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  1. I feel like one major and easy way to streamline the daily experience of surviving would be to not have the pickup confirmation screen each time you pick up something that has no chance to have less than 100% condition, like picking up sticks, wood, saplings, and maybe harvesting cat tails. I understand that they come up for the option to not pick it up, and to see the model up close, but I'd say it's safe to assume that the player wants to pickup a stick or sapling they specifically walked over to and clicked on. Maybe have the confirmation for the first time a player encounters that item? For most items sure, since the condition can be a factor in determining whether you want to keep it or not, and maybe players would want to keep the cat tail stalks but not heads, but even just on sticks would save I think most players a huge number of irritating and flow breaking double clicks. just my two cents , cheers hinterland! PS. anyone else think cattail stalks are OP being so abundant, efficient and long-lasting? let me know your thoughts!
  2. Northern Canada has more animals and plants that survive the harsh winter, snow foxes for example there is also black bears and grizzly bears and cornus mas which grows throughout BC at -25c. with birch bark, branches , pine branches with needles, furs, cloth and even snow you can build igloos, Teepees and lean-too ,somewhere to drop off goods or create your own house, surviving these conditions are easy I want to thrive in them. I know Hinterland said they are not going to add co op but it would be a real good aspect to add, most people play games as a social interaction so sales would improve and being able to have atleast four people in a server together. Snowshoes would be a great addition, it is hard to walk in snow no matter how much so the carry weight is understandable but with snowshoes you would be able to walk with more ease and maybe be able to carry five more pounds. Could always have more areas to explore but those have been being added at a very responsible rate. Wouldn’t mind being able to find upgrades for the rifle and revolver, a grip for revolver and a scope for rifle, nothing else really don’t want it to feel to much like a shooter , just something to increase accuracy. This game has so much potential like the title says. I wouldn’t like to see any more weapons tho, the rifle, bow, revolver and spear is the perfect amount.
  3. Здравствуйте, прежде всего хочу сказать спасибо за обновление.Моя идея для нового вызова. Что можно назвать дилеммой детектива. Просто в этом тесте нужно будет найти револьвер .Но проблема в том , что это будет один для всего теста , и нужно будет проверить каждый шкафчик, разбить коробки и посмотреть, где это возможно.Не забыть выжить. И пистолет будет только в одном случайном месте.Вот моя идея :).
  4. Hello, players and community. I'm a player from China. There are many cuisines in China, so I think it will be cool if we can use fish, meat and ganoderma lucidum or others to make a soup. (It can provide more calories than eat these ingredients alone)
  5. vta4ever

    New Maps

    I understand that they are challenging to make and take away from developing gameplay things and mechanics, I would love to see some more maps with more variety. I think hushed river valley was a step in the right direction when it comes to mapping variety, but I would love to see some maps with centerpieces, atmosphere, and wildlife being built around human infrastructures, like an oil pipeline or an airfield. it would also be interesting to make a map creator and let players make their own map, but that would be labor intesive for everybody, including the devs which have enough to do already. what do you guys think?
  6. I’m currently in a quite long run on a Vanilla Interloper. Some frustration came in with this mode, that sometimes doesn’t seem “quite right” compared to expected behavior I’d have if I had to survive in real life: The sleeping mechanism has its own healing curve, that doesn’t stack with background recovery (confirmed by personal science and @Ruruwawa). A good sleep on regular Loper (setting is “Medium”) on calories will bring you at least 32%, sometimes 40% without Herbal, depending on the bed you sleep in, but not only that since I got both values at Trapper’s. For the somewhat low price of 750 calories per day. Since you lose 1% health per hour when you’re starving, it’s far more efficient to spend your day starved (14h=-14%), and the game allows you to do activities that use calories (harvest carcasses, harvest curtains, brake crates, whatever). That’s a net minimum of +15% everyday provided you find 750 calories, which is 5 cattail stalks. Maybe forbidding calories-activities while you’re starved would fix Interloper, but this option is not available in custom settings as far as