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About Me

Found 1,570 results

  1. As a drinker of cold brew, I think it'd be neat to be able to cold brew coffee in TLD. It would probably only be doable inside like curing (requiring 1-2 days), and might require more water to balance the fact that you don't need fire to do it. Other than that, it would probably work the same way, just for coding's sake. Alternatively, it might only give 4 cold brews per five coffee tins, but each would give the fatigue reduced effect for longer (as cold brew coffee tends to have more caffeine than regular coffee).
  2. Introduction Hello everyone! I made this topic as a reaction to an anticipated new weapon in the future update, and because I spoke on this issue in the past, and while it was, and still is not, a major issue, but with the increase of light source variety and weapon variety within the game, this is bound to become a major issue in the future. Issue description As most of you know, hitting certain buttons (1 through 4 above AWSD keys at keyboard, for example) will prompt the character to do certain things - pull out a light source item, a weapon, drop a decoy or start building a campfire... Now, each player has their own unique playstyle. However, the way these quickdraw keys work can be a major pain, depending on your playstyle. Because right now, the character has a pre-set list of items to pull out in a specific order, regardless of the taste of the player. So, for example, a player who prefers bows to a rifle will still pull out the rifle first, as long as they have it in their inventory. This was not a huge issue back when the game simply had Rifle and Bow, but now, with the introduction of Revolver, we will have a total of 5 weapons possible per game (6 including Bear spear if it becomes craftable within Sandbox as well). The game also has a total of 5 light sources within the game, and starts by pulling out an electrical torch - an item quite essential in Aurora, but utterly useless otherwise. Now, imagine how useless is a defensive weapon will be if the player starts pulling out different weapons first. The main advantage of quickdraw key is the ability to pull out items to defend yourself with fast. Naturally, most players wont carry that many weapons on them, but still, it becomes cumbersome, and if you enjoy using torches to start fires, or carry them with you on trips by chaining your torch use, you will understand how annoying it is to pull out electric torch, flare, and storm lantern before the torch. Not to mention if you use lit torches to keep wolves at bay... How to fix this? My idea on how to fix this problem would allow players to chose which weapons, and which light sources they want to pull out first when hitting the quickdraw key for them. Additionally, it would also make the game a little bit more challenging because it would limit the amount of light sources/weapons down to 2 items per quickdraw key, or 3 with the use of a new, special accessory item. I suggest the clothing menu slight overhaul - by adding two new bars below the character. Top bar would be for light source items. The bottom bar would be a weapons bar. There would be three windows with number 1, 2 and 3 in them, the third one would be grayed out and crossed out. Player could select from their inventory an item they wish to equip to their quickdraw bar. That way, you can only quickly draw two weapons or two light sources at the time. Should you want to equip any other, you would have to go into the inventory. Additionally, for those who carry, for example, two bows, and wish to use the more damaged one to break it and discard it... hitting the quickdraw will always pull out your better bow, meaning you need to manually equip the worse one in order to break it on purpose. With this in mind, you will always equip a specific item through a quickdraw. Simply put your damaged bow on the bar, and by hitting the quickdraw, you will pull out the more damaged one. New accessory item - Wolfskin bandolier A fancy bandolier, made out of leather straps and fur of a wolf. Allows you to keep more tools close at hand. By equipping this accessory item, which can be crafted out of 1 wolf skin and 2 cured guts, you would unlock the 3rd quickdraw bar for your light sources and weapons. Meaning you could carry 3 types of light sources or weapons on your quickdraw keys. To further make it easier to understand, I made this quick sketch to visualize my idea better. Yes, this means you need to equip several torches on your hip to quickly pull them out. That way, it is a bit harder to carry the fires via torch linking, but not all that difficult. However, it does present sort of a realistic approach in a sense that you need to eventually stop for a bit and put more torches on your hip. However, in this sense, the suggestion could also be adjusted so that once an item is lost (its durability runs out and its broken or so, etc - the item would be replaced by the same kind of an item with better best durability. That way, you only need to equip torch to one spot, and each time you lost a torch (burns out or is thrown away) - the game would put a new torch to your belt for you. This is something a community could decide. I may turn this into a poll. For the time being, please share your opinions and suggestions via comment.
