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About Me

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  1. 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.
  2. So let's talk about the wolf in the cannery behind the keypad door. I have questions, such as how and why is he even in there since there seems to be no other way in than the closed door and the dock is collapsed. But that's a discussion for another topic. I see nothing but potential in this wolf. Let's say he's taking shelter from the timber wolves. He was bitten and is bleeding all over the place, whimpering in the corner. Surely death is approaching... until you stumble across him. In this what if scenario you would have two options. You can put him out of his misery. Or, since he's too weak to fight you... you can wrap his wounds and sit with him for a while. Comfort him. Offer him some water or a bit of meat. Then when you return he might be up walking around. He would still growl at you and be skittish and wouldn't approach you. But he wouldn't charge you. You could continue feeding him and it would work like a trust meter of sorts. The more time you spend with him and feed him the more he would be comfortable around you until eventually you have your very own pet wolf. Now let's be realistic. This wouldn't be like dog meat from fallout. It would simply be a moral dilemma. Do you take on an extra mouth to feed to save this poor wolf's life against a mutual enemy, do you shoot him yourself and waste a bullet to ease his pain, or would you simply loot and walk away listening to his whines and leave him to his fate? Maybe he pulls through and next time you come to make some ammo he'd be waiting for you, more aggressive than other wolves due to starvation and isolation. You can nurse him to health, visit him every day and even pet him when he warms up to you. But this wolf is more of a friend than a pet or a companion. He won't go exploring with you. But when he is healthy, and you're ready to move on to the next map and can't take care of him anymore, you would let him out of the building and he will simply scurry off into the woods. This would be killing two birds with one stone as it would offer a new awesome experience and gameplay mechanic to focus on, but also set the ground work for possibly having a companion to follow you one day. Like a little test trial.
  3. Hey I often experience that a small tree, fence ect, force one to walk around. Obstacles that one easily would vault over in real life. I would love to see the ability to jump/vault over for better mobility. Would be nice to get stronger over time too, run longer, tire slower ect. Sidenote: Why is meat bags from quatering so heavy compared to not? Makes zero sense to me.
  4. I would like to see pelt and guts being dried over a campfire. Is there a reason against that?
  5. Now before you berate me, hear me out. I know that multiplayer/coop is not a main focus of the game. You are meant to feel alone and I like that feeling, but I think you could still capture that feeling of being alone with Coop/Multiplayer. Now, on to my idea. I believe that Coop could help add some more fun features to the game and make it a bit more enjoyable. I don't want 3-5 person COOP, I believe multiplayer should stay as a two person type of ordeal only. I believe that you would have a world set up for you and a friend, either of you could get on at any time and play and another could join at anytime. However, you each have to spawn in a completely different region. This could be pre selected or randomized. So one of you could spawn in Forlorn Muskeg while another is all the way in Hushed River Valley and so on so forth. If you are not using Discord or don't know the layout of the game, the first few hours/days could be spent playing alone trying to find each other. Whenever you do find each other, then it's just a neat little COOP experience from there. I believe Voice Chat would be useful, but only in a local area and not globally. If you don't have VC, then maybe a set amount of words you can say? Like a "Hello', "Follow Me", etc etc. Nothing to big but not small enough to where you would be handicapped without VC. Now, if one of you die, then that's it..that person is dead. You could either stay in that world as a singleplayer world or just restart. This is all coming from my mind as I speak, so I'm sorry if some of it is a jumbled mess. I hope it's a better idea than some server list or whatsoever!
  6. With the recent addition of Bleak Inlet and Timberwolfs it is possible to add new clothes made from the skin of these animals these would be garments for intermediate players because this area is for this type of players so the possible garments that would fit with the game They would be boots and a coat both can be designed and would have a good appearance that would fit the character in relation to their statistics, these must be located between the wolf skin and the bear. The new skin must have (Coat) Warmth (5.0 ° C) Windproof (4.5 ° C) Waterproof (90% or 95%) Protection (16%) Mobility (18%) Weight 5 kg Possibility to fear timberwolf and wolfs (15%) Why that statistic? Warmth: the skin of timberwolfs is bigger than a common wolf Windproof: the skin of timberwolfs are better for storms in the real life Waterproof: your coat to be adapted for storms should also be for moisture Protection: It has to be balanced so 16% is okay Weight: skin of timberwolfs is bigger than a common wolf so it is having to be heavier these statistics are at a midpoint to highlight the first point that must be garments for intermediate players capable of killing these fearsome beasts For the boots I don’t have many ideas now but I can think about if it was useful Pd: Enjoy the holidays community of the long dark. Sorry for my English I speak spanish
  7. I thought I'd bring up a couple of minor points. As you near the Last Resort Cannery, there is a location that is identified as "washed out trailers" which has one trailer* that is habitable. That trailer is identified as "trailer". Continue on to the Cannery facility grounds and enter the bunk trailer there and it is identified as "Washed Out trailer". I think the two names should be switched to be more consistent. * this trailer, the only habitable one among the washed out trailers, seemed odd. The entry door is near the left end as you enter but, when you're inside, you end up offset from the door and it seems the layout of the trailer has been reversed. It does not really matter in game play but it seems inconsistent.
