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About Me

Found 1,807 results

  1. A friend of mine who just started playing said it took a while before he figured how to melt snow. Perhaps at loading screens tips could be added to tell people how to perform basic functions. Or maybe add a short Help Section with some simple instructions. Also, in every person's inventory there ought to be a 1L aluminum pot that weighs 100 or 200 g. And everybody should start out with two 1 L bottles of water. The bottles are recycled when empty so we have to have bottles to keep water in. You can find empty bottles to use, or keep bottles to use after you drink the water from them. Of course, they come at a very minor weight cost. Edit: Main reason I suggest having actual bottles as a necessity is because there needs to be some factor to limit the amount of water we can make from melted snow. Being able to just have 30 days of water on hand at all times takes away from the "danger" of trying to survive The Long dark. Cheers
  2. It would be a good idea to add the possibility for the player to harvest impure water from the fishing holes once they've been broken. This water would then need to be boiled/purified but at least the melting snow step would not be required if a fishing hole has been cleared already; and it would make fishing a bit more rewarding IMHO - right now if you need to heat up a stove while fishing it's a pretty expensive source of calories due to the wood required; this way if you decide to fish you know it'll also make for an easier source of water at the same time.
  3. First, i have to say that this game is truly amazing thanks to the devs and community. I just past day 200 in stalker and keep going. There is one mechanism missing in my eyes: character long-term management. Right now, your status can go super quickly from “everything is perfect” to “I’m almost dead”, or the opposite. In many cases it is good: this is short-term management. (ex: cold weather, thirst, wolf attack…). But there should be elements to take into account on a longer time scale. Below are three long -term status that I would love to see. They would work kind of like the status for thirst, hunger, tiredness and cold, but would have much more inertia (evolve slower). · Fat: Your body stock calories mainly as fat. If you eat a lot, you get faty. If you stop for a long time, you starve. However, this does not happen on one day. How I see it working: Calories stock describe the amount of calories directly accessible for your activities: If you fall to 0, you can’t do any physical activities, you are out of power. But your metabolism work hard to provide energy. It means that closer you are from 0 calories, faster your fat get transformed into “usable calories”. Eating would also directly provide calories (as currently in game). In the opposite, when you have a good amount of calories in stock (let’s say more than 1500), and not doing any physical activities, those calories get slowly transformed to fat (this would happen mainly as you sleep). This would make the calories management much more realistic and add a great game-play mechanism. This also fixes the hibernation exploit: You can stay several days without eating, but too long and you end up with a low amount of fat, ultimately leading to death. (Cabin fever is no longer needed, and it’s really the only thing that I strongly dislike, it feel not right). · Muscle: If you exercise a lot, you should build up muscle, if you hibernate you should slowly lose them. Muscles should directly influence the amount of time needed for any physical activities. You can even imagine some activities impossible if you are not strong enough (like pushing a huge rock blocking a path, opening locked door…) · Sanity: What happens to you should impact your sanity. Things improving your sanity : playing an instrument, having a good meal, a good night, past several hours outside… Things degrading you sanity: every bad event happening to you, corps, cold, hunger... Sanity should also affect the time needed for every action (willpower). If it went to low, you would start hallucinating, be more tired… I’m convinced that adding long-term elements would greatly improve the game, feeling more realistic, interesting and not even more complex. Those long term element would evolve slowly, letting a lot of time for new player to adapt. Thanks for reading this post, hopes you like the idea and wait for your suggestions. (PS: sorry for my approximate English).
  4. Docterrok


    Ok, I'm up on a cliff, see the landscape before me, I'm tired of squinting! Bring on the binoculars! let this happen please!
