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About Me

  1. Okay, this suggestion is a morbid one, but why are there no dead people in the cars? I think adding them would increase the immersion, and make the long dark more diverse without oversaturating it with content. And now, when survival and wintermute are separated, including this little change is easier than ever.
  2. There's no guarantee we'll ever get this game, but we can still come up with some ideas. So, what do you think, would be too big of a change to be added in the current game, but would perfectly fit the sequel? Here are some of my wishes for The Long Dark 2 Actual snowdrifts. The ones we have now are way too solid. You just walk on top of them, when realistically, you'd be waist-deep in snow. Introduction of snowdrifts would open a way for the tool that was teased in the earliest versions of the long dark. The shovel. Transport. And I don't mean cars or jetskis. That would be too OP for the "vulnerability fantasy" of the long dark. I'm talking about hand-operated cableways and minecarts. I guess, Hinterland can add something like this already, but only as a quirk of a new region. But I want to be able to drive though the whole trans-great-bear railroad! Realistic animal behaviour. Or at least, more realistic. It's a game, after all. But right now, wolves are just back-and-forth walking security guards, who can and will be distracted by a rabbit running by. I'd like to them to hunt in packs, together being able to defeat a moose (and then any overconfident survivor, who tries to take this moose away). I want deers to notice you from far away, if you are not being as quiet as a mouse. I want bears to hunt other wildlife. Swimming. If you fall under the ice, you have to actually get out of there, none of that "fade to black". If you need to cross a stream, you take your boots and pants and maybe even jacket off to do it. If you see a cool looking box underwater, you take a deep breath and dive. All the while losing your body temperature and risking suffocation. Physics. You know, like gravity and stuff... Do you have any ideas that could only get realised in "The Long Dark part 2: the longer - the darker"? Make sure to share them!
  3. In survival mode, the game saves only under these conditions Sleeping "Passing time" for at least an hour Entering an indoor location Getting a negative affliction I understand the last one. You shouldn't be able to simply undo a bear mauling or frostbite by loading a previous save. But what if you simply got lost in a forest? The game can't detect it. It won't save because of it. So let's say, you can't find your way out. You're desperately trying to locate anything familiar, but you can't, and it goes on for a long time now. Miraculously, you kept your needs in check, didn't sprain even a single ankle, and weren't attacked by any wildlife. Let's say, there's some irl thing you have to do. Now you can either pause the game and keep your PC/console running for an unknown amount of time, or you can exit the game. And if you choose the second option, the next time you play, you'll continue from the last time you slept/rested/were inside a building. In other words, when you were safe. Why? Why doesn't the progress save when you're exiting the game, or just from time to time? Wouldn't it make more sence for none of your actions to be undone? Anyway, here are other conditions, that should trigger a save. Exiting the game Pausing the game Opening the inventory Exiting an indoor location Starting a fire Failing to start a fire Updating the map Entering another region Finding a new location Wolf/bear/moose close encounters (the game already keeps track of them) Being attacked by a wolf/bear/moose, but the game should save in the beginning of the animation, not the end. And an autosave every 30 minutes
  4. Here's what I've been wondering about for a while now... In episode 3 when you enter the Community Hall you see a lot of crash survivors, father Thomas, and... That's it! Where are all the locals? Is Thomas the only one who survived the First flare? The first time you talk to him, he says "We gathered people here when the weather started turning bad three... Or was it four days ago? The houses became too cold and it seemed better to bring everyone under one roof. Then yesterday, the crash survivors started showing up." So... Where is everyone? Did they all die in 2-3 days? That makes NO sence! And I kinda get it. There should be a reason why Astrid is the one who has to go look for survivors. But there could still be a few locals too old/sick/injured to do this job. It would be very interesting to see, for example, an old lady knitting in the kitchen, or two covered in bandages guys playing cards in a corner of the stage, or a mother with a little baby. Something like that.
  5. Can Hinterland consider adding an accessibility option for the hearing impaired? How many hearing impaired players out there? I'm curious how you handle wolves? Is there a visual cue for wolves that turn up i.e subtitles that read "wolf barking" or something similar? Many years of Djing left me to some hearing loss on the one side so and in the past couple of years, it's gotten progressively harder to figure out which side the wolves are coming from with muffled stereo. I just wonder what will happen should it start affecting my right ear too. So is there a visual cue that pops up on the screen that I don't know about perhaps?
