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  1. Starvation should actually be a meaningful disadvantage to stop the strategy of starving during the day, and eating just for the night. In a real survival situation starving would really mess with your energy, morale, strength etc. Some ideas: 1). Fix the current system that lowers your max energy if starving for too long. This is a fine debuff, but it takes way too long to activate so you can completely avoid it by eating right before sleeping every night. More on debuffs later. 2). Easiest way to fix would be to just increase how much damage you take from starving. 3). Possibly a better way would be to add a debuff if you're starving and possibly additional debuffs if you're starving for long. Example debuffs: Slower interaction time (crafting, harvesting etc), slower walking speed, weakness (wolves do more dmg if you're caught). Debuff(s) would activate either as soon as you begin starving, or very soon after (1-2 hours) and could stack if starving for too long. Please feel free to tell me your opinion about this matter and possible better ways to solve this issue.
  2. Ht here. The way painkillers work is not very realistic. I got two accidents, sprained ankle and sprained wrist. Now i have 2 sources of pain. How can i drink a painkiller on top of one source while not affecting other? and even worst i have option to "drink" rose hip tea on top of sprain ankle or on top of actual pain source. how does it make sense? if painkiller wold be a cream that i apply then ok. it wold make sence where i use it, but tea? Rely applying tea or painkillers on sprain ankle does not affect my two pain sources. I just drink a tea. it should apply to whole body. how does it make sense? Ok that's enough, you get the picture. Its not game braking, but could be better. do you agree?
  3. Tired of looking around for WOOD? And sticks? Well, here's the deal. If you have ABSOLUTELY NO idea where the wood is, but you do have a hatchet, then maybe, JUST maybe. you can have the ability to go chop trees. But one exception, it makes a very very bad downfall, but it's worth it. the log makes it so that the fire lasts for a day or a few, or just 12 hours. The downfall though, is that you lose all of your fatigue, so you have to make sure to get to bed fast. Otherwise, a moose or a bear, or even wolves might just make you fade into... The Long Dark. Oh, also. some trees have specific types, so you can split the tree into logs. maybe that's a better idea. just chop the tree into individual pieces, and get fir firewood! or any other type. What im trying to say, is that you are scraping wood (fir,etc) off of the trees, or cutting off a branch.
  4. SECTION 1: FOOD Cereal I would love to be able to find Cold Scraps (frosted flakes) or something along those lines. It could be like the crackers but less dehydration, with a trade-off of less calories. Alcohol I would also like to be able to find alcohol, which would be very interesting. Perhaps it has very high calories and low hydration but has a large negative of having a super high chance of giving you a negative status effect of being drunk, and maybe a chance of after waking up getting the effect Hangover. It could even be more rare in regions like Mountain Town, which are OK to live in, and more common in hard regions or vise versa because if you life somewhere crap you feel crap. Maybe there could even be different alcohols, all with different stats. It is kind of a silly idea but it might work. Teas Black Tea could be like a worse Coffee, or maybe has less immediate energy but has the boost last longer. I'm not quite sure what Green Tea could be. Soups Ramen I think would be an OK addition, and maybe other vegetable soups could be added. I would ADORE if Borscht were to be added, but I don't know if normal Canucks have borscht. Of course cup-a-soups (Like the one in Story Mode) would be nice to add. SECTION 2: CLOTHES Pajamas This suggestion is very silly, but I think Pajamas would be cool. A pajama shirt could just be like the thin wool sweater but with bad stats outside of the temperature, and the pants could be +1 Degrees, but with bad stats outside of temp. I also would like a Bathrobe as a jacket. Shorts I think Shorts would be an interesting underwear. It could be like the t-shirt, in that it doesn't spawn when you spawn, so it can just be a "I have nothing else to put in that slot" sort of thing. Jeep caps Perhaps, similarly to the Toques, there could be 2 Jeep Caps (Inner slot only, maybe). One which is more poor quality "Made of Acrylic. Probably bought at a superstore, has relatively poor warmth.", and one which is army grade "Came straight from the Army, made with Wool. Goes well with a military jacket." Knee Socks Just knee socks. Pretty simple. SUIT A crappy jacket. Reduces mobility, poor warmth, poor everything. Maybe winter suits/trenchcoats could be a good jacket, like a longer and worse pea-coat. USHANKA While the Rabbitskin hat is basically a Ushanka, I think a fish fur ushanka would be good. SECTION 3: STUFF RELATED TO FIRE MEDIUM BRANCHES A medium between branches and limbs. Maybe it could produce fire logs that are natural, like Fir firelogs and Cedar firelogs; Perhaps it could be broken with a knife, but very slowly and with much damage to the knife. CUPS It would be interesting to be able to use cups and glasses like metal cans. BRANCH DRAGGING It would be great if you could drag branches to make fires, or add to fires. I do this often in real life. LIGHTERS Lighters would be so very good. They should run out fast but be very common, and there should be a rare reusable one refilled with butane or the light fluid. SECTION 4: MISC PAIN CREAM I think pain cream should be an alternative to the painkillers. Hand drying I think that if you have your hands exposed it should get dry and need hand cream. Maybe on Interloper and Stalker even with gloves it will get dry, just slower. I have eczema and in the winter I constantly need handcream. Running Stuff Running should be a skill! Or perhaps just fitness. I think it would be interesting if you had to spend time excercising/running to stay fit. Maybe it could be a skill, or something always high unless you hibernate for too long. Nerfing Hunger Unless you are a loser like me who needs the +5KG, going hungry for a couple hours really doesn't do much. It should do more damage, make your head cloudy, make you slower, something like that. Perhaps make it harder to sleep. Spear Add the spear to survival, Hinterland. Make it able to do knife stuff but very slowly and poorly but incredible in battles. Chaynik Make the water boilers work in Auroras! Make them rare maybe, but working! At the moment, this is all I want added that I can remember. Thanks for reading,