  3. I'm not sure if nobody suggested something like that before, I've checked only the last year. So, we have a pretty nice and quite realistic cooking system. I believe it's time to take a step forward. I think water containers should add more realism to the game. I find it riddiculous to obtain dozens of litres of water just by melting the snow or by collecting it from toilet. Where am I keeping it? I'd be happy to see in the future the plastic bottles filled with water to find as a new object, not just a water... 0,5l and 1l seems to be ok, as we can find water as an item right now. But the bottles shoud degrade in time, or when you use it. Not because the plastic biodegrades, let's be serious... Stored inside, they should be virtually indestructible (infinite lifetime or really low degradation speed), but when used by filling it/drinking from it (crampling (just a thought - a bear/moose attack?...), which eventually results in leakage, completely destroying the bottle and losing water), or when stored outside (beacuse frost can make plastic brittle) they should lose condition. And, according to above, I find reasonable to be able to craft a water containers from (for example) rabbit skins. Which will lose its condition much faster, will be heavier, but will be a lot easier to obtain in very large amount to gather water supplies in a basecamp. I believe this idea is a good way to deepen the TLD realism, and, for example, add even more thrill to the bear/moose encounters... just imagine losing your last water container by bear or moose struggle... Thirsty? Start a fire, boil some water in the pot or can, drink it (HOT water to drink straight from pot/can, or, despite the realism, it will be too easy to get warmth?... a new cooking option needed: fill container) - and go find some rabbits. Just imagine the new stories about it! PS. It will be a nice way to keep the oil gathered from cooked fishes as well. I've asked myself the same question: how did I get the metal can for all this oil? High capacity containers (already existing metal canister, which could be repaired with metal scraps just as pot) or rabbit skin containers sounds good to me. PPS. 5l wolfskin canister for water/oil supplies sounds reasonable to me as well. Just a thought after over 500h of gameplay... pls, be forgiving
  4. So, I absolutely love this game and I am going to continue playing it for quite a while, but there is something that I think could make this game even better. A multiplayer survival mode!! Imagine being able to play 1-4 people on survival mode!! That would be so much fun! What do you guys think?
  5. I hate using the term "boss" animals to describe this as TLD is not the kind of game where you'd expect boss battles and whatnot, but the shoe fits so I'm going with it as the descriptor. Anyways, the idea is to essentially have two or three super rare one-of-a-kind animals. In any playthrough there'd only be one of each "boss" animal, the animal spawning either in its own new map area or in a few hardier or otherwise difficult spots. The point of this would be to add in a sort of pseudo-end game or other (I hate to say it) "boss fight" that the player would need to prepare for. If the first thing you do upon spawning in is grab a rifle and rush in, you're more than likely to fail and have the particular creature beat you. For example, a well-aimed shot to the head would take each down immediately, but only at level 5 rifle/bow. Furthermore, getting attacked by one of these creatures gives you a permanent wound, much like Frostbite meaning you'll want to come prepared or not at all. Once you do manage to take down one of these creatures it would have a special pelt that could be used to craft two items. This would mean that you have to choose one and only one item to use the pelt for, increasing the replay value. But enough of all this, lets get into the animal ideas. 1. The Albino Moose: An old, lumbering beast of a moose with a white coat and blood-red eyes. Like other moose it doesn't bleed out, requiring multiple shots to take down. Unlike other moose, however, it only comes out on nights with an Aurora and it doesn't fear fires, only flare rounds. This means you'll need to hunt it when other hunters are out and about. It gives the normal broken ribs wound if it gets the player, but the wounds never fully heal, permanently reducing your carry weight by 5-15% If slain, its pelt can be used to craft a heftier version of the moose-hide satchel that gives increased carry weight over the normal one. Alternatively, it can be used to craft a pair of moose-hide pants that are incredibly waterproof and damage resistant. I would personally like to see new regions for each of the animals, the moose residing in a broken down residential area with no interiors. You would have to get in close to shoot it and run like hell between the buildings in an effort to lose it. 2. The Grizzly A large grizzly bear with brown