I know. The fix to this problem would be to disable “at rest recovery” curve and have the “awake” one play also during sleeping like @Drifter Man suggested, but this possibility doesn’t exist either, and the Low “at rest” curve is still giving you more health back than regular background, by at least a factor of 2 or 3 compared to calories cost. Regular Interloper came with a fix that treated the symptoms instead of the cause: “Rest as a resource” is here to prevent you from sleep-healing as much as you want. Problem is, the only consequence of this mechanic, which actually arguably doesn’t seem realistic in the first place, is that on Loper you end up running stupidly around your indoors place before going to sleep. Which doesn’t punish you in any way since you’re starved already. I felt frustrated the game makes me behave strangely like that, so I poked around a bit in Custom Settings to find what I could play on my next runs, that would force me to behave differently – more “realistically”. I’m not experienced enough to play a DeadMan mode, plus I feel it’s not really realistic that you can’t heal at all, and the Emergency Stim hunt would not be fun to me even if I knew where they were and was able to survive this mode long enough to find one which anyway is not the case. Here is what I ended up with, a set of halfway alternatives: the Sleepwalker Modes are a rising slope from Interloper to Deadman. Interloper SW0 SW1 SW2 SW3 SW4 SW5 SW6 SW7 Calorie Burn Rate Very High HIGH HIGH HIGH HIGH HIGH HIGH HIGH VERY HIGH Thirst High HIGH HIGH HIGH HIGH VERY HIGH VERY HIGH VERY HIGH VERY HIGH Fatigue Medium HIGH HIGH HIGH HIGH HIGH HIGH VERY HIGH VERY HIGH Freezing Very High HIGH HIGH HIGH HIGH HIGH VERY HIGH VERY HIGH VERY HIGH Sleeping recovery Medium NONE NONE NONE NONE NONE NONE NONE NONE Awake recovery Medium Very High +2 %/h High +1%/h Med +0.5%/h Low 0.25%/h Low 0.25%/h Low 0.25%/h Low 0.25%/h Low 0.25%/h Rest as resource YES NO NO NO NO NO NO NO NO The slept part of the day is actually punishing: you have to be on calories for not losing precious health, but don’t get any recovery during this hours. Yes, this is a calorie sink. The next level would be a Deadman variation, where “awake recovery” is set to “None” I’ll start on sleepwalker level 1, since being starved is -1%/h (confirmed by personal science today), it seems fair to me that being fed should be +1%/h. Good assumption for the roleplayers / immersion: Below you will find the codes for playing these modes: SleepWalker Level Custom Code 0 8sDM-qj4P-KxuH-yaKO-LgEA 1 8sDM-qj4P-KxuT-x6KO-LgEA 2 8sDM-qj4P-Kxuf-xaKO-LgEA 3 8sDM-qj4P-Kxur-w6KO-LgEA 4 8sDM-uj4P-Kxur-w6KO-LgEA 5 8sDM-uj8P-Kxur-w6KO-LgEA 6 8sDM-+j8P-Kxur-w6KO-LgEA 7 8sDM-/j8P-Kxur-w6KO-LgEA Deadman Style 8sDM-/j8P-Kxu3-waKO-LgEA I’ve tested this mode a bit already, and it made me behave more realistically, so for me the SleepWalker variations hit their target. I hope some of you will test them, and if even only one of you likes it, I’d be glad to have taken the time to share my views in this post. When I’ll play this mode (no idea when), I’ll report just here just like I do with the actual BareSkins, this is why I posted in "survival stories" section.
  7. it would be nice it sees the clothing that you are wearing when you use a weapon or a light source. for example, if you are wearing a wolfskin coat then you can see the sleeves of the coat when using a weapon like the rifle. also, fix the rock clipping into the mine door in desolate point, the one kinda near the stone church.
  8. Really enjoying the game. I grew up in Alaska and this game scratches some nostalgic itches that no other game has been able to offer. It's pretty great. However, a constant gripe of mine (and this applies to many, many games, not specifically TLD) is having the interaction key on the face buttons of the controller (I play on xbox). In first-person games, I highly value being able to trigger interaction prompts without having to remove my thumb from the right analog stick. If I ever have the option, I always set interactions to the right shoulder/R1. >> I would just like to request that console players be given the option to remap their keys. << I can't properly express how much this would improve the game for me, and I'm sure there are others out there who would appreciate the option as well, even if it may not be a very common request. For me though, it would be a very big deal. Enjoying the game very much, but would simply like to remap keys on console. Thank you, Hinterland.
  9. 1. it would be nice to take the animal someplace warm and then harvest it just like rabbits. 2. when you find a dead body they could have a diary that can reveal their home or they could have a map or something, either way, it would be nice to have more ways in the game to discover new locations specially for new players who don't know the map!