  8. I would like to propose a crafted item. A thermo-cup. There´s a drinks dispenser at the Orca gas station, cups and lids are laying around. Maybe we could combine one of these cups with a can and add a lid... What do you think? Could it be a usefull item to have? Even if it´s just for early game, so you could warm yourself with a sip of hot tea?
  9. I think a cool, new weapon to add would be a flintlock musket. It would be a little more rare than the other guns. You would have to have gunpowder, shot, which could be made in a forge from 1x scrap, and a ramrod, which could be on a workbench from a maple sapling. When you fire it, it is much more powerful than the other firearms, but it takes much longer to reload and is less accurate(since it is smooth-bore). You would have to pour in the powder and shot, ram it all down, then pour more powder on the priming pan, then fire. There could also be another skill called “Muzzleloader Firearm Skill.” Like when you are just starting out with it, their could be a chance that you pour to much or to little powder in, or not ram everything down properly, which would cause decreased accuracy, hang fires, or increased durability reduction. All in all I think it would be a cool idea.
  10. These would be similar to how coffee and Tea work. Insta-Noodles would be found as a food item in packs of two. They cannot be consumed until they are heated over a fire with water (the same amount used to make coffee/tea). They would provide 300 calories when consumed, and would give the Warming Up effect when eaten. But, they would stay hot for a longer duration of time, (ei 4 hr hot instead of 2hr) Meaning they could be used as a way to recover warmth long after they have been heated up.
  11. This challenge entails dressing like a soldier ready for war. Pt 1 Clothing - Minimum requirements You must wear: 1 Military coat (50% condition or better) 1 pair of Combat pants (50% condition or better) Combat Boots (50% condition or better) at least one wool or cotton scarf (50% condition or better) at least one pair of wool socks (50% condition or better) Driving Gloves or Gauntlets (40% condition or better) at least one pair of Thermal Underwear (any condition) 2 thin/thick wool sweatshirts (50% condition or better) All other unoccupied clothing spots can be whatever you want. Military coat and the combat pants must be on the outer layer. Pt 2 Food and Water 1 MRE 2 Cans of Pork and Beans 2 Candy bars 3 cups of Coffee Over 3 L of water (over 0.79Gal of water 1000 calories worth of any other food Pt 3 Tools Hunting Rifle 15x Rifle bullets Hunting Knife (improvised is ok) 3 Recycled cans 1 Firearm cleaning kit 1 whetstone 2 fishing tackle 3 flares Pt 4 Locations Spawning region - Coastal Highways (Only for Normal/Hard) Forbidden regions - Mountain Town Complications - No use of the Bow, You cannot enter any type of vehicle (ie cars, trucks, train cars, plane crashes etc.) You cannot snare rabbits (but you can shoot/throw rocks at them) Pt 5 Difficulty Normal: Play on Stalker, acquire the above listed items Hard: Play on Stalker, acquire the above listed items, but you also need to get a moose hide satchel. You also cannot enter Hushed River Valley. Impossible: Play on Interloper, acquire the above listed items, expect no rifle and bullets. You must now acquire the bow (you still can't use it) and 5 arrows. You also don't need to get a MRE. You must end in the Pleasant Valley endpoint. (see Pt 6) Disclaimer: I have not tested any of these modes, so they may end up being impossible to complete. Pt 6 Ending Once you have acquired all of the above listed materials you must bring them to either the Trapper's Homestead in Mystery lake, or Signal Hill in Pleasant Valley. Good Luck, I would rate the normal difficulty version (using Hinterland's difficult rating system) a 3, so have fun. -SpanishMoss
  12. I feel like either you’re lucky with this or not on survival. Just around 100 days into my current run. No hammer found anywhere near any forge of course. First hammer I found was in the cannery in BI... where I was shocked to find no forge... Strangely, crafting bullets has somehow become easier and faster than crafting simple arrows. Is it just me or does it seem really ridiculous that the only way to craft an arrow head is by smelting reclaimed metal in a forge? I mean you have access to quality tools, whetstones, work benches with vices, etc. You should be able to craft arrow heads out of stone or by shaving down an die sharpening fragments of metal too. I mean, at the worst you should at least be able to sharpen the ends of arrow shafts to make improvised arrows. Just wondering if anyone else has crafted a bow, has three dozen arrow shafts and feathers they’ve been lugging around for weeks (even months) thinking “Surely I’ll find a hammer to forge some arrows heads with soon”... And surely since you can make an improvised knife and hatchet (and even use them for free without crafting them at a work bench) there should be some kind of improvised hammer as well. Its also kind of funny that tool kits and even quality tool kits for some reason have no hammers in them and... basically have little to no use in the game at all.