  6. Throughout the history of The Long Dark, the UI have been updated a lot, going from this To this The difference is staggering, yet there's still a lot of room for improvement. Here are some of my suggestions for making TLD UI better. 1) First aid menu. Honestly, that part of the game only got worse as it was updated. Back in the days, we had a separate first aid tab, where one could only use the items, that would help to recover. Now you have to find the correct item in your inventory first and only then use it. Not only that, but you can waste your medical supplies by using them for wrong afflictions. Seriously, how can you even ATTEMPT curing food poisoning with a bandage? Do you just eat it? Well, you can't use it afterwards, so this is my headcanon now. The worst part is that players would only use the wrong item in two situations. It's either a misclick, or a misunderstanding of game's mechanics. Neither should be punished, in my opinion. The best way to fix this would be to add a "use" button to the status menu, and to make it so the players can't treat afflictions with items that won't help. 2) Crafting menu When I turn my mousewheel ONCE, the blueprints tab scrolls though a WHOLE PAGE. That's extremely disorienting. It would be better to change it so that a single turn of mousewheel would only scroll though a single recipe. Like this. Another way to improve the crafting menu is to add the "available recipes first" option This option would be especially useful for the new players, who don't yet know if they can craft anything from the materials they have. 3) Missions. Why can't I move it with my mouse wheel? 4) Start fire There are two problems with this part of UI. First, all the materials are sorted alphabetically, and not based on the success chance. Just... Why? Second, nobody cares about fire starting base chance. Sure it does matter, but no one needs to see their crit. chance as they aim. The same applies here, you can already see the chance of success, anyway. On the other hand, it SURE would be convenient to know the time it takes you to start a fire. Unfortunately, it's nowhere to be seen. I think, this menu would look way better like this. Well, those are all the UI-related problems I could think of. If anyone has something to add or disagree with, fell free to comment.
  7. Okay, maybe "necessary" is not the best word here. Basically, those are the changes that have no reason not to be made. The game would only benefit from them. And opening the list... CONSERVATION OF MASS Weight of many different items in TLD makes no sence. For example, lichen wound dressing is crafted using 3 pieces of beard lichen. Each one of them weighs 0.01kg. That means, the dressing weighs... 0.1kg. You see, I'm a math student and my instincts tell me that something's wrong here. I just can't put my finger on it... Jokes aside, either the mass of lichen should be increased to 0.04kg, or it should take more lichen to craft the dressing. Here's the rest of stuff the weight of which should be changed (tell me if I missed something) Newsprint roll - 0.1kg -> 0.2kg Coffee and all the teas - 0.1kg -> 0.25kg Improvised knife - 0.75kg -> 0.7kg Improvised hatchet - the weight should stay the same, but it would require more metal. 5 -> 9 (sorry, interloper players) Here's another weight-related problem. Canned food! As you eat it, its mass goes down to zero. But it should only reach 0.15kg, as this is the weight of the can. In my opinion, it should work similarly to spray paint. And while we're on the topic of cans, you should recieve one when you use up all the coffee in a tin. A full tin of coffee would have to weigh 0.2kg instead of 0.05kg and coffee in it would have to be inseparable. I think, this change makes a lot of sence. INVENTORY There are 6 tabs in your inventory. All of the items you find or craft fall into one or two of these categories: fire starting, first aid, clothing, food and drinks, tools, materials. Unfortunately, some of the items are not stored in the right section of your inventory. A good example is the bandage. Ever since the release of "Faithful cartographer", there's nothing you can craft using it. Still, to this day you can find it among the crafting materials. The rest of these items are... Water purification tablets - it's a tool (maybe it could also fit into the food and drinks section) Reclaimed wood - yes, it's a fuel, but it's also a material, used for crafting snares Hook and line - crafting materials, but not tools (not yet) Arrow tip and arrow shaft - the same idea. It's a material. Can of gunpowder - not a tool, a material Revolver/rifle shell casing - a crafting material Charcoal - a tool, but also a material Rose hip/Reishi/Birch bark tea - first aid, but also drinks Go! Energy drink - I really don't know if it should count as fist aid. Leave your opinion in replies. Recycled can - a tool, but also a crafting material. CONDITION Many items have different condition meters. Not all of them should. Matches, painkillers, antibiotics, antiseptic, money, coffee tins, herbal tea, flare shells, lantern fuel, jerry cans, and water purification tablets should have their condition at 100% all the time. Some of them don't lose their condition at all, others lose it so slowly that it doesn't have any affect on the gameplay. All of them clutter your inventory. This should be fixed. MISCELLANEOUS Read and unread books should look differently. When you put an empty spray paint can into a container it should disappear. 0% condition food, on the other hand, shouldn't. (I can still eat it when I'm desperate) Toilet water shouldn't be potable (If I have to boil snow from Timberwolf Mountain, I should have no choice but to boil this water too. Actually, this change would make purification tablets way more useful) If one of those DLC's Hinterland keep teasing will allow us to eat more than one cat tail stalk at a time, we all are going to buy it. Seriously, all of us want to be able to eat more cat tails. PLEASE! I BEG YOU! DO YOU KNOW HOW MANY YEARS OF MY LIFE I SPENT EATING CAT TAIL STALKS?! At least, make eating them faster. That's it! Leave your own ideas in the replies section. If you have any questions or (constructive) criticisms let me know!
