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About Me

Found 1,235 results

  1. Movies take too long to play, controls are horrible, can't even get out of the silly ravine in the 2nd episode - nice try - feel good that you got my $8 while I feel good that I didn't spend $30 for this nag. No tutorial? No how to videos? Really was hoping this game lived up to the commercials you played on Steam, but you have fallen short. Solitaire is more fun.
  2. Im in CH(Coastal Highway) And i had 23 protection then i found another 8 protection and it didnt show on the stats thing is the stats meter thing broken or it didnt register me having it?
  3. So we know that EP 1 took place in Milton EP 2 in 3 Regions EP 3 in one region EP4 new region and 2 others? i think that sounds reasonable and i would love to hear what you guys think PS It would be dope to see prison guards at the prison thinking that you are an Convict or something
  4. Breakfast on day 500 of my interloper game been saving the Pork and Beans and Chocolate bar for about week since I found them. Silly wolf tried to ruin my breakfast
  5. here's a small collection of screenshots from my saves, the full collection is on my steam: all screenshots will have a location tagged, hope you enjoy ^ mystery lake ^ coastal highway ^mystery lake ^ the connection between mystery lake and milton ^ mystery lake ^ the basin (i think) ^ the connection between mystery lake and milton
  6. so i’m going through the cave leaving milton and when i reach the end nothing happens? i thought it was weird at first but didn’t know the game bugged out and i was supposed to get a cutscene, 2 hours later and i reload the save and try to get the cutscene to trigger but nothing’s working, apparently this was an old bug in 2018 bit got fixed so idk what to do, i tried sleeping in the cave and going through the exit again like how some ppl recommend but nothing happens still
  7. i just realised how i am posting too much on this wish list xD today i posted 4 new ideas so yeah it a lot... i will add all my ideas in one post instead of making new post everytime i have an idea so my first idea was to being able to OVER customise our sandboxes. what i mean by that (beacause we already can play a lot with it) is: - being able to disable the spawn of everything in the game and its spawn chances so you can really decide if you dont want certain items - being able to start with wathever we want at the start of a sandbox for example: (an aluminum can a a rock) or (socks and a knife) or (nothing) -being able to makes the world colder (i mean really colder) -100C degrees if we want -being able to make the weather cycle even more random on a shorter period of the time and being able to make the days longer/shorter and the same for the nights -being able to chose exaclty where we spawn -being able to save custom settings not juste having a code that is linked to the specific settings... this could let us make EXTREMELY difficult survival situation and controll how it starts Now my second idea is a challenge idea wich i think could be even more difficult than as the dead sleeps beacause the trouble here is everything that you have in ATDS but also you have time as a problem... (the beggining has been ispired by someone on the topic so it is no mine) You live near milton at the paradise meadows farm and it is the end of the winter... you take some week off to go see a member of your familly at the blackrock federal prison. when you are there an earthquacke happens at milton and blocks all the possible entrances to the region. except one: by forlon muskeg at marsh ridge. The only way you can get back to your familly to check if they are safe is by FM and the winter is near ending... we all know that FM is a dangerous path during winter so its not even imaginable near the spring as the ice gets thiner and thiner, sooner or later the path is going to be untakeable. But our hero wants to try his luck and start by foot from Blackrock and travels to his house. now the challenge is right here you will have two days to go from blackrock to your house and without taking the fastest shortcuts it is not going to be possible. on the way multiple dangers will come: blizzards wolf packs bears hunger. everything that we know. now if you finally get to marsh ridge alive you will still have to go from milton bassin to your house and there is still thin ice and big bears there... you will have to pay attention. the last part is the most beautiful one if you finally get to your house after climbing one of the highest climbing spot in the game you will finally see your home and a beautiful and peaceful spring hitting the plains as a reward for this challenge... Now here is an idea about a new region that would really make sense to implement a semi industrial/semi comercial zone on the coast... i know that the devs are already working on a new region but we never have enough ideas ! The idea is a region in wich all the goods in the long dark come from. If we think about it there is no propper habour so i was thinking that we need (for logical issues and player interest) a map that is connected to sea with an habour and to the rest of the world with a railraod and a road connexion. Some stores like a little grocery store, outdoor store for fishing and hunting, drug store, even a small airport could be nice to have . Where did will thaught he were going to land ? And there is already two planes crash on this island there gotta be some big air traffic near great bear. The kind of place where the local population could go once a year to refill their stocks for their watchtower or trappers cabins hehe. this