  5. So, I don't know how practical it is but I would enjoy seeing a high tech location in the long dark. Examples could be a ferry terminal, coast guard station, research facility, or regional airport. I think it would fit well with the themes of the game as you have formally vibrant, super advanced areas being rendered obsolete and barren simply because the power turned off. Radar and satellite communications aren't much good without any way to turn them on. The amount of abandoned equipment would also be large although most wouldn't be useful. It would be interesting poking through offices full of cutting edge computers, instruments, machines, airplanes, etc. all rendered as scrap. I would envision the general feel of the high tech areas to be like the legend of the Mary Celeste: everything frozen in place as if their owners would be coming back any moment. A recently abandoned high tech area would also help round out the other sandbox maps where we have an agricultural, long abandoned industrial, small communities, remote and rural vacation areas. From a gameplay perspective high tech areas would offer little in the way of traditional loot. No rifles, food, axes or knives. Depending on how the crafting system and mechanics evolve though the reward for exploring these sites may be rare components, advanced tools, or unique items. Coast guard stations may have flare guns and inflatable boats for example while airports would have hangers full of specialized tools. A ferry terminal may have forgotten belongings and cargo and a research station may contain tents and advanced clothing for remote oceanic research. All interesting things to collect if you can survive in the otherwise barren location. Not much grows on concrete and pavement after all Note that there was already a post for a general location wish list. This is just my personal one
  6. First of all, this will be a multi part thing, I am enormously passionate about this idea and it would be a dream come true if any of my rough drafts were implemented into the game! The link is below for those who haven't seen part 1. Now, on to the good stuff! I want people opinions, feel free to give any suggestions, comments, or the like, don't worry! I have thick skin, I can take critisism! Now, without further ado, let me introduce the thoughts I have on this matter. First of all, I was slightly concerned that Kait and Nathan would come off as offensive, that was not my intention. I simply wanted to make characters that stood out with an interesting concept in mind. Forgive me if I caused offense. Now, onto the items they had, I would like to apologize for taking liberties with Kait, I understand that her outfit, and weapon, do not exist in game, Raphael, if you are reading this, that was my bad bro. Also, since NPCs aren't even a thing yet, I do not know how interaction will work, I simply gave them backstories to add depth to the characters, If backstories are not a thing, once again, my mistake! I hope that this discussion will be as fun for you as it will be for me! Thank you for your support!
  7. ok they are not so kind but ... if you drop meat on the floor wolves come slowly and eat it and we can go soooo close to him ( 1 meter ^^) i can pet him and they just eat like a good boy ... they become a target too much easy. i propose to make then more agressive when we come too close : it s normal the defend there meal. we can imagine different kind of reaction ( if the wolf is really starving etc..) run away with the meat , attack direct, or like today if he s really starving etc etc
  8. I don't know what was the intention with forges, way back at Desolation Point update. It's awkward from both gameplay and realism perspectives. Gameplay, because with bow hunting being unreliable as it is, limiting crafting to only one region is way too much hassle. Also arrowheads aren't that crucial yet are permanent. Craft them once and you're set. It breaks balance of spawn locations and makes the journey to DP forced and not fun. Just imagine if torches or snares could be crafted only at DP... Realism, because in real life one can make arrowheads from soda cans by cutting and folding aluminum. No need for forges. As it stands right now, moving arrowhead crafting to forges all but removed a mechanic from the game.
  9. I understand throwing flares has been removed and it now only brandish.. I think both should be available depending on the situation in maintaining advantage in a close proximity encounter with a wolf.
  10. ### "Predator", with icon being a bear? - Quantity of loot halved - Only one knife and hatchet per region - Only 50% chance of rifle per region - Condition regain halved or even quartered - Condition regains only when sleeping - You cannot craft/repair/break while exhausted - Found tools are no longer limited to only 80-100% quality - No sewing kits - New man-made food poisoning formula: [chance] = (100 – food item’s quality) / 3 - Backpack reduced to 25 kg - Skills don’t increase - Flora items (teas, bandages) need twice the resources - Less items in unlocked containers, more – in locked - It takes 2 pieces and 10 minutes to make a tinder out of sticks - No individual pieces of cloth or scrap metal laying around - Penalty for leaving skin exposed (cannot be without pants for example) ### Extras that may not even be possible to implement - Houses with a fireplace are locked - require crowbar to enter for the first time - You cannot craft/repair/break things in the dark You may not be able to reach 1000 days on this, yet 100 days are completely possible. I actually did it while following those rules. Didn't enter heated homes without a crowbar, only picked low (orange) quality items, only picked <85% quality tools and matches, didn't pick ammo boxes (only individual bullets), didn't repair tools, carried wood as dead weight, didn't use sewing kits, didn't allow calories to reach zero, didn't do anything in the dark. only gathered a third of all flora etc. The result? At no time at all it was ever boring or tedious – unlike regular Stalker where it’s smooth sailing from first week onwards. It's instantly noticeable how much more fun game is when you lack a hatched, knife or rifle – it gives you an objective, forces you to improvise, makes you to take tough decisions. Steam says I have 200 hours in TLD. I've been playing like this for the better half of it now.