  8. So... Deerskin tent. It would basically be a portable snow shelter with a couple upgrades. In order to craft it, you have to spend 15 Maple saplings, 12 Deer hides and 30 hours of time. You also need to find a workbench. The tent weighs 10kg and provides you with a +15'C warmth bonus. It degrades at a rate of 0.5% per hour. You can repair the tent with 3 maple saplings and 2 deer hide, restoring 50% of its condition. When you place the tent it already has a small campfire inside. You can light it to warm yourself up and cook food. You should also be able to place your belongings inside. Wet clothes, drying hides, saplings, anything. Of course, deerskin tent would have to be bigger than a snow shelter, so it's going be harder to find a suitable place for it. But I'm sure the comfort it provides is worth the trouble. As you can see from the recipe, the deerskin tent would be a late-game item. Right now there's not much use to maple saplings (you won't ever need SO MANY bows) and deer hides are easy to come by even if you never actually hunt any deers. The deerskin tent would be a perfect way to put both to good use. If you have any additions, related ideas, questions, or criticisms, make sure to reply. I'll answer to all of them. Have a great day!
  9. Do you own TLD Merchandise? What did you get? When? Where from? How? .. Don't be shy! Also .. Do you have any Custom-Made merch? In other words .. merch that you designed and/or made? Please show off your TLD merch or "bling" w/pics and explanations for us.
  10. A lot of people thought that "a new gear item" Hinterland teased was going to be a bear spear. Getting a ballistic vest was a welcome surprise. Except... We still want to get that bear spear. First introduced in December of 2018 this gear item was left exclusive to the story mode for 3 years. I believe, you wanted to add it to survival mode even back then (don't remember, where I heard it, though), but adding it to the non-scripted part of the game turned out to be a big problem. But I don't understand how is that a problem... So, a bear is charging at you. You equip the spear and hold LMB. If by the time the mauling animation should start your stamina hasn't run out, you go into a struggle instead. That struggle would be no different from wolf struggles or the Old bear struggle from episode 2 (except, maybe you don't recieve any damage during it). You mash LMB until the bar is full. If you succeed, the bear runs away bleeding or even dies on the spot. If you fail, you get mauled. Such a strong weapon should not be easy to make. Forging a spear head should take 20-30 hours (a lot of coal would have to burn) and require both heavy hammer and instruments as well as 4-5 pieces of scrap metal. Then you would have to attach it to the maple sapling shaft. Each bear struggle would cost you a 10% of spear's durability. Some might think it's too much. But actually, if you're good enough, you can kill 10 bears with one spear. I think, that's fair. Once the spear is broken, you can harvest 2 sticks and a broken spear head from it. The spear head can be fixed on a forge with 1-2 pieces of scrap metal in 5-8 hours. OR you can break it into 2-3 pieces of scrap metal, if you don't value your hard work. I don't think the spear should be effective against moose, but it may serve as a high-defence/no-damage weapon in wolf struggles. It shouldn't be hard to implement, right? I'm sure, all the players would LOVE to see a melee weapon added to survival. Sure, we already have knives and hatchets, but those are only used as a last resort against wolves. The spear would serve as a GREAT combination of offence and defence.