leaves some space for another map that is conected to a road between BI and CH maybe blackrock? or a national park? (this is only speculative if there is no road between bleak inlet and coastal highway my idea is a little useless so i have to fill it with something xD) abandoned touristic national park could be nice just sayi'n ; ) So this last idea could seem a little crazy and i dont expect a lot of feedbacks in favor of it. In fact i dont even know if it would be great to the game this is why im putting the subject on the table I was just thinking about some random things that could be happening during a sandbox randomly but those things can completely change the way you play and you will have to adapt. i am talking about forest fire, earthquacke, BIG BIG BIG blizzard, etc. the type of things that modify the environement for ever (in a single sandbox) those things like the forest fire could destroy some part of the forest or even small buildings and change it forever lets say there is a population of deers living in that burning forest then once it has burned down the deers will migrate and you will have to find where they migrated if you wanna eat the next couple of days. the deers will never come back to the burned forest. In the case of a building you will no longer be able to acess it (there are already some buildings that have burned versions so i assume thst it wont be that difficult to add that, same for trees. the earthquacke could block entrances to some regions (as we know it regions all have multiple places where you can acess em so you will have to take other path some could be longer than before. it could also scare animals away, lest say you are tracked by a wolf it could be the one event that saved your live but will make it more difficult after that... big blizzards could destroy windows of houses making em less protected to the cold. it could also take down big trees wich could potentially block entrances to places in the world. maybe they could even make you unable to breathe if facing the wind it would force you to stay inside during the blizzard. now, individually some are easier to implement in the game but for the big blizzards especially i think that it would be extremely difficult to implement it would need to be falling tree coded case by case and widows coded case by case it would also require to make every interiors building that would have breakable windows to now adapt em to the outside map... Please if you want to add ideas to my list (im talking about the custom sandbox list) do not write a seaprate comment quote it so at the end we can get a full and complete wishlist also feel free to comment and give your feedbacks on the other subjects have a nice day y'all
  8. I have 100kg Wolf meat and my snare's support me with 2-3kg rabbit meat per day. I have time. To much time. I wish i could carve wood. Or Ice sculptures? Maybee a snowman? I need anyone in this game "to do". Anyone thats make sense (no i don't need 10 wolfskin coats). Mhmm... with 500 parts of coal i could lay a picture on the lake?
  9. Buna ziua! Joaca careva jocul asta?
  10. Hello everyone and before you read this long post I want you to know I am in no way attacking the game or the devs, I played the game a fair bit and I totally get how passionate they are about it and I don't want to ruin anyone's mood, but before leaving the game for a while I thought it would be nice to share my feedback I don't normally do this, but this game gave me a lot of emotion and I feel it's just fair that I take a bit of my time to let the devs know how I felt about it, my impressions might be more common than they seem.. I can't bring myself to play this game after 60-70 hours, for several reasons. Essentially, the game is at its most fun when you're almost dying, freezing and without supplies, it really shines in these moments and the devs' vision comes to life beautifully, the problem arises when you have stuff and you get good at the game. It becomes boring, a clicking simulator without any depth, you start to see the code behind the game instead of the game itself, and it's the worst thing that can happen. Why doesn't the long dark have 10's or even 100's of thousands of players concurrently instead of just thousands? this is by far the most beautiful, immersive and deep survival game out there, it originally surprised me when I discovered it but now I think I understand.. it's not that deep! after the first hours of absolute wonder, it becomes really really repetitive, boring and slightly depressing to play. I understand it's supposed to be like that, and in a way you're not supposed to have stuff, you're supposed to wander around always on the brink of death and that's the game at its best. But.. Every survival game has this phase in its gameplay, when you're weak and defenseless and you have to gather strength, TLD is ONLY about that phase, when you become stronger and full of stuff there's nothing to do, literally. You just have to eat/drink/sleep and you win, that's the game. I've been reading the forums and reddit for a while and it seems the solution the community found was "self imposed challenges", basically ignore certain parts of the game in order to get more enjoyment out of it, and that's perfectly fine I do it all the time in most games I play, the problem I find with this one is that outside of said "challenges" the game is terribly EMPTY! do I have to do the developers work for them? I'm sorry guys but sometimes while playing I feel.. cheated, it's like 10% of a survival game with a superb atmosphere, good but ultimately pointless exploration (always the same 30 items.. no variation) and nothing