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  1. Okay so I was playing survival mode the other day, I shot a bear as you do but then lost it. I eventually found it again still alive to popped two bullets in it killing it. I harvested what I could and then went on my merry way back to my camp, only to find my dead bear, turns out I killed two of them. I then realised that I couldn't harvest both of them so spent several hours going back and forth to collect all the meat. Which got me thinking... What if the game had sled dogs? Which you could either find in the wild and befriend (I know a dog is mentioned at the farm in wintermute) or that you could barter for from other survives? (one bear pelt for one dog?) You could then get a dog team together that could pull a handcrafted or found sled, this would make collecting large amounts of food easier as well as collecting building materials. ~ Another thing that would be really cool would be in survival mode having the seasons change and having different resources available at different times of year. SO in spring you could collect bird eggs and in autumn you would have a boost in deer population as they migrate. You could also have it possible to after a set amount of time possibly, be able to own chickens or even ducks. ~ Something else I think would be really cool would be having set places on the maps where people could make their own frontier, they would have to go out in the right seasons (spring/summer) and collect the needed materials to build the players very own home. The player would be able to decide what shape, how many rooms and also be able to build furniture to go inside the house once it was complete. I would actually really love this as an update as I would love to build my own "home" in survival mode which would have everything I needed (workbench/forge ect) so I wouldn't have to constantly run around the maps. ~ My next suggestion would be adding in other animals like Ptarmigans, lynx, wolverine. Even changing the animals depending on what season it is. You could do a salmon run in autumn where people could potentially catch lots of fish to survive over winter. ~ My last suggestion is putting in drying or smoking racks as I've noticed meat goes bad pretty fast in the game but smoked meat lasts a very long time. You could have it so the player has to smoke the meat for a week or something for it to stay fresh almost indefinitely. I also thing adding things like generators would be cool to power electrical equipment.
  2. Would it be possible to get a tip on the current weather when you’re in a house with windows? Would save going out in foggy conditions etc to check
  3. Calico

    Blue Jays

    I don't think these little guys have been suggested before. Blue Jays - They are foragers who search for seeds, berries and insects around the trees. They spend the late summer and fall months caching food around their habitat, often covering it up with leaves or brush, for retrieval during the winter months when resources are scarce. They have an incredible memory for remembering the locations of their caches In addition to addicting a tiny flash of color on the landscape they could be another source of plan'-based food - but the player has to decide if the calories expended tracking the bird is more or less than the potential calories gained. Also, is the Jay heading towards a cache, or away from it?? Follow Jay to find cache containing 1-4 “seed clumps” each worth ~1 granola bar’s worth of calories. May collect fallen feathers like crows (maybe slightly better for arrows? that would be reasonable??)
  4. I've been playing since Episode 1 first came out and I really enjoy seeing how the game has developed. I think having a few more plant-based food items would add some more variety, especially since they expanded the cooking system. Mostly I'm thinking of more ways to really "live off the land" in more remote areas, instead of relying on scavenged food from towns. I tried to keep it simple - no full on recipes (though I hope we get to that point someday). Maple Seeds - Visual should be a dried bunch on a branch to indicate you have gathered a lot at once. Long processing time (shelling). Boil in 0.5L or more H20 (warmth bonus) OR roast on campfire rocks or stovetop (no H2O, faster cooking time, no warmth bonus). Those maple saplings have to be coming from somewhere! Eaten raw = Indigestion. Calories ~ Candy or Granola Bar Lingonberry (or other member of cranberry family) - Berries in this family stay on the shrub all year (shrub is evergreen, lower to ground than roses) and the flavor actually improves from being frozen. Can be eaten raw or cooked (warmth bonus) in container to increase quality. Calories ~ Can of Peaches. Golden Chantrelle Mushroom - Found on trunks of fallen trees. Must be cooked in container with 0.5L or more H2O (warmth bonus). Eaten raw = Indigestion. Calories ~ Candy or Granola Bar Dulse Seaweed - Only found on seashore. Must be cooked in container with 0.5L or more H2O (warmth bonus). Eaten raw = Indigestion. Calories ~ Cattail Stalk (may cook up to 4 in cooking pot with 0.5L per unit) Watercress - Only found by waterfalls. Deteriorates very rapidly. At 20% or more quality can be used as deer/rabbit bait. Eaten raw, no processing. ~50kcal. Parsnips and Leeks - found in root cellars of remote houses. Heavy for the amount of calories gained. Must be processed (peel and/or chop) with knife. Must be cooked: either roasted on rock/grill or in container with 0.5L or more H2O per veg (warmth bonus). Eaten raw = Indigestion. Calories ~200kcal. New Ailment: Indigestion Primarily caused by eating plant food raw that needs to be cooked, also low quality plant food or plant-based food. Low quality plant-based scavenged food such as crackers and granola bars also have chance to cause indigestion. Symptoms: pain and nausea, slows movement, affects aim. Cured by rest or Fir Needle tea. On par with pain from sprains, not deadly like food poisoning. Fir Needle Tea - Processed. Warming bonus (as other teas). Also cures Indigestion.