  10. OK so in real life it is possible to make a fuel a primitive kerosene/oil for storm lanterns from birch bark you pack a steel can with a lid (like a coffee can) full of birch bark and punch a nail hole in the bottom of that can so the produced oil can drain into another can once heated in a fire. maybe I would suggest 10 birch bark and 2 recycled cans (reusable) for 500ml as it's a game and have the appearance of the cans be within the fire stacked on top each other? https://youtu.be/XOidkCPgP24 Not sure if links are allowed but there's the real life example.
  11. As we know, we wont get changing hand models based on mittens or gloves. But can we be forced to take off gloves before using a rifle? Or take chance on frostbite when your rifle is showed with naked hands (presumption that character took off gloves automatically off screen). Same system can be applied for any item in bare hand (revolver, latern, flare, etc)...
  12. Recently purchased game. Love it btw. Only suggestion I had was to add default keys in directions. Mainly for newbies like me Example... Open Radial Menu (Default: Space bar) Might have missed it somewhere earlier, but had to look it up in key bindings to figure out it was space bar
  13. It would be very nice if the visuals for the rifle, revolver, and the bow looked different depending on the condition said weapon has. The rifle could have scratches if low condition, the bow could look more scraped and/or damaged, and the metal on the revolver could be rusty and/or have chunks off of the weapon.
  14. Thomas Pickar

    Pancakes

    Pancakes could have a box of Just Add Water pancake mix and just like coffee and herbal tea they take water out of your inventory to make and can be cooked on a hot stone or in a cooking pot or stovetop or they can even add a designated frying pan and the whole box could give about 2,000 calories worth of Pancakes
  15. Wasn’t sure if this happened to anyone else, but I’ve always found myself having a bunch of extra tinder and having to leave it on the floor. Once you’re at a certain level for your fire starting skill, you don’t even need tinder in order to start a fire, making it pointless to carry. Maybe tinder could be added to fires to make them hotter for a certain amount of time. It would give players a reason to carry a bunch of tinder.
  16. I would like to see in the future a convenient console for exploring the world. This will make it much easier to get different information and help me write new tutorials.
  17. I wish we could breakdown burned out campfires, even if only as an option to get rid of them when we are done using them. I find myself looking for good places to put them outside, and most often I opt not to just because I will eventually wreck the place with campfires just littered all over. This is also why I don't use fire to thaw carcasses, I know it would make it easier to harvest and keep me warm... but I just can't get past the fact that it will leave a seemingly random firepit there forever. It's silly, I know...
  18. The snow shelter is good for waiting out cabin fever and for making an outpost, but with the higher difficulties, the 45 min build time makes it very risky to use the snow shelter in emergency situations without dying from hypothermia. Usually I’ll just find a cave or an indoor area instead of sleeping in a snow shelter because you can still freeze to death in your sleep (far less likely if you have a bearskin bedroll though). A one-man portable tent could be useful in emergency situations and make the remote regions more survivable on the harder modes. Maybe add the option for one of those portable tent stoves so that you can make a fire inside the tent. Both the tent and stove should weigh a decent amount so that the player must contemplate about bring them on their journey. The tent should take less time to set up than a snow shelter. One thing that could be added for use in a tent, building, car, or cave are mummy sleeping bags. They could be rarer then bedrolls but be warmer than them so that you have something better to use while trying to get the bearskin bedroll. Interloper is so much more difficult with the intestinal parasites affliction. In my opinion, it’s really unfair. If I forge tools, make a bow, kill a bear or wolf, and cook the meat properly, I should be able to eat the meat without worrying about parasites. The parasites aren’t prions or anything, so they should be killed when the meat is cooked. It’s frustrating being only able to eat one piece of meat per day so that you have the least chance of getting an affliction that can last 20 days or more. I understand why it was put in, but it maybe it should be an affliction for eating raw fish. Eating raw fresh fish shouldn’t give you food poisoning, but should instead put you at risk for intestinal parasites, making it viable to eat fish raw, while also allowing for the safer option of cooking it before eating it. Snowshoes have been requested already but I thought of ways they could be balanced. Snowshoes could make you walk faster in snow, but make it harder to run and make you walk slower up hills. They could be findable or able to be crafted with sticks and some sort of cordage (animal sinew). The findable/artificial ones should be better than the craftable ones (more durable or quicker movement). Snowshoes could allow for bigger maps and would be useful in Pleasant Valley.