else, it's like minecraft without interactivity, or 7DTD without crafting, it feels unfinished and lacking in content. What would make me come back to the game and what is essentially my criticism of it? once you're geared up and moderately comfortable on Great Bear, the fun is over. If all the fun in the game comes from not being good at it or playing an artificial version in your head (self imposed challenge) or playing interloper with even less variety in gameplay, can I really say it's a good game? can I suggest it to my friends? I have to be honest and say no, and I don't like it because I see how passionate the developers are and I know it's their first game, but when you look at it objectively, this game is unfinished and in need of more content. We need something to DO with our resources, outside of keeping ourselves fed and clothed and healthy. We need simple building, build a table or a cupboard, or a rack for drying pelts and meat. We need use for basic survival tools and materials, stuff that is everywhere in this world but it's not used: plastic, rubber, copper, natural gas, salt, sugar, different metals, power tools, all the stuff that you see in the game but can't interact with. We need a higher goal both in survival and story mode, like finding out ways to restore electricity or basic industry, helping random NPCS that can die at any time, we need very basic physics so we can carry branches to our camp/cave instead of being forced to freeze to cut it right where it stands instead of moving it 20 meters away where it's safer, or be able to move a cupboard or couch (with caloric cost of course) to personalize my living space, guys anything would be better than the barebones experience we have now. It's too niche and I feel it's a waste, because adding more stuff doesn't detract anything from the game and you can always give players the options to disable it, or play "self imposed challenges" without it, it worked up to now didn't it? you could very well have a game that sucks you in for more than 200 hours a game with what you have here! let the first 50 be exactly as they are now with hoarding, raising skills, learning new stuff and stabilizing, and from then on give the player a chance to assert themselves over nature again if they are skilled enough, use books to lock the extra stuff for natural progression, you found a "Basic Chemistry" book, "Basic Building" you slowly get better at it and gather more tools and stuff. And i don't want an "easy mode" with this, let me build and then take it all away with a 7-day blizzard, or a giant wolf pack that sets camp right outside my door, allow me to fall from grace and feel actual loss from having to move on and change location, do MORE! ... Outside of pure content problems, the technical state of the game is good but sometimes wonky. The inability to not jump, but at least HOP, or just raise your feet more than 20cm off the ground is just insanity, it breaks immersion constantly and makes you feel like you're not actually controlling your character in-game, would it really be that difficult to implement guys? AI is very difficult to program realistically so I won't blame the devs too much but.. please fix the pathfinding, whenever wildlife gets stuck somewhere it emits a loop of sounds that break immersion, it sounds like a machine gun. As I already said this game would benefit amazingly from very simple physics, it's probably also why we can't properly jump.. and one last thing about the story, just a thought. The story is just mediocre, not bad and not good, but I see you are focusing a lot on it with voice acting and writing. Do you really feel the game is complete and the only thing missing is the story? is it really the top priority in terms of money allocation? isn't it a bit of a waste especially considering the mixed reception? for 90% of your players the story is not important at all, actually the sense of mistery and wonder is a bit ruined when you play it, I don't want to be disrespectful and tell you how to do your job, but at least from my perspective, is it really worth it to spend that much time and focus on something most players just ignore or don't like? just my two cents.. Sorry for the long post, but I think it speaks volumes on how much I liked this game and how strongly I feel about it, otherwise I wouldn't have bothered. Keep up the great work, and I hope to come back one day to a more complete survival experience, this game can easily become a 10/10 masterpiece with a few extra years of content and updates, for now it's a brilliant seed of a game that doesn't exist yet, and what exists right now is fun for a while but ultimately pointless and boring, except when you lose everything and then it gets fun again for half an hour, rinse and repeat.. give us a higher goal and this loop will become 10x more addicting, because you're building up to something, instead of just passing days without any real goal and that's it, hope we can have a nice discussion on this, and thank you for reading
  11. Hopeless Rescue was my first challenge to complete after over 120+ gameplay hours. At first I underestimated the time limit and messed around trying to find better protection against the cold, but ended up having to restart by the time I got to the summit of Timberwolf Mountain. On the second try I wasted no time and got to the lighthouse in Desolation Point right before the 7th day. I took a screenshot before I ended my journey traveling across Great Bear Island to share my victory with others who completed the challenge. I've never been to Timberwolf Mountain until this challenge, and boy was it difficult to navigate.