  13. Everything is on the title... I read that old saves made game couldnt generate aurora, which is needed to open the workplace in the Bleak Inlet. A first way would be to start a new survival game, but since I have 300 days on that one... I was wondering if a next patch / update could fix this. That would remove a lot of frustration and be awesome Enjoy the night guys, Axel
  14. It doesn't make sense that weapons can be equipped easily, there should be a longer time delay before you are able to use them. Ex 1) Rifle The rifle is (hypothetically) attached to the side of your backpack by 2 clips. When you request to take out your rifle, the sound of two clips unbuckling should be heard. Then que the standard rifle pull out animation. This would take from 2-3 seconds depending on how tired you are. I understand many people have mentioned a sling, but here is my view of it: now, the rifle pull out would now take 1-1.5 sec (depending on your tiredness). the rifle would now go from bottom of the screen to the top, simulating the rifle being pulled over your head. They the rifle would come down from the top of the screen, ready to use. Ex 2 Revolver/Flare Gun The Revolver and flare gun are (hypothetically, again) inside your backpack, so you have to take them out. One of the main reasons the Revolver is good is because of the quick draw, so the non-holster draw will still be pretty fast, 1-1.5sec. The zipper on you bag is unzipped, then cue the revolver/flare gun draw out animation The holster (called Small Arms Holster) is a clothing item that can be found, or crafted (called Improvised Small Arms Holster) out of rabbit skin (3x rabbit skin, x2 gut, knife, 5hr) It can be placed in the accessory slot, and has 5-10% waterproofness, no warmth/wind bonus, and 2% protection. with the holster equipped, the draw time is now 0.5-1.25sec. Ex 3 Bow The bow does not have a alternative method for faster pull out, but can now be pulled out slightly slower. Ex 4 Stones Stones also do not have an alternative pull out, but are now removed from the backpack similarly to the revolver/flare gun. the stones are taken out individually, meaning after you throw one, you have to reach into your bag and pull out another one, at 1-1.5 sec each. Thank you for reading, This concept could also simally be applied to lighting tool (lanterns, torches etc.)
  15. I was playing one day and was using rabbit meat to direct wolves away from the path that I wanted to take. I thought later on when fighting wolves with the rifle that it would be cool if we could somehow poison meat drops to kill off wolves.
  16. Will you give keyboard and mouse support to ps4 version? I hope you will. I think alot of player want this too.
  17. I know these things have been talked about before but I thought I would consolidate them here. As much as I like the new cannery it doesn't make sense to me for the ammunition crafting table and the milling machine to be present here, but I recognise the need for something special to justify the cannery. So what I'm proposing is this: first off move the ammunition crafting somewhere which makes more sense like the basement of the hunting lodge, likewise move the milling machine somewhere that it would fit like the maintinance shed. Secondly the community has been wanting a means of preserving meat/fish for AGES and the cannery is the perfect place to house salt on an industrial level. They already have the fish processing sinks, just throw an open sack of salt on it and give it a preserving mechanic. For good messure pack a corner of the room with sacks of salt to explain the unending supply.
  18. I'd like to wish for another key binding: I am missing the key binding for 'Crafting'. There is one key binding for each: Status, Backpack, Clothing, Journal and Map. However there is none for Crafting, unless I overlooked something. I use the keys very often so it would be nice to see this key in the future. Anyone else having this "issue"? Is there a workaround or something I missed?