  11. Hi All, I wanted to write this post earlier, but I had a serious challenge: real life work. Yes, this can happen even to the laziest human in Earth. And in addition I had to play a little... So, here it is, journey times testing. I was really lucky to make each of these test-journeys in clear weather, at very light wind. Others could measure different times. Now, I would say I feel the concept behind the new stamina system. But I stick to my opinion, that around 25% of the difference between v.332 and v.338 should be given back. On the other hand, I realized that "perfect setup" to make is impossible, there are too many circumstances and possible player activities. If the creators will leave it as it is, I will happily live with it. Thanks for your attention.
  12. I'm a small time game dev, I put it apon myself to give some ideas for npcs that, if put in the game, would make me the happiest man alive, I don't even need to be credited, just seeing my creation in a game so grand would be heaven, here they are, you don't need to use all of them, any one would do! P.S I apologize for poor handwriting, I'm an artist, not a poet!
  13. I know that this is probably an old idea that has been tossed around many times here in the forums but if there were going to be any new craftable items, I would want want to see craftable rabbit skin undergarments. I would think a pair of socks shouldn't be any more difficult for the design team than making a pair of gloves. I'm no programmer, but dont you just substitute the word foot for hand and basically its the same? I understand about the complexity of the hand painted textures, but we are talking about a small pair of socks, just make the wool sock template stock pictures a little fuzzier or something and I for one would be happy with that. Keep the crafting requirement or mechanics the same as the gloves for simplicities sake, but give me something to do with all these skins, please?
  14. I don't know if I'm posting this in the correct place or even if it is of any interest to the hinterland team. I've spent so many hours around the camp office now I am able to jump over the railing on the stairs and land on the shelves below. I can also land on the railing and walk back upstairs still on the railing. This does not lead to any exploits but I am able to place objects in some rather funny places that are then impossible to retrieve. Also I have injured my self a few times doing this by mistake. I am able to climb on top of the pot belly stove down stairs glitching through the chimney. I can take some screens if any body is interested or wants to know how to get on the railing
  15. Yes, it would require a lot of coding. Yes, it would get difficult, but I'll be damned if it wouldn't add a lot of new gameplay. Here's my pitch; With the new shelter building mechanic coming in the June update, I came across somewhat of a revelation; There are a LOT of buildings in TLD. So many, in fact, that with the exception of sometimes PV and TWM I don't really feel like I'm out in nature. Originally what I wanted was a new map with no buildings but, that would take up a lot of time and work, so why not just get rid of them as an option? Say, it's a mode or something. You spawn in a prepper cache, with a rifle, some food, all that basic stuff, and from that point on, you're living off the land 100%. The incentive to go traveling would be maybe to find rounds of ammunition or supplies scattered across the world in corpses or whatever. I just feel like; at the moment there are too many buildings for want or need of a shelter mechanic. I assume it is a temporary nook, usable for a night before you move on, but even with less than an hour of daylight left, buildings or other forms of shelter are so frequent that it would nullify a potentially great feature. I take back what I said earlier about how it would require less coding (Imagine removing the dam) but if it is done, it would be a lot more wild land to explore than just one map with no buildings. Timberwolf mountain has so many caves and stuff that you may as well say it's covered with buildings, just minus the loot. Thoughts anyone?