  12. I’ve recently been looking around online at some pretty cool Kentucky rifles, and thought how cool it would be if there were muzzleloaders in TLD. I’ve made many threads about new weapon ideas that some people didn’t agree with, but I think I’ve really thought this one out as the cons out-way the pros so it’s not OP. So if you don’t agree, that’s fine, just make sure that your not rude. Anyway, the muzzleloader would be a very powerful flintlock rifle that would be in the game. It could only be found in select regions, which would most likely be Bleak Inlet, Coastal highway, and Mountain town and would have a pretty rare spawn chance (Only one would spawn in the select few regions I listed) Once found, you would still need a few more things to make it work. You would need gunpowder, which would be made at the ammunition bench in BI, shot which could be made at a forge, and shooting patches made out of cloth which could be made in the inventory. You would also need a ramrod which could be crafted at a workbench from a maple sapling and scrap metal, but their is a chance that the rifle could come with one. The gun would be heavier than the hunting rifle which would affect aiming stamina and obviously take longer to load, but packs a greater punch. When first starting out with the weapon their could be a small chance that you put to much powder in or not ram the contents down the barrel fully which would affect recoil, durability reduction per shot, which would already be more than the hunting rifle, but this could be eased with a new skill. Increasing in level will reduce the chance of having mishaps while loading and will reduce the amount of durability lost per shot, increase accuracy, and increase aiming stamina. The muzzleloader could be repaired at the milling station like other guns, be cleaned with a firearms cleaning kit, and would provide some scrap metal upon scraping it. Now your probably thinking that you wouldn’t pick it up because of the hassle that this weapon brings with trying to use it, but that’s the point. Like I said, the muzzleloader hits harder than any other weapon, making it great for hunting large game like bears and moose. This damage buff comes at the cost of one shot at a time, less accuracy and more condition loss, rare spawn in a few select regions, and the other items required to fire the gun. Hopefully you agree with something in this thread, and if you don’t, that’s fine. Any suggestions are welcome.
  13. I just read the dev diary of august 2020 and I couldn't be more excited when I saw the picture of what I think is the Blackrock prison. Honestly it looks really nice and I didn't thought we would get an illustration of it so thank you for these nice teasing. We are all probably gonna have a lots of theories about the survivors inside the prison and where it is located (maybe a new small region). PS: Thank you Raph and the team for the amazing work on the survival mode and on wintermute !
  14. Hello everyone. Here, I wants to tell you about some ideas of new update, what I would like to see in game in the future: 1. We know, that reloading our old great bolt rifle is fast. And I imagine: why pilot without shooting experience can reload gun so fast? I think that reloading time must be longer if player's shooting skill is low, reload animation must be longer than if skill of shooting higher. 2. If your skill in game of shooting is low, you can make reloading faster with special ammo bags on character's body. You know, like a soldier :) 3. And if we thought about soldiers, let's talk about two new weapons. First – shotgun. High damage size on low distance and no damage when you shooting too far from your target. It can be two barrel shotgun or pump action system. Second – automatic rifle. I know, everyone thought that I wants Call of Duty with furrys in Canada, but no. Weapon will got a lot of quality damage in blizzards and in other kinds of bad weather. But that isn't all bad things in this kind of gun. Ammo for automatic gun must be rarely, than bolt rifle's and revolver's ammunition. 4. Parody on Doritos in game. Only for fun 😁.
  15. Heya everyone! After receiving a bunch of encouragement from The Long Dark’s subreddit, I’m going to start work on a fanfic series: Aurora Infernum. This story will focus on the effects of the Geomagnetic Storm on the rest of the world, where the main characters have to survive the Quiet Apocalypse as its effects bring society to its knees. Survival will be a key focus, but this time nature isn’t your only enemy. I’ll be posting links to the chapters here as I write them. Feel free to ask me questions about what I intend the story to include. I hope y’all will enjoy reading this as much as I’ll enjoy writing it!