coat and black eyes. Similar to bears except that like the moose it doesn't bleed out. The bear lives in a pitch black den, attacking anything that enters said domicile. However, it will smell any characters with a filled scent bar, whereupon it will act like the bear in the Hunted, tracking down the character to maul them to pieces. If it does so, the player will receive a permanent reduction in their stamina bar, maybe 10% or so, with their legs never fully recovering from such an attack. If slain, the pelt can be used to create a heftier version of the bearskin bedroll, or a better version of the bearskin coat. Both increase wolf fear but also decrease the range at which normal black bears can detect you. The grizzly would have its own region with sparse wildlife or vegetation, bountiful caves, and frigid weather. Perhaps something like Hushed River Valley. 3. The Direwolf While not really a dire wolf, it would be a wolf of greater size and tenacity. Like the others it wouldn't bleed out, but it would also be the weakest of the three, but with a catch: at any given time the Direwolf will be surrounded by four normal wolves that have greatly reduced wolf fear. If the four wolves are killed, the Direwolf will flee from the player until the four wolves respawn. This will mean taking down the Direwolf runs the risk of a mauling from the other four wolves. Surviving an attack from the Direwolf would incur a weakened immune system, increasing the chance of infection and sickness. Its pelt could be used to craft either a coat or a pair of pants. Not sure what sort of map I'd put this one on, maybe something wide with lots of territory for the wolf pack to range through. You could set yourself up atop a ridge to ambush the beast, but sleep for an hour and you might see it pass you by...or come upon you in your sleep! All items would be repaired normally, requiring normal animal pelts (or cured leather in the satchel's case) in place of special ones. What do you guys think?
  6. I get that dangerous wildlife is a fundamental part of the game's difficulty and that it's Hinterland's vision (afaik voyager is how HG intended the game, before the other difficulties were added). Right now predators have four states: oblivious, when they haven't noticed the player yet stalking, when they noticed the player but are still too far away to attack aggressive, when they are close enough to attack the player scared, when they run away whimpering Right now when the player gets detected there's a slim chance for the wolf to get scared and run away, and that's pretty cool. Too bad that bears and moose have only one reaction, which is stalking for the bear and attacking for the moose. It makes sense because having the bear or the moose run scared in front of a player that didn't hurt them in any way would be nonsense (unless it's pilgrim), but it's a bit boring because it's completely predictable. I'd like to see a fifth state for wolves, bears and moose: avoiding. It would replace fear upon detection in the wolf (and in the pilgrim bear) and it would consist in the animal noticing the player and trying to keep at a distance from them. Not a frantic run like a scared animal but a fast walk in the opposite direction. The animal could change state if the player would close distance on them quickly, running towards them. In that case they would go straight to aggressive, or scared for pilgrim. Of course this would not apply in case of wolves eating prey. It would be amazing if the balance between avoiding and stalking/aggression would change over time as well: at the beginning of the game avoidance would prevail, and slowly shift to a higher probability of stalking/aggression as the time goes by. Just imagine being sure that dangerous animals will keep their distance from you and suddenly one of them attacks you! That would be a fun surprise! TL;DR what if all dangerous wildlife had a chance to try to keep their distance from you upon detection, instead of having just wolves with a chance of running away scared and yelping in front of an unarmed guy? Yes this would probably be a nightmare to code, but I really wanted to get this idea out there. A girl can dream
  7. Willy Pete

    Hot Springs

    I think it might be neat to have a region (probably mountainous like Timberwolf Mountain) with some hot springs. While in them any worn clothing would get wet very quickly, but the springs themselves would have a real feel of 100F (38C) or so, meaning they could be used as a way to escape the cold, or just relax a little. It might be too hard to use them to acquire dirty water (I'm no coder or game designer) but that could be a neat idea as well, though I think they would have to be in a high up or otherwise hard to reach area to offput the ability to get unlimited water (though making it dirty could offset this as well). In the long term, it could also be used to benefit any sanity added to the game, increasing it slowly.