  11. "I think, I'm gonna faint" - says Survivor. Little do they know, it's never going to happen. I, personally, don't like the way fatigue works right now. First off, "recommended encumbrance" decrease is more of an annoyance, than it is an actual problem. Secondly, the fact that this decrease starts at 50% fatigue makes it way too different to the other three needs (their depletion doesn't really harm you until they reach 0%). That also discourages players from letting their fatigue go below 50%, which means, Survivor can only sleep for 6 hours in a row. This can't be healthy, right? And last, but not least, when fatigue reaches zero, Survivor can keep going for 96 hours, fueled by nothing but their willpower and energy bars. And once these 96 hours are over Survivor drops dead, fading into the long dark. That's not how sleep deprivation works. You can't just refuse to sleep. You won't stay awake until your last breath. The solution? You've seen the title. New affliction: FAINT It would work similarly to hypothermia. Once your energy reaches zero, you get a "faint risk" affliction. It would go from 0% to 100% in 4 hours (that is, if your energy meter is empty). When it hits 100%, you get a "faint" affliction. Once you get it, the game is on! You WILL fall asleep at any moment in the next 5-30 minutes. There's no way of knowing how much time you have at your disposal, so you have to act fast. Do you build a fire while you can, or do you crawl towards the closest shelter, or maybe you finally use this bedroll to fall asleep on your own terms? The choice is yours. Sleeping would decrease faint chance by 5%/hr. This way, even after you get 12 hours of sleep, you might still have up to 40% of faint risk (depending on how high it was when you went to bed). This can be seen as a long-term consequence of sleep deprivation. Coffee and energy drinks would not affect your faint risk directly, but they will stop its growth by filling your fatigue bar. As to the emergency stims... Well, here's what their description says: "Emergency steroid injection. Will provide a short-burst of energy. Then you´ll collapse from exhaustion. Use as last resort!". Yep, they just inflict "faint" once your timer's up. Pick your poison. Okay, fine. You passed out. What's next? You sleep for an hour restoring 1/12 of your energy, wasting the usual amount of calories and water ...slowly freezing to death if the temperature is below zero. When you wake up your faint risk is set to 75%, giving you another hour to find a proper place to sleep. I know, what some of you might think "-25% to faint risk? That's more than the -5%/hr you mention before. This system can be exploited!". Well, think again, because whenever you pass out, your condition takes a hit (let's say, -20%). Is it worth the risk? Decide for yourselves. Some of you might say, that such a change would make The Long Dark way too difficult. And... I would agree. This change turns fatigue into too big of a threat. A trade must be made. There has to be some way to balance it. To make the fatigue less punishing. But what are we willing to sacrifice? We all know it has to be carry capacity reduction. It has to be nerfed. Let's say, it would start at 25% instead of 50%. It would make perfect sence! 25% IS a low number of percents, so it WOULD make sence to receive some sort of a debuff when going below it. And realistically, having your carry capacity lowered, means you're tired. And I wouldn't say, that person who is TIRED to this point, would be JUST LIKE NEW after only 6 hours of sleep. But if someone is in need of 9 hours of sleep, yeah, this person is starting to exhaust their resources. So... What else is there to say? If you have any additions, questions, or criticisms, make sure to reply. Maybe this way this wish of mine will stay on the first page long enough for someone at Hinterland to notice it. Take care!
  12. I've been playing Ep.4 lately, really enjoying it after a long break from TLD. But one thing that's always been annoying me is that the "Put Away" hotkey is still not a toggle, i.e. I cannot for instance quickly put up the rifle after putting it away. Or put up the latest light-source I used. I have to toggle though all the weapons/light sources. Or use the dial, but especially when stressed (Timberwolves!) I tend to miss the item I want when trying to do it quickly. It would be a great time-saver and Quality-of-Life improvement in TLD be be able to just pull out the last held item, and surely it would be relatively easy code-wise as well. Cheers and thanks for an awesome game as always.