  5. A little background first, my apologies. I've been playing LD from right when EP 2 came out. I love the game, so much so I bought it for PC and XBOX. I usually play interloper and I was having my best run yet. I was at day 100 , my previous longest run was 64 days. So I'm in BR and I want to leave and start making all the zones but I see my bearskin beadroll is at 26%. Damn I need the bear by the river dead. So I run down and kill and quarter him. I run the hide to the lodge and wait...and wait...and wait. While I'm waiting I finish mapping BR but then the next 5 days I start going stir crazy, I had killed everything in the zone and there was nothing left for days. So I thought that there should be a faster way to cure hides. I thought hey why not put salt in the game so you can cure hides faster. Then I thought of salting meat to preserve it and 'fix' cooking 5. Here is how I thought it could work. Salt would be lootable and you could get it from nature. I was thinking that since FM never really freezes it must have brackish water. So on a ice section you could get some water with a can or pot and cook off the water. It would be a semi rare loot item, like whetstones. For curing hides. Salt would cut in half the curing time of hides. You would use 0.5kg on rabbit hides, 1.0kg on deer and wolf hides, and 2.5kg on bear and moose. This is completely optional to do the hides cure regularly indoors without salt but this just makes it quicker. Now onto cooking. IMHO cooking 5 is insane. I like the fact that I can no longer get intestinal parasites. No really I love that, F$&# IP. But the more food poisoning, that's a bit much. When I first got cooking 5 I thought wow this is awesome I can eat anything. After the 100th ruined cooked bear steak it got ridiculous. Ruined meat is ruined, no fixing that. But if you salted it you could preserve it forever if you also keep it outside. Also you could make jerky out of small bits of meat, like 0.5kg. This way you could carry some meat with you and not have scent. I was just a thought from a fan. Keep up the good work and please stay healthy. Lupesco
  6. haydenthebrave

    foxes

    lots of us drop uncooked meat outside of where we reside to prevent it from rotting, if it is dropped from the inventory nothing will eat it. but, what if, foxes. they would follow a player with high scent around, waiting for them to drop their meat or rose-hips, and when they do the fox could sweep in and yank the meat, sprinting off with it, maybe even from the characters inventory if they don't keep the foxes at bay. alongside that they would skulk around until a player enters his/her cabin and it would thieve the meat, fish, or rose-hips sitting outside. running away to designated burrows (much like bear caves) to feast upon the stolen food. they could also be the primary hunters of rabbits. and prey to wolves. they wouldn't attack the player, unless they have a full scent indicator and the fox was hungry, at which they would do minimal lacerations. (i feel bad saying this) but they could also be hunted for their hide, an instakill much like rabbits with maybe the exception of rocks stunning them. their hides could be made into scarves. or maybe better ear wraps to go into the accessories category. one day if crows gain the ability to land foxes could hunt them. and bring them back to their burrows. where the player could collect dropped feathers. or when the fox isn't home scour its den for little snig bits of loot, of course angering the fox if it is to come back and see this. i recon the addition of the fox, or a similar creature is much needed, wolves are currently our smallest carnivorous creatures and i could see the fox being just this little neuscence for players to have to deal with, or even (am i the only one who does this with wolves) leave spare meat out for them, it would spice up long haul trips with a lil furry friend (more like ratbag) following you around and giving you something to keep on your toes about. feel free to tell me what you think, im open to criticism
  7. There have been many times where I have mistaken a rock for a wolf or I just wanted to admire this beautiful game from a high hill or watchtower. Binoculars would be a great addition to see far away objects a little better. Btw thank you for making this amazing game, I enjoy it so very much.
  8. Once you reach level 5 cooking, there's no longer a reason to quickly cook and consume lower condition food items. You can literally let everything from fish to energy drinks go to zero condition and use it to its full potential and I find this a wee bit OP if not ridiculous. Instead, once an item reaches 0% condition, it should slowly start to lose calories (though not weight) until it reaches 50% of its regular calorie count. This process would take some time, it wouldn't be something that happens overnight. Therefore, you can still consume it and gain something from ruined food, but not a full meal's worth. To counteract food items spoiling in the world, I think all food items would have to spawn at 80% or above to give the player a fighting chance to collect them before they go bad. Maybe you could halve the buffs that ruined energy drinks give, meaning they only last for half as long. This way, players are enticed to use up their lower condition items first for fear of losing precious calories, but ruined items at level 5 cooking can still be used to a degree.