  8. Not wanting to completely derail the thread that proposes a tent, I decided to create a new thread with my own idea to tackle this issue instead, so: Personally, I think a 'tent' would be too overpowered, especially with the proposed features. For all intents and purposes, I think that the snow shelter just needs a little more thought put into it. I understand that the snow shelter is a pretty powerful addition to the game, especially when used under the right circumstances, and therefore sacrifices must be made to accommodate this, but the fact that you effectively lose at least 3 cloth each time you make it is pretty punishing and short sighted. Maybe instead of introducing a new OP tent item that far exceeds what an 'endgame' item should, Hinterland could somehow make the snow shelter more accessible for players throughout all stages of play. Perhaps the idea of having the option to craft one without using cloth and instead consuming more sticks, but on the flipside this gives it a higher possibility to collapse on the player during crafting/blizzard/heavy snowfall etc... Something like this would present some really interesting choices for all players at many different stages of the game, especially if it was paired with a feat or skill that allowed successful crafting of more stable structures with increased practice. This skill could also affect a 'critical failure' feature in the form of a collapse (similar to firestarting/repair etc). If it collapses during a blizzard whilst the player is inside, the game could force a similar mechanic to the 'wolf fight' to allow players to attempt to break free of their snowy grave, increasing their chance for survival if they were not asleep and/or have a low overall condition at the time it collapsed, this struggle could consume a portion or the players health/condition in line with the intensity of the struggle. (I believe that Canada has a beaver that is pretty good at making homes that don't collapse, and therefore propose that the feat/skill be called 'The Beaver')
  9. Due to fact that ammunition contains high temperature easy flammable gun powder, you could use it for starting ammo. To avoid need of dismatling ammo, ammunition will be displayed in fire starting menu directly, just as it is. Succes probality would be 100 % for flare shell, 95 % for rifle rounds and 87 % for upcoming revolver cartridges. Slightly slower fire starting, than accelerant, but still resonably fast. You wanna shoot, or need warm up? Make your choice.
  10. Devs have added *some* keyboard support. For example you can scroll through lists with WASD and select with Enter. It's not implemented everywhere though. For example you can't select amount of hours to sleep with the keys. You also cannot go through tabs in fire and backpack UI's. Using numbers for that would be excellent.
  11. I think it'd be neat if instead of doing the 'clunk' noise when hitting "R" with a loaded weapon, the character checked the chamber in a little animation. Raise the rifle and cycle the bolt halfway back to see a topped off set of rounds, or pop the flare gun open to see that there's a round loaded. Just a little help for immersion and the like.
  12. I love playing the long dark, no game has ever in my 21 years of living catches my Interest like this. I keep coming back and back to play more. Now since I am getting older I have been able to have much time to play like I want and this games seems fairly simple to play like the mechanics aren’t to complicated, I want to ask have you ever thought you can make this a mobile game? I would pay full price 40 bucks to be able to play on my phone.
  13. I noticed a Steam achievement for 500 days of survival. I don't know if I'd ever get such a thing, or even try, but one thing occurred to me. Long before 500 days is gone by you'd have run out of cloth. That means you'd play a significant amount of time without the ability to build a snow shelter. I'm on day 142 of a Stalker playthrough and cloth is already fairly scarce. I've had to cross over to skins for much of my clothing which is fine. But, in the same way, some number of skins should be a possible component in building a snow shelter. If you are going to give a Steam achievement for 500 days, then you must want people to try for 500 days. If I try for 500 days, the likelihood that I'll need a snow shelter on many occasions is pretty high. So, give me the option of substituting 2 deer skins (or whatever you think is balanced) instead of the 5 cloth. I'd love to hear what do my fellow survivors think.
  14. Hello people! after 600+ hours in this amazing game i am a veteran loper player. Despite i still enjoying this excelent mode taking little personal challenges, i think that some changes could improve this mode: -improve interloper summit loot, just a bit. For example *spoiler* add it one o two amazing cloths such a fisherman sweater or snow pants (randomed) just to motivate players to get summit in all theirs interloper runs. -i think that could eat ruined food at level 5 cooking is such a ridiculous advantage that turns the game too much easy. I wonder if you could change that for a "low level of risk" whit ruined food, perhaps 1 to 5% risk for each piece of ruined food. However i would keep the chance of cooking raw ruined meat to get that 50% condition. This change will refresh the game forcing us to re-evaluated our travels and hunting plans as well as bases devolepment all over the great island. -add the bear-spear to the mode. Its a more risky but a funiest way to kill bears and a truly defense in very late game (500+ days) when our precious flare gun its empty. thanks in advance! and sorry by my english. Greetings from Argentina.