  16. Hello, fellow survivors. Preface Everything I suggest here should be taken as that: a suggestion, even if I don’t explicitly state every single time that I intend it to be a suggestion. Also I do not claim to be better at designing a game than its proven to be successful game designers. But I play the game, frequently, in depth and at a fairly high level, and hence I think I can allow myself to make suggestions how to improve it. What I do suggest is an alternative path to make long term survival harder - alternative to the drastically “improved” Wolf AI. Apparently the developers see a need to adjust the viability of long term survival, and to a certain degree I agree. What I do not agree with are the means this is sought to be achieved. Not because the resulting challenge is too hard, but because it alienates long standing players and in many aspects betrays established core concepts of the game. Also I do not tackle Timberwolves in this intentionally. They are their own fish to fry, and as such do not apply to most of the game as it stands being restricted to Bleak Inlet which I personally consider to be “in beta” as much as the Timberwolves themselves. Finally: not all of those ideas are mine. In fact they are more a compendium of good suggestions from an amazing community that has a lot of great ideas to improve their favorite game. What I try here is to bring some of those together in a balanced fashion that still achieves the developer’s goal of making the late game more challenging while keeping The Long Dark true to its roots and without alienating players. Please do feel free to add to, criticize and utterly demolish this if you can argue your point of view. Just please keep it civil, factual and respectful. You are entitled to your opinion, I am entitled to mine. The new Wolf AI In the current state wolves behave in a highly inconsistent manner. Some of this inconsistency may be due to lackluster implementation, but the bigger share of it is probably intentional. This makes predictions very hard and puts an over-emphasis on luck or better: the lack thereof. In a game that presents you obstacles there should be the appropriate counterplay available to overcome these obstacles. This allows for expression of skill and experience and gives the player the feeling that their actions do matter. Reducing mechanics to random chance removes the player from the equation, and degrades the question of success to a mere roll of the dice. This rewards players for refraining from taking action altogether and punishes those players that want to enjoy a more active playstyle, furthering - not disincentivizing - inactive late-games as we do experience now. Currently wolves do two new things that have been introduced recently: Wolves and fires The first thing is that they do not flee from fires anymore, but rather wait a certain amount of time (10 ingame minutes?) before charging the player. This renders fires as defensive positions rather ineffective since this does no longer allow to perform time lapsed actions. Pointing a weapon at wolves - any weapon, including stones and guns without ammunition - causes them to flee. The interesting thing here is that there are apparently three random checks for a wolf to flee: when it becomes aware of the player (this has been in the game forever and it's fine), when it becomes aware of the fire, and when if decides to charge the player. This makes wolves highly unpredictable and invites the notion that it is best to avoid them altogether, basically removing wolves from the game and reducing them to a sudden (and rather random) death. That wolves do no longer flee from fires that are being in the process of creation is a welcome change that removes the possibility of just being able to mindlessly wander about and “drop” a fire to remove any wolves in pursuit. That wolves however do no longer respect established fires as protective zones is something I can't agree with. Since the inception of The Long Dark fires were safe zones that protected from wolves. That bears do not adhere to this logic is a controversial topic, but has been long accepted since. What I propose is to keep the “hold ground” mechanic when approaching the player holding a torch or a flare, or a player in the process of being creating a fire while holding a torch or flare, but revert to wolves consistently fleeing from already established fires. Players that try to create a fire without having a burning torch or flare equipped are fair game and a wolf should charge them in any case. Also players that aim weapons at wolves while at a fire should be subject to retaliation rather than the wolf fleeing. (While we’re at it: the same should be true for both bears and moose, meaning they should respect established fires unless they are defending themselves.) So in short: flares and torches buy you a bit of time, established fires are safe zones as long as you don’t take aggressive actions. This emphasizes the importance of carrying a torch over how the game used to work - which meant that just having a single match was enough defence - but also retains the players ability to create a safe zone to sleep, craft, harvest and cook outdoors if the player manages to build a fire protected from the wind and provide enough fuel to it. Wolves and decoys The second change concerns wolves and their behaviour with decoys, also known as bait. Wolves do no longer pick up decoys unless the player is excessively far away, and also picking up decoys at all is highly inconsistent, but I don’t think that’s intentional - and indicative of a bug. What should happen is that once a player drops a decoy the wolf tries to acquire it as fast as possible, e.g. sprinting. If successful the wolf should escape as fast as possible, possibly while engaging in “evasive maneuvers” to throw off the players aim. If the player actually aims a weapon at any time in the process the wolf should indeed charge the player if still within reasonable range. This would achieve a multitude of things: decoys would again reliably serve their intended purpose of dropping the aggro from a pursuing predator. But it would also make it very hard for players to “exploit” decoys as bait as was stated by the developer's multiple times. If a player still manages to successfully hit the wolf that is the appropriate reward for them risking a struggle if they don’t. Both solutions aim to retain the player’s ability to reduce the threat from predators reasonably, while removing the ability to exploit either fires or decoys to hunt wolves (or big game) without the possibility of retaliation. General balancing changes to make late-game more challenging