  9. Can you please make a box for just the forge area. Maybe just like items within 100 yards or so idk.. I spent 140 in game days collecting 2 full bears and a number of deer and wolves, 100+ scrap metal tools and BUNCH of sticks and logs and coal.. to one day log in and I have no meat no fuel and some random items left out... now I have to haul 240 some pounds back from the box to the forge.. and I really just didn’t wanna play anymore after all my stuff got moved... if a lost and found box isn’t possible for that location please make crafting storage containers a thing so people don’t RAGE quit for months on end..
  10. I'm sure this has probably been asked before but is there any chance keyboard and mouse support can be added on the console version of the long dark?
  11. I am from Russia and do not know much English, but I want to leave a review. Я давно знакома с The Long Dark и слежу за ее развитием. Ещё очень давно эта игра зацепила меня и подарила теплые чувства. Помню с нетерпением ждала сюжетной линии и проходила игру раз за разом. Наблюдала за изменениями геймплея, игрового мира и механики. Атмосфера всегда оставалась для меня самой главной частью всего. Сейчас я не имею возможности поиграть снова, но с удовольствием смотрю прохождение от своего любимого летсплейщика и мне пришли новые идеи. Я жду новые эпизоды и развитие самой игры. Я задумалась о том чего мне лично не хватает в игре, надеюсь мой отзыв не будет слишком амбициозным и пожелания не станут невыполнимыми. Я знаю как тяжело создавать многое для игры и сколько времени сил уходит на это, но я надеюсь что мои пожелания будут услышаны и может добавят игре новое прекрасное. Когда я проходила каждую локацию всегда удивлялась, почему так мало зданий находится на острове. Как по мне не хватает разнообразия мест в игровом мире... Я бы хотела видеть больше инфраструктуры, пусть даже разрушенной. Пусть это даже упростит выживание (из-за обилия мест), но оно само по себе не такое сложное.. Мне просто всегда нравилось исследовать мир и изучать быт который в этом мире показан. Я очень люблю собирательство, но мне не хватает большего разнообразия продуктов питания и каких-либо других предметов.. например хлебцы, другие консервы, конфеты орехи и чипсы. Я бы хотела чтобы в игре была кулинария, например приготовить мясо кролика с овощным рагу из консервов. Наличие специй например давало бонусы, которые помогут выжить в суровом холоде. Возможность сделать какао или лепешки из муки и воды . Звучит наверное слишком амбициозно, но это так увлекательно. Модификация оружия например была бы кстати. Возможность ставить ловушки, которые предупреждали бы о приближении хищника. Большее разнообразие одежды и обуви. Самой главной целью я считаю добавить историю мира независимо от сюжета, больше записок и каких-то целей, чтобы у игрока было больше энтузиазма в режиме выживания. Я люблю то что вы делаете и вместе с вами хочу делать наш мир лучше.. ведь ваши игры спасли меня в свое время, дав тепло и уют. Спасибо.
  12. I've been watching youtubers play The long dark, for awhile. I've always wanted to play it, but I don't have access to any of the consoles the game supports. PS4, Xbox one, Microsoft windows, ect. So I was wondering if The long dark will be available on nintendo switch? It would give switch players who don't know the game, get familiar with it and maybe purchase it, giving the game new publicity and players or it could give people like me, who don't have other consoles, still being able to play such a interesting and creative game. I hope you take my suggestion into consideration, and I look forward for this game to expand and continue its success.
  13. I would like to see pelt and guts being dried over a campfire. Is there a reason against that?
  14. The things I'd love to see in TLD. Particularly Survival Mode cause the possibilities are limitless 🙂 We should be able to craft a Sling and a Slingshot. For a Sling, you can use a cured gut and a piece of cloth. For a Slingshot, a couple sticks, a cured gut and a piece of cloth. There are plenty of stones for ammunition so no worries there. As for guns, perhaps a hunting shotgun and shotgun shells. To complete a trio of guns suitable for surviving the cold. We should also have binoculars. To look far and wide of our surroundings. There so be more wildlife as well. Foxes, beavers, racoons, mountain lions, bobcats and bisons. What we should have is some bird life. Especially to hunt for food, guts and feathers. The Canada Goose will be great. Along with the Harlequin Duck, Red-tailed Hawk, Whooping Crane and the Great Horned Owl.