  13. Greetings! As of today, I was able to complete the "Escape The Darkwalker" challenge without using any runes (besides the final, "banishment" rune). It is an extremely stressful challenge, and I wish to share my hardships, as well as give any tips to those who wish to complete this challenge themselves. First of all, the challenge is simple: Complete the "Escape the Darkwalker" challenge without using the "Lure," "Ward," or "Dispel Fog," runes. You can still use the green campfires of course, as you didn't place or make them. This means that, whenever you aren't at a campfire, the Darkwalker is going to be chasing you down, making every decision you make, and time spent traveling to the next campfire extremely important. Here are some small tidbits that I learned whilst playing, and some tips to help! -Run as little as possible, you have a finite amount of Energy, as you can only sleep for about 4 hours at each campfire, if you don't make water or food. Be sure to make as much coffee as possible, and use the stims and energy drinks you have sparingly. I recommend saving your stims for late in the challenge, when you have little to no energy left, and need to rope climb to access Milton, climb out of Hush River Valley, and access Timberwolf mountain. -Never overburden yourself, you don't want to spend extra energy when walking. This will also keep your walking speed rather quick, and start climbing rope quickly. Keeping yourself from being overburdened also helps in the next tidbit I learned. -Even after you collect all 10 journal pages, the Darkwalker is still slower than your walking speed, even whilst exhausted (if your not overburdened.) Likely, the thing to end your run will be obtaining the rope to climb down the Ravine Falls and reach Bleak Inlet, as in all of my challenge runs, that rope was missing, and I needed to find one to attach to it. Other than that, that's all I got. This challenge gets extremely stressful once you need to get through Broken railroad and Hush River Valley, and I wish for everyone who attempts this challenge: Good Luck! It is possible! (The map display's my route, that I poorly drew arrows upon. )
  14. It could be made from a tree, birch or maple, optionally with cured casings or a scrap for the handle and cord. Without the need for a metal spearhead, that could be manufactured optionally, it could be sharpened with a knife to be used as a weapon against predators in necessary case. During the walk it would relieve the weight overload in a percentage. It could also reduce the risk of sprain when carrying it, or serve as support in case of ankle prain or injury. For me personally, after a ankle sprain, a single bandage does not take away my limp.
  15. I think everyone will agree with me that the character's diet after some time becomes almost one meat. It is known that in reality it is the basic element for the formation of muscle mass. Experts say that raw meat is well digested and has a lower calorie content. It contains useful proteins, amino acids and vitamins, and the body "eats" it easily, even easier than fried and boiled meat. Consequently, its frequent use, plus physical exercise, will contribute to an increase in muscle mass and physical strength of a person. It is an indisputable fact that our character also makes a huge amount of physical effort. This is walking, running, chopping firewood, climbing a rope. But for some reason, he does not increase his physical strength in any way, hence the weight he carries. Why not use it in the game? Let's say that after eating 200 kg of raw meat and spending 100 days in the game, the transferred weight will increase by 1 kg. Accordingly, limit this bonus to 10 kg. It will also lead to an increase in the value and more rational use of reishi mushrooms or antibiotics, as the player will get food poisoning more often. In addition, the player will receive an incentive to stay alive as long as possible, and not quit the game after 100 days of survival.
  16. There are a few things I really don't like about the way firestarting works in TLD right now. 1) It's too easy to start a fire 2) Firestarting lvl3 makes tinder completely useless 3) Firestarting base chance is confusing for the beginners 4) Burning time is... Weird... Let me get into a little more detail... It's too easy to start a fire. Let's say, you have a firestarting level 1. You use a piece of reclamed wood and wooden matches to start a fire. The chance of success is already 40%. Isn't it a bit TOO generous? If you have a firestarting level 2, you'll succeed yousing the WORST materials HALF THE TIME! There's no use to carry around books or accelerant. There's already a 50% chance of success. But that's not all of it. Get to level 3 and all the tinder becomes completely redundant too. There's LITERALLY no reason to use it now! And one of the feats allows you to start with it. Isn't it insane?! I think, the main culprit here is the "firestarting base chance". I've got a bunch of problems with this guy... For one, it confuses the beginners. How? Well, let's look at this picture. Here it is. Right next to the estimated fire duration and chance of success. A lot of new players are confused as to why it doesn't change when they change the fuel add an accelerant. They don't know that it doesn't change. But if it doesn't change, why show it? It doesn't give a player any useful information when starting a fire. "Chance of success" is what everybody should be looking at. Why can't you put "firestarting base chance" into the skills menu right next to crit. damage chance and fishing time. Or even better... Get rid of it altogether. Don't laugh yet! That's not all of it. What if the tinder had an affect on the chance of success? Let's say, cattail head would give you a +15% chance, tinder plug would give a +25% chance, +40% for all the paper (cash, newsprint, etc.) and +45 for birch bark, making it a hard choice, whether you burn it or make a tea out of it. That way, even after you get a firestarting level 3, you'd still use tinder to increase your chances. With each level you would get a firestarting BONUS (+5%, +10% and so on). In my opinion, it shouldn't increase up to +50% as it does now (actually, it's +90, but you start with +40% so...). Instead you should get new abilities like starting with coal or using friction to light a fire (maybe, it would give you a -60% to -40% disadvantage?) I'm sure, players will LOVE it. And the last bit... The burning time is weird. I start a campfire that should last for 4 hours, I sleep for 4 hours next to it... And when I wake up it still has an hour left. Did I wake up earlier? Did I use more fuel than was needed? No, for some reason, the minutes that it shows are actually longer than all the other minutes in-game (like when you cook, or sleep, or read...) I heard, it's like that because in TLD fire lasts longer when outside (which makes no sence, if anything, it should be the opposite). Maybe that time is added because of the skill level, idk? I'm not saying you should remove this feature, but why not just show the ACTUAL time remaining?