  16. I understand that they probably already have the region's basics mapped out, but just an idea for a future map: A Ski Resort. The region could be located near the two new ones added in the story mode update, as they both look mountainous enough, and perhaps that's where a large mountain range could begin on the map. (purple and green) I think that this idea has a lot of potential, as such a location has the perfect blend of nature and man made structures, which would make it one of the more popular maps in this game, such as Mystery Lake. Only difference being the difficulty level, and the locations of the buildings. Unlike Mystery Lake, where the shelters are spread out; this map would ideally have one concentrated ski village kind of area at the base of the mountain, and then maybe another lodge or two along the chairlift (yes, you heard me!) MAP DETAILS: First off, I want to just state that this part is all completely modifiable, and if the developers decide to take inspiration from the basic idea above, then by all means this can (and should ) be made completely different. Also, be sure to reply with any changes you would like to see! I'm going to suggest a ski lodge at the base of the mountain, with all the necessary items to make a base, but not necessarily the best one. (sorta like the camp office vs trapper's homestead in mystery lake) then, a large building behind it, with a square of smaller buildings like shops behind it. Though this seems like a lot to ask for, it would be surrounded on all sides by expansive wilderness, besides the abandoned country road connecting it to another region, and the ski runs of varying sizes. I said chairlift(or gondola) before because what is a ski resort without one? This would lead you to the top of the mountain where a short trip could help you find the more advanced base. If you have any ideas for the rest please comment!
  17. Often while traversing the icy, cold and deadly terrain, I often sit there and listen to a blizzard blow, the birds singing in the background or the wolves howling in the distance. I also know that a soundtrack will be released when the game is fully released. So I was thinking, that hinterland should add in the environmental audio as well as the musical cues that occur (new area, specific time of day) during the days. Similar to what Far Cry Primal did with their audio experiences. I personally would love listening to the environmental noises with the short musical cues within while writing up my assessment tasks. Let me know your thoughts!
  18. I'm sitting in my house.. i have got 20l water, tons of firewood and food for day's. It's daytime, the room is bright and i do... nothing. Because there is a blizzard outside. The third in the last two day's. Of course i can wait in my bed, but the cabin fever is dooming and it's unrealistic too. All stuff to repair are fine. I wish i could pass time whitout the risk of cabine fever by reading of a good book. Most of the books should be novel's and if you read it you can pass (in steps) up to 20 hours in bright rooms. If you read a book again you can only pass a shorter time because you know the book. I have got more than 20 books here... and i want to read it.
  19. Animals are smarter than we mostly realise.. I think wolves would manage to open containers used to store mad goodies like fresh venison, I would like to see an implementation of a makeshift fix using crafted sticks to secure containers from hungry wolves. Also there would be close to no chance of having food stored amongst a frozen human body and having it protected from sun and wolves, I feel this is a major game play aspect that needs to be closely coded to realism. Cheers, wish you safety out there!
  20. So, there was an old post about where you could sleep outdoors without bedrolls: Cars are obviously one location but why couldn't you use your bedroll in a car? If my options were wrapping myself in a sleeping bag or shivering on a cracked vinyl seat I'd definitely use my bedroll in a car. Sleeping in cars should be the same as sleeping anywhere outside: you get the warmth bonus of the bedroll if you have one in your inventory. The key difference is that the bedroll isn't mandatory to sleep in a car. It's just a nice warmth bonus. Secondly, if candles are ever implemented, you should be allowed to light one in the car. It's not going to be the same as a fire but a candle in a car will still warm it a degree or two. If you have a mess kit, you would even use your candle to very slowly melt water. Perhaps 500 mL in an hour. Lastly, there should be occasional cars with locked doors. Why? To make life interesting of course! If you come across a locked car you could use simple tools to pick the lock (maybe you'd actually carry tools then), a prybar to pry the door open (too bad it won't close right so goodbye warmth bonus) or just smash the window with any tool you want (goodbye animal and windchill protection). Locked car doors would provide some interesting gameplay choices without (in theory) being too much extra work.