  15. I'm not sure it makes sense to make my own list rather than new topics for each. I also did not search for redundancy thru the 25k posts out there. Apologies if any have been done. I have put over 500 hours into this game and have what I think is a good list of suggestions for issues and additions to the game. These are relatively in order of importance, and in categories. I should first note I play this on PC and exclusively with a steam controller. First, these are issues in the game and QOL could be improved, potentially with my suggestions. 1. When fishing there is an option to put a fish back and it is tied to the cancel button. This can lead to me releasing fish when I just want to check my fire for another fish or something. I am not fishing for fun. No catch and release when surviving bear island. I suggest the option to put back be replaced with dropping the fish as if it were in your inventory. I understand that may be an issue with nearby predators, but I still see it as a good option. The other possibility would be to keep the fish but quit fishing. I have accidentally lost several great fish with this and is my number one frustration with the game. 2. There is a lack of consistency and transparency when using tools for various tasks. Primary is opening cans. I didn't realize for a long time I was using my knife to open them and thought smashing open sometimes got me a can out of the deal. Once I figured it out I still am not sure what the pecking order of tools is. You may want to implement a tool selection screen for this, and please include the smash option, as to me this is the only way to give realy value to the level 5 cooking bonus of efficient can smashing. If you have maxed cooking and have no tools your problems run deeper. The other I have seen mentioned is with torch lighting. You can light a torch with cardboard matches, but only if they are your only matches. Seems odd. Adding user consistency here by allowing to choose tools always makes sense to me. 3. Very similar to 2 above, but I would like to see what percent of sewing tool I have left, even when it is the only one. If I have multiple I can see this. Might as well always be there. Also seen suggestions to see cloth/leather stacks in this view, and I second that suggestion. 4. when I open the main inventory menu, it is set to the last tab and in that menu somewhere. I have to hit back to get to where I can select other inventory tabs. Often when I do this, maybe alittle too fast, It will instead just leave the menu entirely. I'm not really sure why this is or have a suggestion. Maybe just always or never be in a tab already? sometimes I accidentally eat food this way so I would err on the side of never. That does it for my list of things I think need a little "fixing". Here are some things I think would be cool or helpful: 1. Non-potable water is not exactly common to come across, yet we have purification tablets. 2 things about these tabs and this fact. 1. the tablets are weirdly heavy. I refuse to go down the rabbithole of realism and weight and suspended disbelief, but this one just stands out to me. Not that important though. 2. There are ways I think I should be able to get non-potable water already in the game. There are waterfalls and a couple of running streams and ice fishing holes. I think weight is enough of a limiting factor that being able to pull unlimited non-potable water out of these locations shouldn't be an issue of balance. 2. Rifle and Mending skills seem to level a bit slow. Mending in particular. Getting good at this requires wasting time and resources practicing in addition to fixing the stuff you actually want. It feels a lot grindier than other skills to me. The rifle skill just has limited ability to level, since ammo is needed. I suggest allowing missed shots to give you a little xp, hits much more, and cleaning a little. This might balance it out a bit imo. This is exacerbated by the fact archery levels by making the items you need to even get started and rifles have no such mechanic. Now for some random ideas and items that I think would be cool just for fun! 1. What if you could make a torch with a cattail head instead of cloth? gives them a purpose again after you hit lvl 3 firebuilding, and is realistic. Might take more lamp oil though... 2. Binoculars! That would be the best! 3. What if when a vest is your only jacket it just adds its wind resist to your outer shirt instead of superseding it? makes sense to me and makes for a decent lightweight outfit. 4. those chemical heat packs that you can boil to reset. 5. foil thermal emergency blankets to use like a bedroll, but single use or tears up really fast or something. 6. muzzle loading rifle you can forge bullets for. this is a huuuge longshot, since it means you have to add loose gunpowder, and that is just such a tease to not then make bombs with. 7. Maybe crows could occasionally feed on corpses and if you happen to hit one with any weapon they give you a bunch of feathers. I'm not saying it would be fun to hit crows with rocks and watch them burst into feather clouds, but...well yeah that is exactly what I'm saying. I hope you guys at Hinterland see this list of suggestions and like some of them! All things considered you have made a wonderful exploration and survival game that has eaten up more of my time than I think any other game. Excellent work and I cannot wait to see what is next!