  15. The idea of a cougar or other big cat predator is not a new one, I've seen it (and even put in my two cents once before) many times on the wish list and I think it merits some real thought by the developers. Below, I'll cover my personal in depth take on a cougar in TLD and how it could fit in with the current threat creatures. To start off, cougars would be at least as rare as moose are, if not more rare, with only a handful spawning in any given game. There could only be one in any given region and similar to moose their passive behavior would be to patrol a small area around their den. This area could be marked similarly to how moose areas are, but with less obvious scratch markings on trees. Central to this area would be a den, a small and hard to notice mini-cave that would be its own enterable area. It would be small, smaller than any non-transition zone cave with the chance to spawn a frozen corpse, evidence of a cougar's previous meal. The cougar would operate in one of four different states: Patrolling, Stalking, Hunting, and Fleeing In its Patrolling mode, the cougar AI would have two 'sense' rings around it. Maybe 100 meters and 75 meters in diameter. If the player enters the first ring they might receive some sort of audio/visual cue (anything from the character mumbling something or a message similar to the thin ice warning) letting them know that there is a cougar nearby. There also might not be a cue for a more difficult cougar. In either case, if the player lingers in this first ring they will eventually be detected by the cougar and if they enter the second ring at any time they will automatically be detected by the cougar. At this point, the cougar goes into its stalking state. In Stalking mode, the cougar has detected the player and will actively pursue them from a distance. The AI will try to position the cougar behind and a certain distance away from the player, and if the cougar is within the player's viewing area it will not move. There, again, might or might not be some sort of cue that the player is being stalked. Perhaps the world sound volume would decrease with the player's footstep volume increasing, something subtle that might not be very noticeable. To end a cougar's stalking mode the player would need to either leave the region for a few days, aim at the cougar (in which case it would retreat beyond view distance and there would be a small random chance that it would revert back to patrolling mode), hit the cougar with a projectile weapon (in which it would go into fleeing mode), or drop a decoy which may revert the cougar back to patrolling mode. While in stalking mode, the player is still very much safe from the cougar. However, if they get a certain number of afflictions/debuffs (anything from being overburdened to a sprained limb, to parasites) then a stalking cougar will go into hunting mode. In Hunting mode the cougar will try to attack the player from behind, charging at them on quiet paws. Marine flares will keep the cougar from charging, but torches, fires, and road flares won't deter it. Distress Pistol rounds will cause it to flee and revert back to stalking mode, and a direct hit with a projectile weapon will cause it to flee or die (if a critical shot is made). If the cougar's charge is successful, a two-stage QTE struggle ensues. In the first stage, the cougar pins the player onto their chest and begins attacking from behind. The player needs to manipulate their movement keys to unpin themself and roll over. Once successful, the second stage is the same as any wolf struggle, with the player given a choice of tools to use to beat the cougar away. During the struggle, all clothing items take damage and debuffs such as bleeding, lacerations, sprains, and the like can be taken by the player. If the player manages to defeat the cougar, it will go into fleeing mode. Cougars will not bleed out, though they will leave blood trails for a player to follow. Instead, in Fleeing mode, a cougar will return to its den for a certain number of days and will wait there to heal back up before reverting back to patrolling mode. In order for a player to kill the cougar, they'll need to get an instant kill with their weapon of choice or pursue a fleeing cougar back to its den. After entering the den, the cougar will give a warning yowl before charging. If the player is fast enough, a successful hit will kill the cougar. Otherwise, they will have to engage in a final wolf-style struggle to kill the cougar. Cougars will yield a good portion of guts and wolf-like lower calorie meat. The true prize will be their pelt, which can be crafted into two very useful items. The two items I thought up for cougar-coat crafting are the Cougar Cloak and the Cougar Bedroll. Both would require a single cougar pelt with some other items to craft. Cougar Cloak: unlike the moose-hide cloak, which goes in the outer layer slots, the Cougar Cloak would go in the accessories slot with the wool ear wraps and moose-hide satchel. It would offer some warmth, wind resistance, armor, and water-proofness but be obviously heavier than the ear wraps and only work in the outer slot. Its main bonus would be a smell-resistance, where the first scent bar is blacked out and anything that would raise a player's scent bar by one would be effectively negated. Cougar Bedroll: the cougar bedroll would be a middle-grade bedroll, with warmth and weight stats putting it between the bearskin and basic bedrolls. It wouldn't increase wolf fear as much as the bearskin version, but it would protect against animal attacks.
  16. So, a thing I realized that I really want to see in a future update is, well, what the title says. I want the wolves to calm down a little on the infinite chase behaviour. If they can see you, but not reach you, fine they may run around in circles or stand growling at you, as they already do - but if they can't physically see OR reach the player, I'd like them to eventually move on. I've had several encounters with wolves where I can avoid them by being above them (for example atop a pier), however since the AI doesn't know what to do in these situations the wolves infinitely "chase" me directly below my position until I'm reachable. And somehow they always know exactly where I am even if line of sight is broken. This get's really annoying coupled with the constant sound of their running and growling. I just spent maybe two-three ingame hours in the Cannery, cooking food and warming my self by a fire while a group of Timberwolves were directly below just constantly "running", barking and growling even though they hadn't seen me for hours or had any way to reach me. Eventually my immersion was so broken by this that I simply quit and decided to reload the game, hoping to avoid them. I know the situation is kinda specific, but it can happen pretty often and it looks, sounds and feels silly when it does.