  21. I would like to see the magical time-teller disappear. Instead you can find a (manual) watch - which you BTW have to remember to wind yourself once every other day minimum or it will stop. If that happens, when you will have to guess the time and set it. No longer will you be told the amount of daylight or night left. You have to guess it by yourself by the coming of dawn and dusk - and adjust the watch as you think. Also; you can no longer decide how many hours you want to sleep, but you sleep till your are more or less rested. The you can sleep again if you want to be fully rested. I think this is a big deal. Maybe there can be an alarm clock of some sort; a grandad-clock or you can make something for powernaps? There can't be any electricity, right?
  22. Eames


    Something would cause it - maybe low condition, exhaustion, not enough sleep, food poisoning etc. Then you would start seeing things - animals, items, trees - that one moment are there, only to disappear later. Maybe day temporarily became darker or there would be post-processing effects: vignette, blur, bloom etc.
  23. Corpses right now are a bit silly. Not because of their rose cheeks but because they all look the same. At least their clothing could be colored differently. Maybe female bodies too?
  24. Introduction This is my first gameplay feedback post (third topic post on the hinterland forums). First of all, let me say that the development team has designed an amazing game that offers a unique experience. Game design and art quality are both top-notch. For me, this game is a one-of-a-kind, “must play” for anyone who plays video games. It is a “must play” for many reasons; partly, because of its psychological impact on the player. The game creates a constant suspense with the desperation of survival, while the world offers a serenity and beauty that is calming. This is the only game that makes me run to the cabinet to get a midnight snack (when I’m not actually hungry). It gives me an appreciation for having food and clean water. (Among “must play” games, I would include it with Amnesia: The Dark Descent, Faster Than Light, Half Life 2, and Portal (& Portal 2). These are all unique games, in my opinion.) I want to offer my analysis of the strengths of The Long Dark, and toward the end, possibly offer some suggestions for the development of the game. For me, the fun of playing The Long Dark comes from: Constant Suspense Beauty and atmosphere Complex decision making and planning. All three of these factors work together to make this a superb game. The constant suspense of being “on the edge” of survival immerses the player within the world. It forces the player to make on-the-spot judgment calls about what to do at any given time. Risk-and-reward strategy is strong in this game. The beauty and atmosphere create the perfect mood, either being calming in the conflict-free times, or intensifying the dark tone when starvation and struggle dominate the player’s focus. If The Long Dark continues to retain its “charm” through the complete development process, I believe it will need to maximize all three of these attributes. Analysis of Gameplay A) The importance of changing variables in creating new gameplay experiences In TLD, suspense comes from scarcity of resources and not knowing the likelihood of survival on a daily (in-game) basis. The variables concerning survival are many. They range from location and amount of food in storage, location of predators, outdoor temperature, weather precipitation, weight of backpack during travel, when to light campfires, what to do while campfires burn, how to find key items for specific tasks, etc. With all of these variables in mind, the player’s goal is to maximize efficiency (and safety) when planning tasks for each day. However, the attainment of perfect efficiency under constant (static) variables leads to stale decision-making and boredom. That is why a few random variables are essential to making the gameplay experience organic. These variables are: Weather precipitation Temperature fluctuation Animal locations Locations of rare but essential tools An organic experience is one in which planning is never static because of randomly changing variables (listed above). For example, changing weather conditions can easily compromise a hunting run. Predators can block the way to the nearest cabin. In the case of tools, item locations are randomized for each game. Other (static) variables, such as town locations, never change. While these variables have an influence on the player’s decision making process, they do not initiate conflict in the player’s planning. I believe the organic nature of decision making is what makes TLD successful. If there were no random variables, the gameplay experience would probably become dry after the player learns the most efficient means of staying alive. It would be a rinse-and-repeat experience for every day. To stay engaging, The Long Dark must constantly present new, complex decisions to the player. Decisions become complex when they are influenced by many variables (consider some of the variables listed above). Variables can interact and combine in countless interesting ways, similar to how chess involves only two dozen game pieces, but offers nearly unlimited possibilities for decision making. When the player starts learning how the variables interact, he begins to plan for efficiency to increase his likelihood of survival. But the four random variables listed above present conflict