of keeping the player actively playing the game, but could also serve as a means of staving off cabin-fever. Keeping the character's mind sharp, you know? Too many times I've wandered out to go roaming around for no other purpose than to keep from being bored IRL and come face-to-paw with a bear that ended my sandbox run. Sometimes I think I do it subconsciously just to start over because then I've got a million things I need to go collect and start stockpiling all over again. I feel like a little minigame like this would be something that would improve the overall game, wouldn't be too difficult to implement, and would be something that a stranded person would find themselves doing if they were trapped on an island with no one around and hostile wildlife.
  8. TheLostRanger

    MRE

    I don't know if anyone has brought this up before kinda new to this whole forum thing. The MREs in game are kinda weak when compared to an actual MRE. The real ones if I'm not mistaken have about 3000 calories worth of food in them, have water activated heaters and matches in them. I don't really see a detriment to gameplay being that the MREs are already hard to find but this could give them a whole new level of usefulness.
  9. lem4ge

    Tipi (teepee)

    In survival mode, after 50 days, we can have a lot of animals skin, etc. It would be great to be able to make a rustic tipi in homeless areas. Compared to the bivouac tent, it would be more solid and allow to make fire inside. ( images for example from https://www.teepeejoy.com/teepee-history/)
  10. Hello everybody , I don't know were this idea from someone else or not.If anyone has such an idea then I apologize .I don't follow other players ' ideas. Here's the idea As far as I know the game the village on the coastal highway there's a gas station. It would not be bad residual fuel that was left at the gas station how it would be possible to drain into the canister.Can all, the remnants of and remained.People who lived there still do not need. And survivors not necessary.
  11. Hello everyone! It is very tiresomely to use only mouse for inventory manegement. I'd like to add hotkeys for: - confirmation of action (for example making water) - applying of selected item (if available) in inventory UI - dropping seleced item (if available) in inventory UI - navigation between inventroy tabs (all, fire, medicine, food, etc) - customizable keys for applying of different items (for example a key for the bow, a key for the revolver, a key for water (drinking) etc) - keys A and D should be available in ALL UI forms for navigation to LEFT and RIGHT. likewise W and S for UP and DOWN. - opening notebook, craft interface, skills, stats, etc
  12. A very annoying part of my current long (400 days and counting) is that I got Frostbite a few months in. The condition reduction is nothing I can't handle but I hate seeing the healthbar with the yellow exclamation point. Not only does it add UI clutter but it ruins screenshots because it's always there. I get that it's a feature for negative status but is it really necessary for a negative status effect that lasts *forever*? I know I have frosbitee, t's been with me forever and I can see the red spot everytime I look at myy healthbar. It also makes the "you have a bad effect" warning completely ruined because you always have it. Like one time my game crashed, and my last save was after a wolf struggle and when I reloaded I was bleeding, lost half my condition before I noticed and remembered I had been in a struggle. I would have noticed sooner but the yellow ! means nothing to me
  13. I feel like there are just WAY too many rounds laying around for the revolver. This makes it way too overpowered as a tool, given that I have ample rounds just laying around. Too many to even carry with me, matter of fact. Hostile wildlife is a complete moot point. I'm finding as many revolver rounds as I would in a standard FPS, and this is a survival game! This seriously needs to be tuned
  14. I have a suggestion for the forge ladies and gentlemen. One that may actually make us want to use it. As you know, I've never been for the forge. Until they add the bear spear to survival mode, I have literally no reason to use it. I can find a knife and hatchet easily and can find arrowheads with not much more difficulty. That makes it useless to me. However. If they offered alternate, more powerful tools, it would actually make sense. Here's how it would happen. You would get a new skill tree, a new harvesting option, and possibly a new skill book added to the game. And obviously new crafting recipes. The stag handle knife and hatchet. You would learn these recipes at level 3 of the forging skill. At level 1 you can still make improvised tools, but as you level the skill your tools work better and better, last longer, and crafting times decrease. You'll be able to harvest deer and moose antler, and use a work bench and high quality tools to make a "stag handle." Then you would take it to a forge with some steel, and forge your knife or hatchet. The stag handle tools will be much better, but slightly heavier and stronger than the standard hatchet and knife. Still not as heavy as the improvised tools. And since forged tools tend to have much much tighter steel than manufactured, they would cut much better aswell drastically decreasing wood cutting and carcass harvesting times. There would have to be a new texture made for the hatchet, but the model for Jeremiah's knife in pre-dux (which I'm not sure is actually obtainable at the moment. Look it up on the wiki if you never got this item) is already a stag handle blade. What do y'all think?
  15. Themadlad94