  17. EndCrawler

    Building

    Add the opportunity to the game with a heavy hammer and wood or scap metal, to create Metal/wooden containers and racks, boxes, shelves for guns, chairs, tables, etc. My gameplay is to bring all things into one house (And most likely a lot of people have this gameplay), but if there are no containers in it or there are critically few of them, the whole floor is clogged with intestines, meat, bottles, and other junk. If you add the ability to build, this will make the game much more comfortable and give a lot of ideas for screenshots. Addition: I would like game mechanics to use a moose-hide satchel as a container when you lay it on the ground
  18. Yesterday I posted my idea on how to rework pain on the TheLongDark subreddit . People seem to mostly like the idea and someone suggested I should also post it on here. I really feel pain needs some reworking so here is the post bellow: I feel like in it's current implementation, pain is just a small annoyance rather than something you should treat. For those unaware, pain can be healed by either using Painkillers or Rose Hip Tea or by waiting 4 hours. I personally end up just waiting out the 4 hours and hoarding painkillers. This makes me feel like that painkillers are not as important anymore. A couple updates ago, before sprains were reworked, you had to use Painkillers/Rose Hip Tea to heal sprains. This however is no longer the case and all you need is a bandage. Now, I am not saying to add the use of painkillers for the treatment of sprains again, but I have a different idea. How about reworking pain and adding levels of pain (Maybe about 5 levels)? Smaller injuries don't hurt much (level 1) while severe injuries hurt a lot (Example: Burns or Mauled by a Bear = Level 5). The level should affect some interactions, crafting, harvesting and so on taking longer for example. Make sleep recover less fatigue since you are basically trying to rest with pain, which is hard to do irl. But to balance this out you can decrease the time it takes for the pain to heal while resting. Also should add a new red gradient border for the edge of the screen that gets more intense the higher the pain level (remove blur for it). You could either have one very painful injury on one body part, or smaller less painful injuries that would stack the overall pain level. Pain however should not exceed Level 5. Levels of Pain: 1: Barely hurts (Example: Smaller fall damage without sprains. Short duration: 30 min. Interaction time increase: 5%. Slight red border.) 2: Hurting (Example: Headache from Energy Drinks. Modest duration: 1 hour. Interaction time increase: 10%. A bit more noticeable red border) 3: Hurts quite a lot (Example: Sprains. Medium Duration: 4 hours. Interaction time increase: 20%. Very noticeable red border.) 4: Painful (Example: Wolf Bite. Longer Duration: 12 hours. Interaction time increase: 40%. Strong red border.) 5. Extreme Pain (Example: Mauled by Bear, Burns, Broken Ribs. Longest Duration: 24 - 48 hours. Interaction time increase: 50%. Very strong red border.) (All these are just examples, it of course would not be up to me to decide the values) Now when it comes to healing these with painkillers, being mauled and such would require Morphine possibly to instantly heal that pain (new rare item maybe?), so to heal a Level 5 Pain level you'd need at least 2 pills to drop down to Level 4 and another 2 after some time passed to drop to Level 3. From Level 3 you can immediately cure it after some more time passed. Example: Level 5 Pain = 2 Painkillers or 1 Rose Hip Tea -> Level 4 Pain -> Wait 1 hour -> Take 2 more pills or 1 Rose Hip Tea -> Level 3 Pain -> Wait 1 hour -> Take 2 more pills or 1 Rose Hip Tea -> Pain healed or at least Pain Level 1 (can be 50:50 chance). If Morphine would become a thing (Possible spawns would be high chance in medical lockers and very small chance in first aid cabinets) then the pain should instantly drop down to Pain Level 1 or completely heals it, however with the side effect of blurred vision and impact on your aim (note that blur would be exclusive to the morphine effect then and overrides the slight red border of Level 1 pain). So I wanna know what everyone else thinks. I personally really like my idea, but it's ultimately Hinterland's choice.
  19. I use an Internet translator. Some words may be translated incorrectly, I'm from Russia. About modding: why are there no mods in the steam workshop? Only translators into other languages?? Previously, I downloaded mods over the Internet and installed them manually, but with the recent update, the game does not allow you to install mods. Why? Developers don't want players to add something of their own? If you don't want to, here are some suggestions : bait rabbits with plants or berries (bears also use berries), the ability to twist objects, update the lighting at night! It's too dark! Ability to place items on top of each other. Thanks.
  20. Willy Pete

    Cold Cola

    How about a new soda item: Cold Cola. It's a caffeinated soda with only 100 calories that gives you half the fatigue reduced benefit that Coffee does.