for planning, and keep the player thinking on his toes. This makes the daily decision-making process fresh and new for the player. In short, the more often variables interact in new ways -leading to new conflicts of planning- the less stale the game becomes over time. B) The current gameplay situation TLD gameplay is interesting for the new player because of the many unknown variables, such as item locations, town locations, predator behavior, how to craft clothes, hunting and fishing functionality, etc. The biggest unknown variable is the terrain geography. It influences everything else about survival. Once the player masters terrain geography, however, the game simplifies quite a bit: it devolves into finding the best shelter location, organizing looting runs to supply the shelter, and developing a sustainable hunting/fishing routine. This learning process for a new player may make the gameplay experience interesting for many hours, but when a current game save reaches near 60-100 days, most gameplay features are learned and daily planning starts to become repetitive. While the randomized variables can create conflict for efficient planning, the goal of the sandbox- to survive as long as possible- eventually degrades into numeric spreadsheet analysis of how to best use the limited resources. “The Drifter Man” has a great blog about his experiences surviving for as long as possible near the Mystery Lake dam. I think his approach to survival is engrossing, but I generally like to stay away from spreadsheet and numbers-based planning. I think TLD needs a goal that keeps gameplay fresh and one that doesn’t involve worrying about the smallest minutiae in numbers for the best long-term survival planning. To set a new goal that offers long-term interesting gameplay and replay-ability, I consider terrain geography randomization. C) The future of sandbox: procedural generation? I put this section title with a question mark because terrain randomization is a huge programming task: one that the developers may not want to pursue for the amount of time commitment it would require. I know the developers are putting significant effort into story mode, and that sandbox mode was originally a kind of placeholder until the story mission arrived. But I think sandbox offers the greatest possibility of replay value and fun. I would pay extra money to experience a randomized sandbox environment. However, the randomization would have to be done artfully, so that design would seem to be realistic. Roads going through towns, mountains with lookouts at the top, etc. Randomized terrain would offer the possibility of more interesting goals and planning. For instance, the goal of the game could be to explore to find the best possible place to construct a house for sustainable living. Multiple mid-game goals could center around this ultimate goal: chopping trees, building a sled to move lumber to the construction site, transporting a portable wood stove to the hut, building a smokehouse, acquiring a large stash of food, etc. The player may have to search and loot the surrounding landscape for a long time to just find key items required to build the house (in addition to finding the best location to build one). Knowledge of the terrain would become a significant asset: writing in journals and making maps would aid survival. Exploration would never be stale, because each game would offer a new region to investigate. Overall, the current sandbox is lacking progression in setting goals and accomplishing them. The most interesting goal occurring around the ~50 day mark is making a full set of fur clothes. But beyond the 100 day mark, I cannot see anything offering progression and reward value to keep playing. The game loses some of its dynamic quality when the landscape is fully mapped and all non-renewable resources are gathered. From then on, it’s just a matter of doing the same daily tasks, while giving room for error if the weather or predators give trouble. It is up to the developers, but I hope they continue to develop the sandbox into an engaging long-term experience. Terrain randomization -along with higher goals to achieve- would certainly do the trick. D) Final comments Even if procedural generation is not implemented, I hope the developers find some of this analysis useful. If I were to write a summary of my thoughts, it would read: -Never let the player decision process become repetitive. Even experienced players should encounter situations in which they have to think about their next action. Randomized and unknown variables create interesting circumstances for decision-making. -Add more progression and higher goals (beyond spreadsheet-based survival). -No matter how long the player plays sandbox, there should always be a risk of death and a feeling of suspense associated with scarcity of resources and events that may go wrong (predator encounter, being trapped in a cave at night during a blizzard…). -The developer team has said that seasons are on the roadmap. I worry that seasons outside winter would be too easy to play, and the game would lose its charm from the suspenseful, risk-reward gameplay based on the scarcity of resources and the need to juggle afflictions (such as the cold weather, having to make a fire, harsh weather interrupting plans for travel or hunting, etc). Development time spent on making new conflicts for different seasons may be better spent on procedural generation. Anyway, thank you for reading this very long post! -Insane