  19. Hello! I've been following The Long Dark since 2014, and there has always been a detail that sort of bugged me. I didn't know there was a forum where we could talk about TLD until I watched the video that they just uploaded haha. The toilet stalls. I never understood why we wouldn't be able to enter them; they could provide some sort of shelter, make it a building that you can enter without needing to go through a waiting screen. I doubt we would be able to find clean water there, but maybe someone left their newspapers there, or other various small items.
  20. Hello fellow The Long Darkies! It seems most of us NVIDIA users are experiencing graphical glitching after the REDUX update. I have good news for you! I found these launch parameters (from Unity issue tracker) that fixed the glitching for me and allows me to continue surviving! -force-glcore42 -force-clamped Hope this helps! Remember to up vote the issue in the link I provided, so the problem gets enough attention and hopefully a quick and permanent fix. So that such workarounds wouldn't be needed in the future. Antergos Linux 4.19.8-arch1-1-ARCH I5-7600K, 16GB DDR4, GTX 1060 3G nvidia 415.22, mesa 18.3.1-1
  21. Ok, so like to leave spare knives, hatchets and quality tools on top of the workbenches in my main shelters. There's no reason to be carrying all that stuff around, right? You can look at the attached image to see how my workbench looks like. So, I think it's a good idea if the items that are placed on top of workbenches counted as if they're in your inventory whenever you're crafting something in that workbench. For example, if quality tools is placed in the workbench, I could use it to craft simple arrows without the need to pick it up. Sometimes I just forget to drop the item again and I end up carrying it all the way to another region by mistake. It's a simple change that would improve quality of life for crafting and I don't see any immersion breaking in it, that is basically how it happens in real life. You'd just leave your tools by the desk, and not pick them up and carry them arround in your backpack by mistake after you're done working. Also, on another note: Arrow Shaft, Arrow Head, Line and Hook are all classified as "tools" in the inventory, while they should actually be classified as "materials", or at least appear in both filters. On a similar note, bandage is listed as a material and it isn't used for crafting anything. (as far as I know lol)
  22. Here are some suggestions and ideas to have for in TLD. 1: Recycle the use of ruined sewing kits, converting them into scrap metal. 2: Using bones, claws, antlers, and teeth for various tools or weapons - i.e. bone shards to make sewing needles to restore sewing kits, leg bones attached with wolf or bear jawbones to use as clubbing weapons, bones turned into knives. 3: Full discarding of ruined items that can't be recycled. 4: Recycling cans to also be used for scrap metal, converting into knife blades, fishing hooks, or even as a deterrent system (a string of cans that rattle to startle away wolves) if they get close to one's camp, or make the cooking pot. 5: Ruined food items should be used as bait for wolves and bears. 6: Goggles - to help combat blizzards. 7: Better blood trails on wounded animals - There have been a few times the blood trails would suddenly end and disappear leaving the corpse of the animal in an unknown location and direction. 8: Craft a bedroll from deer, wolf, and/or cloth if one can't find or kill a bear or moose. 9: Crafting candles from animal fat. 10: Crafting a sled, the sled can be used to carry supplies or dragging the carcasses of the animals hunted. (Scrap metal, cedar limb, cured intestine) 11: Keeping meat outside in a container (container, trunk, etc.) will keep the meat fresher longer and/or freezes it for later use, lessens decay rate greatly. 12: Slingshot (cured intestine, branch -stick-, stone), stones would be used for the ammo of it. If you can't throw a rock at a rabbit, test yourself with a slingshot. Using it on wolves would spook them on contact. Or even be crafted with sticks and anything rubber found in the game, or have the other kind of slingshot (primitive slingshot) using a cured intestine or cloth. 13: Tinder box, the metal container could be used and can be converted to be used to carry the embers from a fire to help start a new fire without using other materials to start fires. - Portable Stove (that can have embers in it to keep it ready for use) gives heat to the character while on the go (can only last a few hours before it snuffs out). 14: Handmade handsaw, crafted from using scrap metal (or cans) with cloth or cured intestine. 15: Bait traps, i.e. a knife would be used to hidden in meat or covered in animal blood and positioned in snow or ice (or tied down or onto something stationary) so the bear or wolf would eat/lick it and damage themselves on the blade causing them to bleed (this is an old method to kill predators). 16: Cutting up down trees - trees that have already fallen down and such should be able to be cut up and used for firewood. 