  5. I’d like to request the ability to move my “head” in any direction I’d like in the vehicles, and possibly the ability to move from side to side of the vehicle(along same seating row). I know we can exit from either side, but the purpose here is vision range. It’s super aggravating that I can’t look out thru the back window to check on predators I want to avoid, and that the safest was to avoid them is to rest or wait, but still have no visual verification of their locations. I’d also like to recommend window fogging as an offset to this proposal, so that if you were running, or waiting for a while, the windows would fog and then frost. Hopefully we could wipe or scrape the inside of windows too. Finally, I think it’d be much more immersive if we could see out of location windows. Not sure if that’s possible, but with the location of buildings being static, it seems this should be possible, and I’d be sweet to see wildlife moving past outside, could really alter players behavior...
  6. Firing a gun while wearing gloves is a big no-no as far ad I know, and with some of the gloves in the game being thr type that don't have individual finger slots, it's basically impossible to pull the trigger if you think about it. Maybe they can add a mechanic that forces you to remove certain types of gloves before you're able to shoot, or hinders your ability to pull the trigger/land shots when you have gloves on.
  7. I thought the existing teas would be the only ones, but birch bark tea was added... and I thought, why not one more? more teas means more systems that we can use to our advantage and help us in unique situations; and I thought the birch bark would not change its usefulness. So I came up with an idea of a tea that could decrease 5%, 10% or 15% of calorie consumption for an hour or two, and I saw that something that is not very useful when you reach level 3 of fire ignition it is the cattail tip, so this tea could be made with 2 or 3 cattail tips, just like the birch bark. That was just a superficial idea, I think some modifications will be needed to be good with The Long Dark's survival systems.
  8. Good day :).I don't know if it was an idea or not.If Yes then I'm sorry. But here's the idea. Here in the game there is no bird so well, the ravens. And the owl's voice is heard. And what if you could put snares and catch them with the help of bait birds. And that and meat and feathers.And then it was possible to cook soup from poultry meat. It would be rich and delicious.
  9. 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. 🙂
  10. Can we get a jump button plz!!! I'm not talking lebron James jumping height but just a small jump height so I can jump on small boulders and over small rocks, Branch's, logs for when I'm running from a bear or wolf. It would make a world of difference what do u guys think?
  11. 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.
  12. I'm sure this has come up before, especially in a game where firestarting is tantamount to survival, but I think lighters would make an excellent addition to the game. As a baseline, they would be less effective than firestrikers at starting fires, but have the ability to remain lit for longer periods of time than a match when used for light. From here, things would vary depending on which instance of lighter was in the game (though both could feasibly work together as separate items). 1. Throwaway lighter: this would be something like those Bic brand lighters you can find almost everywhere. They would be non-harvestable and non-repairable. Lighting a fire would cost 3-4% (one or two more than the firestriker) or you could use it like a lit match, using 1% a minute (all this could be tweaked for game balance, obviously) while giving a small increase to feels like temperature. This would probably be about as common as wood matches. 2. Fillable lighter: this would be more like a higher quality Zippo lighter. The options for this one vary far more. I would probably lean towards it being non-harvestable, but be repairable with quality tools. It would burn lamp oil (in which case you would have an 'unfill' option) with the same starting bonus as the Throwaway version, and degrade only when attacked or when initially ignited (the degradation essentially being that of the sparking mechanism). If this was implemented, it would have to be far more rare.