  21. Hello, fellow survivors. Preface Everything I suggest here should be taken as that: a suggestion, even if I don’t explicitly state every single time that I intend it to be a suggestion. Also I do not claim to be better at designing a game than its proven to be successful game designers. But I play the game, frequently, in depth and at a fairly high level, and hence I think I can allow myself to make suggestions how to improve it. What I do suggest is an alternative path to make long term survival harder - alternative to the drastically “improved” Wolf AI. Apparently the developers see a need to adjust the viability of long term survival, and to a certain degree I agree. What I do not agree with are the means this is sought to be achieved. Not because the resulting challenge is too hard, but because it alienates long standing players and in many aspects betrays established core concepts of the game. Also I do not tackle Timberwolves in this intentionally. They are their own fish to fry, and as such do not apply to most of the game as it stands being restricted to Bleak Inlet which I personally consider to be “in beta” as much as the Timberwolves themselves. Finally: not all of those ideas are mine. In fact they are more a compendium of good suggestions from an amazing community that has a lot of great ideas to improve their favorite game. What I try here is to bring some of those together in a balanced fashion that still achieves the developer’s goal of making the late game more challenging while keeping The Long Dark true to its roots and without alienating players. Please do feel free to add to, criticize and utterly demolish this if you can argue your point of view. Just please keep it civil, factual and respectful. You are entitled to your opinion, I am entitled to mine. The new Wolf AI In the current state wolves behave in a highly inconsistent manner. Some of this inconsistency may be due to lackluster implementation, but the bigger share of it is probably intentional. This makes predictions very hard and puts an over-emphasis on luck or better: the lack thereof. In a game that presents you obstacles there should be the appropriate counterplay available to overcome these obstacles. This allows for expression of skill and experience and gives the player the feeling that their actions do matter. Reducing mechanics to random chance removes the player from the equation, and degrades the question of success to a mere roll of the dice. This rewards players for refraining from taking action altogether and punishes those players that want to enjoy a more active playstyle, furthering - not disincentivizing - inactive late-games as we do experience now. Currently wolves do two new things that have been introduced recently: Wolves and fires The first thing is that they do not flee from fires anymore, but rather wait a certain amount of time (10 ingame minutes?) before charging the player. This renders fires as defensive positions rather ineffective since this does no longer allow to perform time lapsed actions. Pointing a weapon at wolves - any weapon, including stones and guns without ammunition - causes them to flee. The interesting thing here is that there are apparently three random checks for a wolf to flee: when it becomes aware of the player (this has been in the game forever and it's fine), when it becomes aware of the fire, and when if decides to charge the player. This makes wolves highly unpredictable and invites the notion that it is best to avoid them altogether, basically removing wolves from the game and reducing them to a sudden (and rather random) death. That wolves do no longer flee from fires that are being in the process of creation is a welcome change that removes the possibility of just being able to mindlessly wander about and “drop” a fire to remove any wolves in pursuit. That wolves however do no longer respect established fires as protective zones is something I can't agree with. Since the inception of The Long Dark fires were safe zones that protected from wolves. That bears do not adhere to this logic is a controversial topic, but has been long accepted since. What I propose is to keep the “hold ground” mechanic when approaching the player holding a torch or a flare, or a player in the process of being creating a fire while holding a torch or flare, but revert to wolves consistently fleeing from already established fires. Players that try to create a fire without having a burning torch or flare equipped are fair game and a wolf should charge them in any case. Also players that aim weapons at wolves while at a fire should be subject to retaliation rather than the wolf fleeing. (While we’re at it: the same should be true for both bears and moose, meaning they should respect established fires unless they are defending themselves.) So in short: flares and torches buy you a bit of time, established fires are safe zones as long as you don’t take aggressive actions. This emphasizes the importance of carrying a torch over how the game used to work - which meant that just having a single match was enough defence - but also retains the players ability to create a safe zone to sleep, craft, harvest and cook outdoors if the player manages to build a fire protected from the wind and provide enough fuel to it. Wolves and decoys The second change concerns wolves and their behaviour with decoys, also known as bait. Wolves do no longer pick up decoys unless the player is excessively far away, and also picking up decoys at all is highly inconsistent, but I don’t think that’s intentional - and indicative of a bug. What should happen is that once a player drops a decoy the wolf tries to acquire it as fast as possible, e.g. sprinting. If successful the wolf should escape as fast as possible, possibly while engaging in “evasive maneuvers” to throw off the players aim. If the player actually aims a weapon at any time in the process the wolf should indeed charge the player if still within reasonable range. This would achieve a multitude of things: decoys would again reliably serve their intended purpose of dropping the aggro from a pursuing predator. But it would also make it very hard for players to “exploit” decoys as bait as was stated by the developer's multiple times. If a player still manages to successfully hit the wolf that is the appropriate reward for them risking a struggle if they don’t. Both solutions aim to retain the player’s ability to reduce the threat from predators reasonably, while removing the ability to exploit either fires or decoys to hunt wolves (or big game) without the possibility of retaliation. General balancing changes to make late-game more challenging