  16. It's always kind of bugged me that the hands holding the rifle are always bare regardless of what hand cover is worn. Then I got to thinking that it would be hard to use the rifle with, say, fleece mittens. Maybe that should be the mechanic. Maybe if you hold the rifle, you remove whatever hand cover you have on and are at risk of frostbite. It would mean no more walking around for the entire day with the rifle at the ready, which is itself not very realistic. You could even have the game automatically put the last hand covering back on when the rifle is stowed so the player doesn't have to do it manually each time. And it would only affect the rifle, you can use a bow even with mittens. Plus, it would make the bare hands animation make perfect sense. Just a thought.
  17. So after having a bear chase me around Timber Wolf Mountain, because I was carrying a lot of raw meat, and I smelled REALLY good to him. Not to mention all the dang wolves. I seriously started to wonder what the Mountaineers hut smelled like on the inside. With all the drying guts and Hides scattered around. Then what my character would smell like, living and sleeping there. Having had dogs my whole life, I know that they like to go and find the nastiest thing to go and roll in to cover their scent. After 100+ days of well living and killing animals, dressing animals, and carrying their guts and skins back to dry, and then living in the same house/room with them, its my belief that my dogs probably smell better than my character does even after they went and rolled in something awful. I would like a cleanliness bar added to the status page, and as you get progressively dirtier you could be subjected to some of the diseases like (I spelled this wrong) dysentaria, or food poisoning, ect... Possibly add some soap, shampoo and possibly detergent for clothes, along with the ability to use the bathtubs or some large pots/bowls for yourself and clothes (think sponge bath). It would add more stuff to do while you wait out a storm, not to mention affect that huge stash of water we make up just for something to spend our time on. Your stink alone should/could attract animals (wolves/bear) or even drive some away if your upwind (deer/ rabbits) not sure the Moose would care unless it just charged you for smelling like a 2+ month old carcass. I mean honestly, how many folks actually change their clothes while in game that is not because of an upgrade or something wore out? I will probably hate myself if this gets implemented, but at least I will be less bored while I'm waiting for my food to run low so I can go do something. Yes, I think Stalker is too easy, but Interloper is Insane.
  18. So I was walking about in the middle of a blizzard as some folks are wont to do and as all the snow particles flew at my face, I wondered: why doesn't this blind me? IRL it doesn't take all that much to cause snow-blindness, and there's an easy fix to counter it: Ski Goggles. I think it could add some challenge and neatness if while walking into the wind with snow coming down your vision goes all blurry and it gets harder to see. I don't imagine this would be that hard to do as walking into the wind already slows you down, all you'd have to do is add the effect when being slowed by wind and getting wet by snow and ta-da! Ski goggles would be a semi-rare item like woolen earmuffs and go in the same slot (we've only got two items for these, it'd be neat to have a few more). Ski goggles themselves would provide no warmth, maybe a fraction of a degree of wind resistance, be quite waterproof, and maybe add 1% to armor. They could have the added bonus of increasing your speed while going into the wind. As to repairs...they probably wouldn't be repairable. I can't think of any items in the game that could be used to repair them and it would add some fun (meaning challenge, hardship, and strife) in the fact that you have to choose when to wear them and when not to. If you forget to take them off before a bear attack, you might have them ruined for good!