Since it is the apparent wish of the developers to make long term survival in The Long Dark more challenging I want to propose a few “knobs to turn” to achieve this with without frustrating the actual setting and feel of the game, but still achieve the desired uplift in late-game difficulty. Also a few points serve to mitigate some of the hardship put onto players by other points. Combat starvation more effectively While the non-punitive approach to combating starvation - the introduction of the Well Fed Buff - received a lot of praise from the community, I feel like Well Fed isn’t doing its job properly. If starvation is intended to remain an option to bridge periods of low access to calories then at least it should not be possible to maintain this state indefinitely. There are several ways to tackle this. One would be to simply raise the damage from starvation. But it has been pointed out several times that surviving without food is possible for weeks, which is at least technically correct. What however is not possible is to remain highly active while being starved of calorie intake and maintain this indefinitely. What I propose is to introduce a debuff that triggers once a player is actually starving, e.g. has run out of calories. This debuff would be called something like “Starvation Risk” and wouldn’t do anything on its own for the time being, but would stack up to “Starvation” over the course of 48 hours (2% per hour). Removing “Starvation Risk” is done gradually as well, with 2% for every hour of being fed. Once reaching 100% the player contracts the “Starvation” debuff, which comes with a heavy fatigue penalty akin to suffering from hypothermia, and also prevents all condition recovery. Curing “Starvation” would require to remain fed for at least a full day, with the timer again gaining if starvation occurs again. So for example being fed for 12 hours, starving for 4 and then again being fed for 16 hours would still cure “Starvation”. Being fed for 12, starving for 4, and then again being fed for 12... would not, but still require 4 more hours. To balance this after losing Well Fed (and right after starting the game) a player would have a 3 days grace period before starving would trigger “Starvation Risk” again, adding up to a total grace period of 5 days before having to face “Starvation”. That means a player that’s generally aiming to meet their calorie requirements isn’t punished immediately for failing to do so for a short time. Players generally successful in fact are probably never faced with it. The concept behind this is to prevent long-term starvation as a viable strategy without punishing players for intermittent drought periods too harshly, and to incentivise an active playstyle that revolves around acquiring resources such as food and firewood and as such is more susceptible to predators over a passive playstyle that mostly revolves around passing time, sleeping as much as possible and evading actually playing the game. Remove Cabin Fever With having to procure food to stay alive there is more than enough incentive to go outside and no further need to punish players that prefer to stay in man-made shelters most of the time. Aside from that Cabin Fever is easily worked around and mostly a relic of the "Leaderboard" days. 0% food should not be edible Once food reaches 0% it’s gone. Maybe allow harvesting the empty can from expired canned food, but that’s it. This applies to old-world food as well as to harvested meat. In canon with that…. 0% meat should not be useable Once meat reaches 0% it’s gone, too. The player cannot cook it any longer, and hence no longer apply 50% condition to a piece of bear meat that has been lying around for 1000 days. This prevents infinite stockpiling and incentivises a playstyle that is more rooted in the now rather than the then. Add salt and self-made jerky (dried meat) To balance meat going bad eventually salt is added to the game, which can be found in rather large quantities in kitchens. Meat can than be cured over the course of 5 days indoors. Cured meat makes thirsty akin to beef jerky, loses 25% of its calories, and does not receive a 50% condition bump as cooked meat gets, but loses only a fourth of its condition if stored indoors compared to cooked meat. Also it is not smelly. The concept behind this is to allow players to prepare food for travels to counteract the much more dangerous wolves (compared to pre-Errant Pilgrim) and also to store some of their hunting surplus for later at the cost of time, while not invalidating cooking as the preferred method of preparing meat if immediate consumption is intended. Blizzards should apply their temperature malus faster While it is fine (and probably preferable) that blizzards don’t apply their temperature malus while a player sleeps, it should not take several seconds for the temperature to drop and hence allow the player to “dodge” a blizzard from clicking Sleep fast enough. This would make stocking firewood more important if wanting to indulge life in a cave. Currently a player living in a cave can dodge a blizzard by just sleeping it away without ever having to light a fire, while still enjoying the fire duration bonus you do not get from indoor fires. Living in a designated safe house should not be disincentivised. Fix traversing very steep terrain downwards Currently it is possible to traverse almost perpendicular terrain downwards without more of the occasional sprain risk. This opens up very powerful shortcuts. It is, for example, possible to slide down from the Timberwolf Mountain crash site all the way to the open air Cave (the one with the abandoned campfire) without more than a few sprained limbs. Many more of these shortcuts exist in the game, most of which were certainly not originally intended by the developers. I’m not sure where the threshold should be, maybe at 70° (90° being straight down), but removing this from the game and letting the player fall very steep descents would make a lot of maps as challenging as they were intended to be as the risk of falling would be much higher. While this might cause some backlash from the “goating” community, I think most can agree that this being currently possible removes a lot of intended challenge from the game once you figure it out. Closing words I again want to emphasize that these are ideas and opinions, and that they certainly are no blueprint to be implemented verbatim. But I strongly believe that these changes would help the game to be more challenging and even generally better, while helping players wanting to be more active and reward them for it - all of it while keeping core game concepts intact. Thank you for reading.
