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Found 1,681 results

  1. 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.
  2. 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.
  3. 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. 🙂
  4. 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?
  5. 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.
  6. 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.
  7. 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!
  8. 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.
  9. 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.
  10. 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?
  11. Something to keep us playing after we complete wintermute
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. 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
  17. 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
  18. 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?
  19. 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.
  20. Patchouli

    VR

    This game is so immersive. It would be awesome if it were available for virtual reality headsets. Get on that, would you? :)
  21. Just as the title reads. I like to set screenshots from this game as my xb1 wallpaper, however I have to go to the options and toggle the HUD off to do so, so my survival meters don't get in the pic. I know pc has a hotkey to turn this off, why not Xbox one? My suggestion is to double tap the B button. Then tap it once to toggle it back on
  22. If you could I think you should add region creator and workshop. In region creator you could make so anyone could design their own map and submit it to workshop and play it.
  23. In my current run, it's just occurred to me... I kind of wish that the drop zone for items was a little tighter. I mean specifically the area around you where items dropped from player inventory appear on the ground. While I acknowledge that this is a personal preference/quirk of mine... I find myself spending a lot of time dropping items, only to them pick a lot of them back up and re-dropping - repeatedly, trying to get them in a tighter pile. A specific example of this... I use one of the tiny crates in the Mountaineer's hut as a coal bin. I find myself having to climb up onto the crafting bench to be able to get over top of it and drop the coal in... but since most of it lands in fairly random way in the "drop zone" I end up picking most of it to try it again. After much effort, I have a nice little box by the crafting bench what very neatly holds all my coal. I guess I just wish it didn't take so much effort to be able to do this It may sound silly, but I can easily spend a large portion of my in game day trying to "tidy up" piles of things: Sticks, cloth, coal, charcoal, stones, pelts... pretty much everything that one might end up wanting to drop at one point or another. *I also really wish there was a weapon rack in the Mountaineer's Hut...*
  24. I'm a relatively new player but I'm enjoying the game immensely. I Don't know if this has been suggested or addressed previously however have you thought of stone Tools created by flint napping? You could create arrowhead, knives and hatchet's I would suggest those have a low % chance of breaking which would increase when the condition % is decreasing I would also suggest that these items lose condition faster than normal items due to being made out of stone. And lastly I believe that a new suitable type of stone can be added to the game that would need to be searched for. As I say I am unsure if this has been suggested or discussed but I do believe this would be a useful addition to the game.
  25. hey guys, i'll go straight to the point, one of the most common household items in all of the world are thermal bottles, they can keep cold liquids cold and warm liquids well warm for longer periods of time, I thought was maybe used the same mechanic from the storm lantern, but instead allow you to store tea or coffee (I don't think storing pork and beans or peaches would be a good idea) the thermal bottle would keep the liquids warm for longer and would help out when you have to come home from a Blizard and also help in the late game when the ambient is colder allowing the player to stay outside for longer, also to balance it out they should be made rare, and also since they can't be crafted by common manners (they have to pull a vacuum to make it perfect) you aren't able to fix it, and it loses its effectivity the lower the condition gets. That's it, I hope you guys like it. :D