  13. Hey guys! New to the forums here and my first post (but not my first time playing The Long Dark) I decided for my first that I want to share some of my thoughts about a few features that can be included in the game to further enhance immersion, experience and bring a little challenge to players. And some mentioned because it just makes a little but of sense. STONES AS FIRE STARTERS When I was new to TLD I thought " ok, survival game, gotta start a fire, need some stones..." because matches were not the first thing in my mind when thinking about starting a fire in a survival game. A work-around the abundance and accessibility to stones would be giving it an average % of starting a fire that can increase by a small increment the higher your fire starting skill. To make things fair as well, the condition % of stones would greatly be reduced with each attempted use (like say, 20% each time) If I think about it stones are most handy to when hunting rabbits and hardly an option for wolf deterrents. Other than that, stones don't have much use. A feature like this could be a useful crutch for early Loper games especially when you're in the situation of not obtaining any matches much later if not all. EVEN MORE CAMPFIRE COOKING FEATURES The cooking system to me right now is playable and I have not much to comment on but it is the limit of how much food a campfire allows a player to cook I think can be further enchanced. How about an option to build a variety of spits? It gives you more to cook and an even more useful reason to hoard sticks/wood and of course, is optional. The spit could be reusable at least a few more times before salvaging it to put in newly made ones. Each cooking level produces a different quality of spit, made with an increasing amount of materials required with the highest having the best quality spit of course. So instead of making 3 campfires to cook six pieces of meat after a hunt for example, a campfire and an added spit could cook maybe around the same amount with less wood needed to maintain 3 campfires. BETTER WILDLIFE A.I. This is one of those topics that borderline into "it's just a game, it doesn't have to be realistic" and "the way these animals behave...it's not realistic" but I want to be open about what could make it more challenging or interesting. I'm specifically talking about how we can utilizing crouching and sneaking more in a hunting situation. The deer for example, could be updated with reaction animations that alert the player that it is hearing something approaching (similar to the hare). This would be useful since currently there are no visual cues that aid me to tell me that my prey is aware of me, the deer just makes a run for it and I have to go give chase. If we have visual cues and the appropriate reactions from wildlife then this could be a useful tool for the player on how to approach quarry. Wolves should have dens as the bears do and perhaps this is a place wolves can retreat to when they aren't prowling. There can be a rotation of wolves staying in the den and prowling giving the option for player to actively hunt for wolves for the more timid (but still aware) ones staying by dens. Of course to make it fair, a handful of wolves would be hanging by the den and still presents a risk of being overwhelmed to the player should they choose to go with it. Attacking a wolf by their dens could startle them and force them to run away especially in a successful atatck by the player for example and give them a window to harvest remains before the scrambled wolves come back -- this one is a stretch though (and a little unrealistic), but just an idea for more options to be in the position of having the pre-emptive advantage in actively hunting wolves instead of being constantly put in the risk of being the one attacked with every attempt to hunt one. Bears can their biggy, same selves for all I care, no comment here XD. CLOTHING CHANGE IN FIRST-PERSON VIEW I read somewhere else in this forum that the character model in-game should have their clothes updated in real-time (just the hands and sleeves will do) so that immersion isn't broken. So there, these are just some of the ideas I have on top of my head, let me know what you guys think!
  14. 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.
  15. Really annoying when playing through the story mode getting mauled by the old bear, then having to wait through a long animation before you are allowed to reload a save. Why can't I just access the menu in the middle of the long animation? So far as I have seen its always an insta-kill(On wintermute) so it's not like we would be "cheating" by being able to skip the mauling. Even better would be the ability to skip the animation after the first mauling.
  16. 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?
  17. Something to keep us playing after we complete wintermute
  18. 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.
  19. 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.
  20. 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.
  21. 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
  22. 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
  23. 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
  24. 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?
  25. 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.