  17. I constantly had a question, how does a player who fell on an airplane in the forests of the Old Bear know the sewing patterns of different clothes? Or are all born professional tailors at once? In my opinion, this is unrealistic! I suggest making the crafting of clothes dependent on the skill of repairing. It seems to me that this will be more realistic and will slightly change survival for the better. Let's go! The second level - a hat and mittens made of rabbit. The third level - deer pants and boots. The fourth level - a wolf fur coat and a moose bag. The fifth level - a bear fur coat and a moose cloak
  18. I'm addicted to this game. I have a few wishes: Candles (every home has candles. Especially in winter, at least because of christmas). Funktions: easier to light up (safes Firesticks by lighten up a Fireplace, when it failes) spending light, struggles while it's windy or snowing, more candles = room warms up. Maybe you can find a gas firelighter somewhere near too? Tidy homes/Build mode (why looks every home so destoryed and messy inside? And: Can there be a funktion where I can tidy up a home? My inner OCD needs that desperately, even in survival situations. At least when I spend days or weeks in a certain shelter. Like a build mode, to repair stuff, bring it in place, close open windows and doors with textiles or something else, ...) Growing and watering plants in plant potts inside the houses (Maybe he'll find some packed seeds in some houses or in a farm? Or in fresh or rotten vegetables?) Realisticly basic stuff in every home (every kitchen should have at least a knife, a spoon, a pot, a bottle and something to eat. Maybe there is more food like flour, vegetables and noodles? Every wardrobe should have at least have one peace of clothing, even if its unecessary, so you can harvest material. At least in villages and "normal" houses). Tansportation (Maybe someone left a broken bicycle somewhere? Or even better: A bicycle with a basket for stuff? Or maybe I can use a wheelbarrow to move big, heavy stuff a little easier to one place or another, at a straigt distance? If my stuff gets to heavy to climb somewhere down, maybe I can thow some stuff down, that doesn't break so easy, like clothings and my sleeping bag?) Survive/thrive skills (I can make my own clothes out of fur. Why can't I cook a soup of hunted meat for example, by myself? And why does it take 4-5 kilos of meat to satisfy my for a day? I would be colpleatly satisfied with 500-1000g of meat. And: I would like to hunt some birds. And why does it take two big dead bears to make a coat for one little human? And: Why can't I make a hole in the ice with my axe for fishing? What if he is dirty? Can he wash his hands or his body somehow? Because wild animals can probably smell dirty humans easier I think... And when he is almost starving, why can't he just eat eadible things in his bag like rose-hips?) SEASONS (my biggest wish: After 100 days of deep winter there is a chance, that the earth warms up a bit and the snow melts at least for a few days. It'll be a new challenge, since the player can't melt snow for water anymore and needs to find other recurces to get some water. He gets easyly wet, when it's raining. Maybe he can collect rainwater. New mushrooms, sproudlenghts, a few other animals and birdnests with eggs can appear.) Other players (Even if it will never be a multiplayer. But maybe somebody can join us, so we're not alone anymore. We can help each other, need to take care for each other, can do tasks for each other, ... Maybe for the next season of wintermute?) And please: Do not make the storymode any harder. I couldn't manage the last one. Way too many wolfes. QUESTION: Is it possible to domesticate a wolf by feeding him for a few days/two weeks, then gently start to tame it, so he can help to defent me in critical situations and help me hunting? If not, that's another wish. Thanks for reading! Keep doing your great job! Love, from Germany.