17: Rummaging burned out remains of buildings, charcoal, and possible metal items to be found. 18: Repair outdoor buildings. Like the Mountaineer's Hut, there should be a way to repair the holes in the roof and such to help keep the place warmer on colder days. Also being able to make makeshift doors for certain places and fishing huts. 19: Build various types of winter shelters. 20: Handwarmers, they would be one-time use and handy when freezing to death. They can be recycled for another use or put in the fire for fuel after they are used up. 21: Drying rack - for making jerky and dried fish, these food items would last longer. 22: Hollowed out tree logs for shelter. 23: Bottles of honey - can be used for food and healing. 24: Hard candy - can be crafted with the use of honey, can also be used as bait for deer and moose. 25: Various canned soups, canned meats, canned cat food, loose nuts and seeds (can be bait for deer, moose, and rabbits), harvesting bird eggs from nests, etc.. 26: Crafting a stone hammer - can be put together with stone, fir log, and cured intestine. 27: Interacting with furniture - can sleep on couches, rest on chairs, convert bathtubs into beds, etc.. 28: Bone Broth - crafting/cooking this gives warming effects after consumption or mixed with other food items to make stew in a pot. 29: Crafting a wood lantern - when your storm lantern is broken, you should be able to craft one that uses sticks for the fire use. It helps light the way but also keeps you warm as long as you have sticks in your inventory. 30: Uses for the hay bales, possibly some craftable things - can be used for warmth, bedding, fire starter, etc... 31: Able to place things. - This would allow us to organize places we have made our camp bases in. It'll be easier to keep things sorted out and not dumped piles on the ground. 32: More animals - foxes, mule deer, mountain goats, wolverine, cougar, lynx, caribou, elk, grizzly bears, birds, etc... Animals of Canada, maybe even a random polar bear along the coast. 33: Alarm system - using cans and cured intestine to set up a small alarm trap to scare off bears or wolves that trigger when they touch it. It will scare them away for a time. This will help keep certain areas safe from them in ambushing you or killing off, perhaps, rabbits or deer you have in the area. Or even help protect your outdoor camp. 34: Avalanches - Depending on what's happening via weather or if a firearm is discharged, there should be a chance for an avalanche to happen.
  23. Hi everyone First of all, sorry for my weak English, it is not my mother language. I am playing this game long enough to complete almost everything, to cut down the time until December I try to beat my own records in my favourite challenge: The hopeless rescue. (with only regular short cuts). Since I found only older threats (before last updates) I allowed me to open a new thread. So I am asking for help, to save more time. My actual record is 35 hours and 5 minutes ( found 5 coffee boxes before arriving in Timberwolf) My target is not to sleep one single hour, so I guess I need more coffee to find. I appreciate any tips from the community. Below my main question (more will follow :-) ) The farmhouse is my first target in PV, there I can cook 6 coffees simultaneously (with water from the dam and farm house). On my way to Timberwolf, right now I always use the way with the two climbing ropes, and I guess this takes me too much power, so I am trying to find a better way. On Whiteberrys map there is a foot path, but I never find this one. Dos this still exist? I think I can see it but not possible to go there up (only down). I attached a map: green one is the way I use right now the red one is the one I guess is the best, put I can’t find it! Is this way up on the foot path still possible with latest version? Blue one: I also tried this one but I lost to much time and it is difficult not to lose the way Coffee: I guess to come up to the plane without sleep I need to find 5 or 6 coffee boxes for 25-30 coffees. Where I found coffees: ML Trappers cabin, ML Camp office, ML container in front of dam, ML dam, PV farmhouse
  24. Does anyone else get kinda annoyed when you want to place a jerry can in a particular spot in a particular way, but to do it you either need to right click it multiple times from different angles, or try to angle yourself to place it just right? I feel like any easy fix would be to rotate items with the scroll wheel (on PC, not sure how keybindings work on other platforms). Maybe this wouldn't work due to coding issues, but it'd be nice to have this as an option.
  25. It’s always the small things that make the game more emersive. This wouldn’t be too hard to add and could just delay the upcoming update by a week. instead of having a circle as you are interacting with something you could actually be doing that for example instead of that progress bar you would actually be opening it like you would in real life you would be able to SEE them item in the cabinet not a gui but like you’d see a coffee mug in a microwave.