Since it is the apparent wish of the developers to make long term survival in The Long Dark more challenging I want to propose a few “knobs to turn” to achieve this with without frustrating the actual setting and feel of the game, but still achieve the desired uplift in late-game difficulty. Also a few points serve to mitigate some of the hardship put onto players by other points. Combat starvation more effectively While the non-punitive approach to combating starvation - the introduction of the Well Fed Buff - received a lot of praise from the community, I feel like Well Fed isn’t doing its job properly. If starvation is intended to remain an option to bridge periods of low access to calories then at least it should not be possible to maintain this state indefinitely. There are several ways to tackle this. One would be to simply raise the damage from starvation. But it has been pointed out several times that surviving without food is possible for weeks, which is at least technically correct. What however is not possible is to remain highly active while being starved of calorie intake and maintain this indefinitely. What I propose is to introduce a debuff that triggers once a player is actually starving, e.g. has run out of calories. This debuff would be called something like “Starvation Risk” and wouldn’t do anything on its own for the time being, but would stack up to “Starvation” over the course of 48 hours (2% per hour). Removing “Starvation Risk” is done gradually as well, with 2% for every hour of being fed. Once reaching 100% the player contracts the “Starvation” debuff, which comes with a heavy fatigue penalty akin to suffering from hypothermia, and also prevents all condition recovery. Curing “Starvation” would require to remain fed for at least a full day, with the timer again gaining if starvation occurs again. So for example being fed for 12 hours, starving for 4 and then again being fed for 16 hours would still cure “Starvation”. Being fed for 12, starving for 4, and then again being fed for 12... would not, but still require 4 more hours. To balance this after losing Well Fed (and right after starting the game) a player would have a 3 days grace period before starving would trigger “Starvation Risk” again, adding up to a total grace period of 5 days before having to face “Starvation”. That means a player that’s generally aiming to meet their calorie requirements isn’t punished immediately for failing to do so for a short time. Players generally successful in fact are probably never faced with it. The concept behind this is to prevent long-term starvation as a viable strategy without punishing players for intermittent drought periods too harshly, and to incentivise an active playstyle that revolves around acquiring resources such as food and firewood and as such is more susceptible to predators over a passive playstyle that mostly revolves around passing time, sleeping as much as possible and evading actually playing the game. Remove Cabin Fever With having to procure food to stay alive there is more than enough incentive to go outside and no further need to punish players that prefer to stay in man-made shelters most of the time. Aside from that Cabin Fever is easily worked around and mostly a relic of the "Leaderboard" days. 0% food should not be edible Once food reaches 0% it’s gone. Maybe allow harvesting the empty can from expired canned food, but that’s it. This applies to old-world food as well as to harvested meat. In canon with that…. 0% meat should not be useable Once meat reaches 0% it’s gone, too. The player cannot cook it any longer, and hence no longer apply 50% condition to a piece of bear meat that has been lying around for 1000 days. This prevents infinite stockpiling and incentivises a playstyle that is more rooted in the now rather than the then. Add salt and self-made jerky (dried meat) To balance meat going bad eventually salt is added to the game, which can be found in rather large quantities in kitchens. Meat can than be cured over the course of 5 days indoors. Cured meat makes thirsty akin to beef jerky, loses 25% of its calories, and does not receive a 50% condition bump as cooked meat gets, but loses only a fourth of its condition if stored indoors compared to cooked meat. Also it is not smelly. The concept behind this is to allow players to prepare food for travels to counteract the much more dangerous wolves (compared to pre-Errant Pilgrim) and also to store some of their hunting surplus for later at the cost of time, while not invalidating cooking as the preferred method of preparing meat if immediate consumption is intended. Blizzards should apply their temperature malus faster While it is fine (and probably preferable) that blizzards don’t apply their temperature malus while a player sleeps, it should not take several seconds for the temperature to drop and hence allow the player to “dodge” a blizzard from clicking Sleep fast enough. This would make stocking firewood more important if wanting to indulge life in a cave. Currently a player living in a cave can dodge a blizzard by just sleeping it away without ever having to light a fire, while still enjoying the fire duration bonus you do not get from indoor fires. Living in a designated safe house should not be disincentivised. Fix traversing very steep terrain downwards Currently it is possible to traverse almost perpendicular terrain downwards without more of the occasional sprain risk. This opens up very powerful shortcuts. It is, for example, possible to slide down from the Timberwolf Mountain crash site all the way to the open air Cave (the one with the abandoned campfire) without more than a few sprained limbs. Many more of these shortcuts exist in the game, most of which were certainly not originally intended by the developers. I’m not sure where the threshold should be, maybe at 70° (90° being straight down), but removing this from the game and letting the player fall very steep descents would make a lot of maps as challenging as they were intended to be as the risk of falling would be much higher. While this might cause some backlash from the “goating” community, I think most can agree that this being currently possible removes a lot of intended challenge from the game once you figure it out. Closing words I again want to emphasize that these are ideas and opinions, and that they certainly are no blueprint to be implemented verbatim. But I strongly believe that these changes would help the game to be more challenging and even generally better, while helping players wanting to be more active and reward them for it - all of it while keeping core game concepts intact. Thank you for reading.