  19. Not sure if this has been suggested before but I do feel like scarves in the game should be worn as an accessory, not a headgear. It seems a little silly and maybe rational that you can't wear a scarf when wearing something like a toque and a balaclava too. Also it bugs me when the mackinaw jacket for instance isn't fully buttoned and your neck is on display 😂 As far as I can tell, the only two accessories in the game are the satchel and the wool for the ears. So, does anyone else feel like a scarf should be an accessory, not a headgear?
  20. Hello Hinterland community! Today I will be discussing my regards to future TLD updates and why Hinterland Studios should reflect onto my proposition involving a look into an update of felines. (SURVIVAL) The Long Dark is a survival game taking place in the Canadian wilderness that requires the player to endure the gelid nature of the external environment. In story mode, you play the role of a crashed landed aviator who intends to seek out a fellow aeronaut undergoing harsh conditions and simultaneously must do what one must do in order to survive. Although Story Mode is still a work in progress, my curiosity aims at the Survival Mode. Now , the topic— felines. As in game , Canadian fauna consists of the typical black bear , white tailed deer , wolf , snowshoe hare , moose , crow , and fish. Now , I am cognizant over the fact that TLD focuses on the exploration of a post apocalyptic world from the edge , isolated from man , aspire towards real life situations, scavenging and utilizing resources whatever one can stumble upon in this Quiet Apocalypse. Feline such as Canadian Lynx , Cougar , or Bobcat would make a great asset to TLD , considering this fauna exists in Northern parts of Canada. Lynx , Cougar , and Bobcat all have interchangeable aliment. Prey towards these felines comprise of deer , moose , and hare ; all found in game. As for territory and behavior , I will go over all 3 simply. Canadian Lynx. Canadian Lynx prefer dense forest , but can tolerate habitat with rocky outcropping. Lynx in TLD should be few in citified region , (especially MT) and plentiful in TM , BI , DP, and HRV, because of mainly because of terrain being mostly remote and plenty of snowcapped mountains. Lynx should be in every region , it would just make sense to put them in a more realistic area of the game , such as places a Canadian Lynx is accustomed to in real life. It’s primarily prey are snowshoe hare , and occasionally go for bigger prey , such as deer. Lynx are nocturnal , which means finding a sleeping lynx during the day would be generally normal. Their dens are usually in caves , rock crevices, and brush. Lynx roam alone, and are very territorial , so you shouldn’t really bother one. Bobcat Bobcats prefer forests , and similar to the Canadian Lynx , tolerate rocky area that provide hiding places. They also inhabit urban edge and forest edge , so seeing a bobcat in ML , MT , CH , and PV would be usual. Then again , bobcats range between the forestry and rural area , so a sighting one wouldn’t be surprising. Bobcats are crepuscular , and gradually become more diurnal during fall and winter transitions. Bobcats , like the Lynx , are very territorial , and mark their home range by clawing prominent trees in the area , so clawing would be another good asset to TLD. Bobcats primarily prey are snowshoe hare , fish , and sometimes deer if they are lucky. Cougar Cougars tend to roam in areas whereas they seem hidden — such as rocky mountain or dark forest. They can tolerate rim rocks , escarpments, and dense bush as well. Cougars don’t usually attack humans unless they feel concerned or threatened , (so trying to scavenge a cougars prey would most likely would end in a fatal result.) After a kill , cougars usually bury the carcass and comes back to eat it later for additional meals. Cougars are very fast , so don’t think you can outrun one ! Cougars are considered nocturnal AND crepuscular , although daytime sightings do happen sometimes. So a cougar living in TM , BI , and FM would be realistic due to rocky terrain and jagged cliff/brush. Cougars are generalist predators , which means they will eat any animal they can catch , such as deer , hares , and even moose! Cougars are ambush predators , so careful where you step — for they can be lounging across ledges or higher ground spots above. Cougars are solitary animals , and are very territorial , and if you cone across scrape marks on trees , a cougar is somewhere near you ! To sum it all up , one of these three felines would make a huge difference in TLD , give it a even more realistic experience than it has already and will not take away the game’s atmosphere regarding the Quiet Apocalypse , and therefore something to consider adding to this amazing game ! Thanks for your time , I hope you consider this idea ! -angié
  21. I have an idea for 2 Challenges/Badges which could be linked. Inspired by movies. 1. The Sound of Music challenge - Climb Every Mountain. Not sure what benefit the badge would bring, maybe a better chance of completing a climb? 2. Light The Beacons! (from LotR) - Light a fire on top of every mountain. Suggestions for rewards welcome on this one. I´ve made these suggestions in a light-hearted manner. I enjoy a little whimsy now and then.