    Sparklers

    I was thinking that since Canada Day and The 4th of July just passed, it would be cool to get a festive item to celebrate. The one thing I really want is the sparkler. It could be used like a torch. Emitting a colorful light, scaring away wildlife, and helping start fires in a emergency. They would only last for a very short time and they would come in a packs of a certain number.
  16. Well now that I've read the Dev Diary, I may as well just get this on the table... I want a Timberwolf Cowl so badly right now.
  17. Patchouli

    VR

    This game is so immersive. It would be awesome if it were available for virtual reality headsets. Get on that, would you? :)
  18. Just as the title reads. I like to set screenshots from this game as my xb1 wallpaper, however I have to go to the options and toggle the HUD off to do so, so my survival meters don't get in the pic. I know pc has a hotkey to turn this off, why not Xbox one? My suggestion is to double tap the B button. Then tap it once to toggle it back on
  19. If you could I think you should add region creator and workshop. In region creator you could make so anyone could design their own map and submit it to workshop and play it.
  20. Bergmann

    Wish list

    Каждый раз при замене одежды, нужно чтобы вид от первого лица также менялся! Например меняет персонаж перчатки или куртку, меняется вид удерживания оружия, ножа и т.д. Добавьте возможность строить что-то новое, укрытия (на поверхности) или небольшой домик. Добавьте возможность рубить свежие деревья. Добавьте новые угрозы. Разновидности медведей, волков, лосей, в каждой локации должны абсолютно отличаться от прежних. На каждой локации должно быть свое собственное поведение для животных. Не похожее на остальных. Добавьте новую живность, например птицы. Пусть будет возможность питаться их мясом. Добавьте возможность переносить вещи, пусть сумка вмещает больше КГ. Либо нужно добавить деревянные сани. ОБЯЗАТЕЛЬНО, добавьте возможность автоматического выхода из сна, при риске обморожения или переохлаждения. (все время я погибал только по этой причине)
  21. While I do frequently post to various forums on the web, and read many more, I see myself often becoming more and more frustrated by some of the content that I read. Not so much "what" is being "said", but "how" it is being "said". There is an anonymity to posting on forums that tends to result in something less than "decorous behavior": On behalf of newcomers and forum regulars alike. Between the three main forums that I routinely check for TLD content, the Hinterland forum is by far the least offensive. Be that as it may, I still have had my moments here. I do realize that those of a more "youthful disposition" are often inclined towards a more "spirited discourse" and nowhere in the forum rules is it stated "There shall be no shenanigans whatsoever.". Sometimes, you put your tongue in your cheek and you give someone a playful jab in the ribs. I get that. I have a sense of humor. For the love of Pete, people do need have some thickness to their skin or every tiny disagreement / misunderstanding will draw blood. I am accepting of the occasional "casually sassy remark" being made even if it's not between familiars. That's not what I'm taking issue with here. My issue: People come onto the forum and dump a toxic, vindictive post venting their frustrations and displeasure with the game design or developer choices then either run, or lurk in the shadows while others members prod that steamy cow chip; tossing it back and forth like some hot potato. Then, some of what's been complained about will resonate with similar issues others might have taken issue with in the past and it turns into something not unlike the mind-numbing screech of feedback from a PA speaker when a mic is being held too close to a floor monitor. If I hear too much static on a radio station, I turn the channel. If I hear loud screeching feedback coming out of a speaker.. if I can't reposition the mic or turn the gain down, I'll step out of the room. There's an analogy in there somewhere. My suggestion: I'd like to see another sub-forum (or maybe two) added to "General Discussions" forum. If it were just one, then it could be called "Rants and Raves" just like on Craigslist. If it were to be two sub-forums, one could be something like, "The Complaint Department", and the other, "The Compliment Department". I favor the latter. This way, members could vent all that frustration in a place where the design / development staff could respond at their convenience (or not, depending on the tone that was taken). Also, with a compliment sub-forum, when something really seems to be working well, has been resolved in a way that players really like or they simply want to express their gratitude & appreciation for an aspect of the game they really like, they'll have a venue specifically designated for them to do so. I know they can now.. it's just that it kind of all gets tossed together under a "General" heading, and I'm thinking it might be a bit more efficient if it were expanded. So I'll be following this up directly with a poll.. also in the discussions forum. Three choices, Leave it the way it is, Rants and Raves, or Complaint and Compliment Departments (sub-forums). Thanks for your time.
  22. In my current run, it's just occurred to me... I kind of wish that the drop zone for items was a little tighter. I mean specifically the area around you where items dropped from player inventory appear on the ground. While I acknowledge that this is a personal preference/quirk of mine... I find myself spending a lot of time dropping items, only to them pick a lot of them back up and re-dropping - repeatedly, trying to get them in a tighter pile. A specific example of this... I use one of the tiny crates in the Mountaineer's hut as a coal bin. I find myself having to climb up onto the crafting bench to be able to get over top of it and drop the coal in... but since most of it lands in fairly random way in the "drop zone" I end up picking most of it to try it again. After much effort, I have a nice little box by the crafting bench what very neatly holds all my coal. I guess I just wish it didn't take so much effort to be able to do this It may sound silly, but I can easily spend a large portion of my in game day trying to "tidy up" piles of things: Sticks, cloth, coal, charcoal, stones, pelts... pretty much everything that one might end up wanting to drop at one point or another. *I also really wish there was a weapon rack in the Mountaineer's Hut...*
  23. FrozenCorpse