  17. I discuss two things here: a custom Interloper that works surprisingly well and a wolf bomb (really). I've been playing Stalker without a rifle for a long time. Barring a surprise attack by multiple wolves, I can survive as long as I want (> 200 days). For me, Interloper is possible, but very depressing. I did 100 days on Interloper a while back and recently started a new one. I quite after 60 days although I had no immediate issues. I had warm clothes, including a moose-hide cloak, and all the weapons and tools available in Interloper, except a magnifying glass. It was just that my attitude responding to the world is against you of Interloper was starting to affect my real life. So I tried again to find a custom mode intermediate between Stalker and Interloper. This time I tried a custom Interloper with the only change being three weather parameters: Weather variability, Blizzard frequency, and World gets colder over time. For Interloper, they are: Very High, Very High, and High. I changed them to High, High, and Medium (these are the Stalker values). I expected this would provide a small, but welcome improvement. I was wrong, it made a profound improvement. I call it "Warm Interloper" and would recommend it to anyone who is ready for more than Stalker, but not for the every moment struggle of Interloper. So I was playing Warm Interloper and just made a hatchet, knife, and some arrow heads at the forge in Forlorn Muskeg. As it looked like a fog might roll in, I decided to avoid the islands and go back along the western side then the railroad tracks to ML. As I noticed wolves to be less prevalent than in Stalker, as I had in previous Interloper games, I expected to encounter a couple along the western edge and 2 or possibly 3 along the tracks--wrong. I encountered 18 or 19 wolves between the forge and the Mystery Lake office! In all my hundreds of hours playing TLD, I have never before seen anything like this. Rather than the 2 or 3 I expected, I encountered 8 wolves between the western end of the railroad tracks and the accessible rail car. I encountered another 8 between there and the office in ML. Has anyone else experienced anything like this? Although I made some arrow heads at the forge, I didn't stay to craft a bow and arrows, so my only weapon going back was the flare pistol I got from the Ravine basin. So I sneaked by all the wolves by crouching. Because of the number of wolves, all together this took several game hours. On regular Interloper I would have frozen to death several times over. Due to good weather and the Warm Interloper changes, I survived just fine. Right now I'm waiting for Moose and Bear hides to cure.
  18. For me i like pleasant valley because the farmhouse can give some really nice early gear. but, i don't mind TWM or desolation point.
  19. So im 15 lol and on a 115 day survival doing well except one issue. I just go frostbite. Now you might say thats not bad, you permanently lost 10 % of your condition well i did some research and found out that frostbite can stack up to 5x, (50% condition loss) but somehow i have received 7x frostbite! So im now permanently on 30% health. Has anyone else receives higher then 5x frostbite?
  20. Growing crops, to using them, to making meals. Solo play is fun, but Ive always wanted to share my experience with a friend. Maybe were they start at coastal highway and you start at mystery lake and ofcourse death is permanent for both players. A game like the long dark where it’s really meant to feel like your alone and no ones out there, maybe sometimes you don’t have to be alone. I just hope it wouldn’t ruin the base game.
  21. This topic I'm writing to propose some ideas about updating bears in game. From my opinion, live cycle of the bear in the game must have more details, than walking and sleeping in caves. Here, I wants to talk about some strange ideas for bears. Maybe they will do bears more interesting and realistic. 1. Hunting bears. After bear's awake, in the winter, it really hungry. But some of methods of eating can be... lil bit different. When bear take down deer, it will try to bring new food closer to it's own lair, but not into it. Bear can bury new food under snow, what's lays nearby. And player can find a place, were bear hides some goodies after hunt, but not without damage to quality of meat and character's body with new cool jacket if bear finds you at butchering body. 2. New way of corpse disapear. When player left dead body not already cutted (body of any animal), bear will try to steal it. Most importantly – do not cut deer too long! If bear live or walking nearby, just live body alone. Bear will try to take it, cause it can smell every dead body. And if you know that bears prefer to eat meat at winters, it better to bring not many food, but alive than coming someone's dinner. 3. New animal. Some animals in the nature have a wonderful sense of smell. I think that new resident of woods can find hidden bear's meal. About who can be bear's worst neighbors we can discuss below.