  19. One of the reasons i love this game is the realism, I'm not saying how its so true to life that you need to empty your bladder every 20mins or so but, have you ever played a point and click adventure or escape room an been told you cant use that crowbar on the old wooden door to unlock it you need to jump though hoops to find the key. Well this game gleefully says to hell with that pry the mother open with a prybar however... theres one little thing that doesnt jive well and thats... knifes and hatchets cannot be throw at animals. Now i know that when being attacked theres a use there but what im saying is why throw a stone to stun that little bunny wunny, when you can throw an axe at it and the jobs done. I realise balance is a issue with everything which is why i got you coved there, when throwing a knife or prybar or what have you make so it damages it reducing the usage. And so you don't swap a million weapons have it so you have to equip in the backpack what weapons beforehand. TLDR. Knife throw rabbit dead? Miss rabbit break knife done. P.s excuse bad grammar and spelling.
  20. Premise So my suggestion is just for four separate settings for survival mode. This is separate from the actual difficulty settings, and instead change the experience depending on what people are looking for in the game. Nights get longer and longer towards "rescue day". Implementation & development Very little would need added to the game, except perhaps a brief "ending" video. The theory is that you can play the game endless, or with a set end. In the versions with an ending, it could be as simple as a cinematic of a helicopter approaching the area you're in. It lands in an appropriate area and you need to get there. Then a cinematic of the helicopter flying away and you get to see your stats. Another option would be that all the electricity comes back on. If you get somewhere with a radio there's an emergency broadcast. This triggers an extraction scenario like above. Perhaps the extraction is at the top of Timberwolf Mountain (yikes)? Details Four survival game lengths: The Short Dark - 3 months (90 days) until extraction/rescue The Long Dark - 6 months (182 days) until extraction/rescue The Longer Dark: 1 year (365 days) until extraction/rescue The Longest Dark: Endless mode, like we have now! Summary Some people are asking for an "ending" to survival mode. Some say it would ruin the experience. So why not satisfy both? Different lengths of games for different folks. Play the game the way YOU want to. Anyways, that's my two-canadian-pennies-worth of suggestions. Just think it would make people finally content over survival game's style!
  21. Most people are careful about it and the UI change a while back should minimize the chance, but maybe show the item being harvested while harvesting is in progress. Give the player one last chance to realize he's harvesting his expedition parka and abort the action.
  22. Hi there ! Thank you for the great work. Did you ever considered to ask campbell soup to support you ? Instead of unbrand soup it could be campbell, that way you make money and im pretty sure I would buy more of this brand myself if they support my favorite game. It could be done with many things like clothing and other foods. Who know ? Maybe Tim Horton would be glad to got thier name in the game they seem to like everything that's canadian. I think a lot of canadian brands would consider to support this game. I think it would be a fair and acceptable way to get more funds and would make the game even more realistic.
  23. Sillygoose


    I have always wondered what the long dark would look like in fall or summer anyone else maybe it would be an option to have season and you would pick your season and if you survive long enough you would slowly see the seasons change to one another
  24. If its at all possible it would be fantastic to bind sprint to L3 (left stick in) as r1 feels kind of awkward as I'm sure this isn't a problem on PC it is for consoles as left stick in is almost completely universal at this point for being sprint. So maybe a few alternate schemes for consoles would help add more assessabilty.