    Pencils

    Even the biggest pencil... 15 grams... (and I actually couldn't find any heavier than 10grams) vs. 600 grams. just sayin'...
  24. I'm a relatively new player but I'm enjoying the game immensely. I Don't know if this has been suggested or addressed previously however have you thought of stone Tools created by flint napping? You could create arrowhead, knives and hatchet's I would suggest those have a low % chance of breaking which would increase when the condition % is decreasing I would also suggest that these items lose condition faster than normal items due to being made out of stone. And lastly I believe that a new suitable type of stone can be added to the game that would need to be searched for. As I say I am unsure if this has been suggested or discussed but I do believe this would be a useful addition to the game.
  25. I pretty much play interloper only and I gotta say that though I love the early challenge of it, I absolutely lose interest when it comes to the inconsistencies of hunting. I had a wolf near Carter Dam that was limping very slowly after I hit it with an arrow and tracked it to the dam. I turned away for 2 seconds to grab some twigs, turned back, and he was just gone. I combed the whole area and double checked for tracks and nothing. He had seemingly just disappeared! Waited a night in a nearby trailer to see if I could just look for crows and that maybe I had just barely missed him the day before. Nope. No crows around. There were crows nearby on a corpse across the bridge, but nothing around me whatsoever on my kill. Kind of tilting when you spend an hour and a half making the arrow, go through the whole bait and shoot process, track the wolf, and then just as it's about to die it literally disappears or bugs out; couldn't tell which. That was the final moment that made me just walk away from my game, despite how well it was going. Two previous times in the same game I had tried the bait and kill tactic, which worked flawlessly, only to be screwed over by the ridiculous animal pathing while they are fleeing. Holy what. Both times I shot a wolf with an arrow only to result in that wolf just running for the mountain sides, which are steep as hell and a guaranteed sprain. They will just run around these highly steep slopes to the point where following them isn't an option and you are better waiting them out. Problem is, they often die on a very hard to reach part of the mountain so again, guaranteed sprain to get to them. I don't mind the reworked sprain system, and I really like the change to make it more apparent when you will get a strain, but with that system you cannot have such crazy animal pathing AI. Can't you folks make it so that they prefer to flee on more level or downhill terrain? I just don't get why they flee up mountains. It's not realistic and it's very immersion breaking with the sprain system. Nearly all or most of my limbs are actually sprained by the time I get to the corpse of my hunt. That's just silly. Also I don't know if it was a bug or not, but I was tracking a wolf that was at the point where it was barely moving it was so near death. I got a little too close and the wolf attacked me, which is expected. What wasn't expected was that after I fought it off, he ran away at full speed for quite some time. Just weird. Like his healthbar reset or something. Everytime I come back to this interloper game I get really excited just up to the point that I start hunting wolves; then I just encounter some game design that is just so frustrating that I usually exit the game. I really cannot stress enough that the rest of the game is just soooo well designed but that this particular aspect of the game is just super frustrating. Idk maybe I am the only one that gets frustrated by this but it's such a game ruiner for me that I just wanted to say something about it.