  22. He jugado un tanto desde que salio la actualización y como un jugador con cerca de 140 hrs aun me considero medianamente novatillo. Quisiera discutir ¿Que les ha parecido a los jugadores veteranos y a los más novatos la actualización?. A mi en lo personal me ha encantado un montón. Con el spray puedo marcar las zonas donde he visto peligro u oportunidades para sobrevivir que no aparecen por defecto en el mapa. uso regularmente los refugios de piedra para dejar las regiones por la que transito con lugares donde descargar y cargar rápidamente palos y cosas que se pueden acumular un montón. Por ultimo con las polaroids me siento como un pirata buscando un tesoro. Me encanta como la información de tu entorno es uno de los recursos más valiosos de este juego y como la actualización me ha llevado a recorrer los rincones más bellos de este juego
  23. Different variants of rifles. Wouldn’t affect the stats of the weapon, just change the appearance. I’m thinking of the version we have, and a more modern, tactical version. I’m pretty sure I saw a video where people out in remote Alaska talk about how they get their guns delivered, so modern firearms in Great Bear could be a possibility.
  24. So basically, I want a polar bear to be added to the game. As a new predator, it functions differently from previous animals, by stalking the player. Similar to how wolves can sneak up on players after smelling them, this would function a bit differently as, after starting a new save file up, one, two, or potentially three polar bears spawn (in the whole game.) This would basically entail adding certain features, like skeletons, to previously empty caves, and then having a polar bear roam that area. After a player enters a polar bear's territory, perhaps just by entering that particular zone, it begins following them from a distance. I'd make it difficult to see, especially against the snowy background, but rather slow. Maybe a bit slower than the player, and it sleeps for a few hours each night, but otherwise it is always tracking them. After you get a polar bear on your tail, you can't attract a second one, and it could theoretically scare away wolves once it gets too close. Once it comes within a certain range (similar to the current range for the bear) it charges you, and if successful in getting to the player, it begins to maul them for 30/50/75/85% condition, depending on the difficulty. It also deals damage to clothes in a similar manner to the bear, and will then proceed to move a certain distance away after a bear "fight" scene where the player struggles in a manner similar to the bear spear fights, in trying to scare the bear away. It then gives the player a "grace" period before it begins stalking them again, and will proceed to kill them if the condition is below the point where a player would survive the attack. Now, killing the bear would have to be a difficult feat, not just something you can get lucky on and 1-shot. I propose it acting in a similar manner to the moose, where it won't bleed out, but you have to deal a certain amount of damage to it. This time, however, without crits. So for instance, the bear could survive 2-3 rifle shots, 3-5 bow shots, 12-14 revolver shots, and 6-8 flare shots (depending, of course, on where you hit it.) As a reward for hunting this creature, you could harvest a single polar bear hide (taking 2 hours ingame) which could be used for multiple new clothing additions, potentially requiring multiple hides per piece of clothing (I.E, with one hide you could make a hat, with two you could make a coat and pants, etc.) which would all have a significant buff to the current warmth level, but at a higher weight (for instance, they would be 0.5-1.5 kilos more heavy than the current crafted clothing). It would also grant about 14 guts, 55-75 kilos of meat, and 20 kilos of fat, a new resource we could potentially refine into fuel, or eat (in limited amounts) to restore calories. This would require a lot of fine tuning to keep balanced, but I think it would work out. As far as spawn points for the bears go, you could have one in TWM, (the cave near the moose spawn ?) PV, CH, DP, BI, FM. I would also implement a sort of timer where you don't get polar bears in a set amount of time after the game starts, depending on the difficulty, etc. As far as respawn times go, I think that should depend on the number of bears that exist per save (150 day respawn for 3 bears, 75 day respawn for 2 bears, 50 day respawn for one bear). I also think you shouldn't have a polar bear in every zone, since that would cause a lot of problems with other wildlife. All in all, it wouldn't be game breaking, and it would coincide with real life wildlife (polar bears are in fact found in the northern parts of Canada.) I also think that they would work well with a new glacier-themed zone, but I'll save that for another post. Thanks for reading this ridiculously long post, I hope you have a great day! ^^