  22. This won't be for everyone, which I totally understand. These are just a few things I'd like to see in game. 1. Ability to build simple things to make life a bit better. Such as snow shoes, backpack frame to carry more, a simple sled to move gear or even to pack a new kill on to. A packable tent. (These ideas are not all my own. A lot came from a TLD Facebook page) 2. Be able to fix or add to shelters. So fixing the roof in the mountaineers cabin. Adding gun racks in preferred bases. I'd also love to be able to move around the furniture already in bases and be able to clean up mess. 3. Using pelts to make more diverse things. Even decorations for out bases. Making a packable tent (mentioned above). 4. I'd LOVE to see more diverse wildlife. 5. More signs of other life on great bear. I remember (possibly incorrectly so forgive me) finding a little camp obviously just left because the coffee was still hot. This made things really exciting for me at least. 5. The ability to jump! Or even just step up on to things a normal person could step on to! As I mentioned, these ideas will absolutely not be for everyone. Nor did I have the ideas all myself. (I'm sure many of you have thought about it) There are many hardcore loper players that would and do see these ideas as ruining the toughness of the game and I totally respect that, this is just 'it would be nice' post. If the Devs did end up adding any of these things then a way to toggle them on or off depending on your play style might be good. Thanks for reading if you did and apologies if you think this would ruin the game for you, I just thought it would be fun.
  23. Given the extreme scent mechanic with raw meat, I think it would be great to be able to carry a plastic container. This would weigh something like 2 kg but allow you to carry 10 kg of raw meat with reduced smell radius. I think this would allow for hunting farther from closed structures and reduce the ridiculousness of running 200 meters and dropping your meat to reset the wolves tracking. What does everyone think?
  24. << Winter Apocalypse >> "You're realizing now the true scope of the event before you. The world is getting colder.. and colder and all life on this island is slowly dying. The blizzards are getting stronger and more dangerous as time passes. This is the end of humanity as we know it.. a feeling of dread and desperation is hitting you.. yet you sense a primal urge to survive. How long can you last?" This Challenge is unlocked after completed Whiteout Challenge You have XX days (30/60??) to prepare yourself for the final cataclysmic event. Days will be getting colder.. and colder as you get closer to the event. When the Apocalypse starts and the "Polar Vortex" begins... all life outside dies. The weather outside will now be a 100% unsurvivable Whiteout Blizzard. No matter how much clothing you have on you, you cannot tolerate the cold at all -100C++ The inside shelter temperature will be unsurvivable without a constant fire going (will need a VERY HIGH TEMP fire) to just "barely" stay warm. Chose your survival shelter carefully, not all homes have the same insulation If your shelter fire dies out... you will die with it. Cabin Fever will be disable for this event. You must also provision as much food as you possibly can when the Apocalypse hits as you still need to eat/drink. In the end you will eventually die as you run out of kindling and food.. the goal here is to see who can last the longest! <<The Sledge>> "You gather some very critical medical supplies that are much need to save your ailing wife/husband. You have built a makeshift sledge and your ready to embark on the journey back. The sledge is heavy and tedious to pull, but you know life hangs in the balance if these meds don't make it back to base." New item "sledge" is added to the game. (Up to the devs if they want to make it able to hold inventory or not. or just a novelty item for the challenge) You can "haul" / "release" the sledge on the press of an action key (like climbing) The sledge is heavy, and bulky... your normal movement speed is reduced to half and you cannot run (obviously) There's the chance of spraining your wrists/ankle while pulling the sledge. Pulling eats your stamina, when your stamina hits 0 you can barely move (rest/recover is recommended) The Sledge will zone with you when you enter/exit an area. You have X number of days to make it back to base or your partner dies. You begin at the Hunting Lodge at the broken railroad. You will need to push this all the way to the Farmers House in Pleasant Valley (or any other nice long winded area to get to)
  25. I'm sure we have all been face to face with a hungry bear or a moose too close to home. I think I might have the solution to that problem while also balancing the underlying issue. A new firearm a single shot muzzle loading rifle. A rare and powerful tool capable of killing a bear in a single shot however ammunition is extremely rare and requires gun powder to load not only that but there is a possibility to hurt yourself if are a novice with it. At the end of the day The long dark is not a shooter but a new survival tool would be greatly appreciated because it seems the rifle is rarely enough to combat the larger predators and with the ammo being rare and the possibility of hurting yourself this new gun would be seldom carried and used sparingly.