  25. So let’s play a fun game, alright? Think of a number in your head, of the number of wolves you think I encountered on my trip from Milton, through Mystery Lake, and through half of Pleasant Valley. Go on, think of a number. Got it? Remember it, because it’s story time. First time I start up Archivist, there’s five bloody wolves outside the starting house. Oh yeah, that seems fun. Let’s quit, make a new file and try again. Oh that’s nice, only three wandering the street this time. Start another new file. Oh, we’re back up to five. Start again. Four this time. One last time, and this time only two. I figure “whatever, that’s the best I’m going to get.” So I dodge around them while looting the town, etc. In between the town and the rope to Mystery Lake I avoid four more wolves. Isn’t that magical? Make it to Mystery Lake. Figure that must have been really bad luck and things will improve in ML. Pfffft nope. There’s two wolves outside the Trapper’s Cabin. Of course there is. Why wouldn’t there be? I make the mad dash to the cabin, make it, and of course there’s no rifle there. Shocking. Spend the night there, and leave, heading off towards the Camp Office. On the way, I dodge two wolves. Par for the course, eh? At least I have shelter… Or at least, I would, if I didn’t get ambushed by two more wolves outside the Camp Office. One is scared off by my torch, the other straight up ignores it and bites the heck out of me. Because why would I expect to be able to fend them off consistently, right? Bandage up, stock up in the cabin, spend the night. On the way to the derailment I dodge two more wolves. As expected, no rifle here either. Again, shocking. From the derailment to the trailers beside Carter Dam I only pass one wolf. Yay! But there’s two waiting for me outside the trailers. One is scared off by my new torch, one bites the heck out of me and I stab it. Deja vu is awful isn’t it? I bandage up after getting inside, make a dash for the Dam. Inside the Dam I finally get a rifle (15% condition lol) to go with my 40 bullets. Figure I’m set now. I have gauntlets, ski boots, a military jacket, an axe, a hunting knife, and a rifle (which I cleaned profusely) with two score bullets. ISSA JOKE. At the Winding River there’s two more wolves just in that first wide section. Blow the face off one, the other takes off. That’s more like it! I set up a fire and start harvesting the wolf. While I’m doing so, I get attacked by the second wolf. It completely ignores the fire, bites the heck out of me and I stab it. I finish harvesting after bandaging and bathing in antiseptic. I make it through the caves and to Pleasant Valley. Time for a fresh start, right? Things are a bit more normal on the way to Signal Hill. Only two wolves, shoot one, the other takes off, business as usual. I found my first Prepper Cache (the clothing one) northeast of here. I repair all my clothing to 100%, stock up on food, wood, and water. I get to Pensive Pond and there is a wolf there. Because why not. I run into the fishing hut and close the door. At least there’s a door right? The wolf attacks me through the bloody door. Just glitches through it, bites the heck out of me, I stab it, it starts to run. “Screw this cheating wolf,” I think, and I open the door of the fishing hut, aim my rifle, and shoot it in the butt to make sure it’s dead. I bandage up and move on. Heading north, I only pass one wolf, but then there’s another outside the General Store. I blow its head off, go in, stock up, and prepare to head towards Timberwolf Mountain. Heading west along the river, I only pass one wolf. Things are finally looking up. I’ve got a gun with tons of ammo, durable gear, the weather is relatively liveable, and I’m loaded with supplies. The plan is to head west until the bridge southeast of the Derelict Cabins, then strike off north towards the possible bear spawn. I’ve hunted many bears in the game by this point, and figure this will be pretty routine. As I get to the clearing south of the cave, there’s three bloody wolves within about 10 meters of each other. I put down a lure and ready my rifle as they all start moving towards me. The middle one is closest to me, so I put a bullet between its eyes. The other two run. One north towards the bear cave, the other into the rock wall to my left, just running into the wall. So of course, the wolf to my left turns right around and attacks me before I can react. I stab it, and as it’s running away, I shoot it in the back as it headed up the hill. Two down, one to go. Probably time to bandage up, apply antiseptic, and get ready for the third to my north right? WRONG ANSWER. As I’m bandaging, a fourth bloody wolf attacks me from behind. I know it was a separate wolf because the one that took off ran towards the bear cave. Challenge failed. u ded. git gud. Were you keeping count? How close were you? Did you guess twenty-eight bloody wolves in the space of a direct path through three areas? Do you still want to try and argue that this challenge isn’t broken because of the wolf spawn rate? I have scoured the Hinterland forums, the Steam forums, and the Gamefaqs forums, and have found many posts mentioning how absurd the number of wolves in the Archivist challenge is. A few players actually said the spawn rate was significantly higher than even Interloper Survival. So it sure isn’t just me who noticed that an already difficult challenge is made miserable because of the broken spawn rate of wolves. Now, I know it’s only a matter of time before someone posts here saying “u suck git gud its not the game its u uninstall” but I don’t see how 100+ hours of experience in the game, 40 rounds in a rifle, damage resistant clothing, and torches is even enough to deal with this idiotic spawn rate. It’s not me, it’s the challenge. And the Devs need to understand that and fix the spawn rate for wolves in the Archivist challenge. It's hard enough without a busted wolf spawn rate. Right now it is pointlessly difficult, buggy, broken, and above all else unfun.