  22. Currently when food reaches ruined condition inside a container it disappears per the ruined item in a container rule. The exceptions would be items that have salvage value, like burned out torches can be harvested for a stick and ruined clothing for cloth or cured leather. Obviously, the game recognizes that those items have a residual value. Ruined sewing kits and whet stones don't. The effect as regards ruined food means that there is no way to really store food, be it meat, fish, or canned goods in lockers, containers, cabinets or drawers. In addition, with Lost and Found, when run, sweeping up whatever (generally) that is not in a container into the Lost and Found box which is a container, a lot of 'usable' ruined food get destroyed by Lost and Found. In the game, as currently configured, that ruined food still has value [to the player]. Therefore the rule about ruined items in containers should be modified to apply to ruined items that the player deliberately put into a container, showing that the player intended to dispose of the item, and not to apply that rule to items that get swept into a container such as the lost and found boxes or that reached ruined condition while in a container.
  23. I thought about some things that could be added to the long dark: - recycle soda cans and aluminium cans: So we can break down stuff for metal and we collect a lot of aluminium cans. Also we can see soda cans thrown away as trash and we drink soda ourselves. It would be a good survival option and a positive massage to be able to melt them down for metal instead of litering with soda cans and becoming a crazy hobo who collects aluminium cans. Even if it would take a hell lot of cans it would feel better than litering and wasting metal. - the ability to unload oil lamps: If you foolishly put all of your oil into the lamp you might run out of alternative accelerant. I think it should be possible to gain back atleast some of that oil. - auto-walk button: Sometimes you have a goal far away in the distance that takes a straight path and you need to pess the forward button for 30 minutes. It is not fun to press the same button for prolonged periods especially if a blizzard slows you down. - Craftable containers OR more empty containers in- and outdoors: Maybe for organizing your home or storing your meat safely outdoors so smart players can utilize the cold for food preservation. - a weak firestarter item you can craft but only use once and takes a long time to use: I think the thing that discourages exploraton the most is the lack of firestarting options once you run out of matches. In blizzards even if you find a cave, you still don't have enough heat to survive unless wearing the very best gear and without a good gear you still run out of heat without blizzards in good weather. OR - Thermos bottle: Alternatively, a rare item that preserves heat for your travels in hot drinks or food for one day. - Extra animals: Instead of making us hate those poor fluffy wolves even more you could add other animals that can make our struggles harder. Such as cougars, wolverines, bisons or badgers and the most dagerous of all, the hissing blood goose (jk). - Use electric cooking plates during the aurora: So electric cooking plates exist, but they never animate during the aurora which would be a great oppurtunity for smart players to utilize the aurora and save resources - sky lifts working during the aurora: some places could be reached without rope climbing during the aurora - Interrupt firestarting with the loss of tinder and firestarter - Grow plants indoors next to windows: So plants are rare and non-renewable, but they pose as a main source of medical items. Producing it should be slow as heck, like one plant only bringing one harvest per 50 or 100 days, but a safer way than beach combing. - Sky sticks: makes you walk slower and burn more energy + calories, but helps to avoid sprains. - Rabbits dazed for longer time: Hitting rabbits with rocks isn't the hard part, pointing the small dot on it before it recovers is the hard part. I'm not thinking about minutes just extra seconds. - Toilets shouldn't give clean water: Melted unsafe water? Sure. Clean water? Nope. Even if you take the water from the tank in was standing there for weeks or months with dangerous algea and bacteria from the air spreading inside it.
  24. For those who don't know, Protein Poisoning is when the body has too much protein and not enough nutrients (fat, vitamins, minerals) to digest it. You basically starve to death despite eating. In the wild, you can't survive on a diet of only rabbits as they have far too much protein and not enough other nutrients. For more info, here's the wikipedia page. Now, as it currently stands, Protein Poisoning isn't implemented into TLD and you can live solely off of a diet of rabbits. I personally have no complaints about this as I always try to vary my diet in the game. However, I've seen enough posts about it over the years to put some thought into it and I think I have a TLD-esque idea to fit Protein Poisoning into the game. It would work similarly to how Intestinal Parasites currently works, where you get a growing percentage each time you eat predator meat. Each time you ate a rabbit steak you would increase "Risk of Protein Poisoning." The risk decreases over time, meaning if you vary your diet this will never affect you. If, however, you happen to have a craving for rabbit flesh and you increase your risk to 100% you get the effect: Protein Poisoning. At the minimum, Protein Poisoning gives you no calorie gain when eating rabbit. This means if you don't start eating other things you'll eventually starve and start losing condition. As an add-on, it could also increase your loss of fatigue and/or water and calories. However, it shouldn't cause condition loss on its own. To cure Protein Poisoning, all you have to do is consume X number (maybe 20,000 or so) of calories from non-rabbit sources. It could also require one Reishi and Rosehip tea. Overall, Protein Poisoning would be an easily-avoidable affliction that could be a serious threat if untreated. Treatment would be easy, provided you can find some other animals or food to eat. It shouldn't be in Pilgrim, but I wouldn't be against seeing it in Voyageur and above difficulties. What do you all think?