  19. Greetings! I wish to undertake the Escape The Darkwalker challenge once more, but I wanted to add a twist to it, but can't think of anything. Does anyone have any sort of challenge, or twist to add to make it a bit more interesting? (Quick note: The game mode is perfectly fine, and It is one of the most unique and fun experiences in the game, I'm just looking to add a extra twist.)
  20. I'm sorry for my English, it's not my native language. It would be great if a mechanic appeared in the game that allows the player to fully open the location map using a quadcopter!!! Animation of lifting up to inspect the entire location from a height is an ideal option! You can do with the mechanics of using coal from a campfire with a soundtrack. In the story mode, Jeremy the beastman can tell the main character about his location. Let's say the forest brothers monitored the movements of the employees of the hydroelectric power station and organized their actions in their absence. Hints about his whereabouts can be left in the notes of the hiding places of the forest brothers. Or the prison guards used them to search for escaped prisoners. In the third episode, Father Thomas will tell the main character about this. A group of geologists was working in the valley, exploring the area from a radio tower. You can make a challenge out of this mechanics. The player is given the task to find parts of the drone around the world and assemble it - the body, the propellers, the engine, the motherboard, the battery, the control panel and the battery to it. In the second part of the test, you need to reach a certain point in each location and launch the drone. After opening the map of the whole world, the task will be completed. The player will receive the "cartographer" feat icon - coal from the fire will draw a radius greater by 100%. In survival mode, a lost and broken drone can be located in any location. We find and repair it on the workbench with the help of tools. Limit the number of drone launches and its capabilities, depending on the level of difficulty with the help of batteries. Alternatively, use existing car batteries. At the most difficult level, the player can only find 3 batteries, and the drone can only draw terrain. At a simple level of difficulty, the number of batteries found is unlimited, and the drone can draw key points on the map, transitions to other locations and small objects (carcasses, firewood, plants). Using the car's batteries will give the player a choice - open the map or make more bullets. A question for everyone, developers and players. What do you think about it?
  21. I apologize for my English. I am using google translator. I propose to make an alternative source of ignition. We disassemble the emergency lantern and get a silicon lighter. The principle of operation is the same as that of the flint. The percentage of wear depends on the disassembled lamp. This will give an incentive to repair this item. Now it is completely absent. The lighter should have a low ignition chance. At the fifth level of the skill of making a fire, it should be 90% when lighting with a book. This will force the player to consume fuel and fuel for the lantern. Bind this feature to the difficulty level of the intruder.
  22. It would be interesting to see such a trap on large animals in the game. Will it be easier to catch animals and players will get fat from the amount of skin? No! To avoid an imbalance, you can use iron stakes to create it, which will be created with the help of a forge and 4 skins of any large animal. We fasten the skins together with a sewing kit. And sprinkle everything with snow! To mark the place of the trap and secure the skins, we use 4 sticks at the edges of the pit. To dig a hole with one axe should also take a lot of time and energy. It is not necessary to create animations and objects. You can use mechanics like when building a shelter. To lure a bear or moose, the player can run through the trap (let's say we wet the skins with 20 liters of water for icing) if we lighten the portable weight to 0 kg. Otherwise, he also gets trapped, breaks ribs, gets bleeding, sprains and pain. After catching the animal and butchering the carcass, the trap needs to be repaired with 4 skins, 4 sticks, 20 liters and a sewing kit. You can have only one wolf pit at a location!
  23. Some ideas that I'd like to see in the future... - New animal clothes. Another option for pants, gloves, and shoes, and a layer that goes under your coat. - New animals. I don't know much about animals that live in Canada, but I would enjoy a larger variety of animals around the world. - Unique animal skins. What I mean is how the animal looks. All of the bears and wolves look the same; I would love to see several variations of fur textures were added. Same animal, just some look different. It would be cool to see that bear you got attacked by the other day, the one with the brownish color on his face, or see that the grey and black wolf still roams outside your house. It would let you know if there are different wolves now stalking the area or the same ones. This is probably the one I want to see the most. - More recipes. Add a type of soup that we can create that cures cabin fever. That's all for now. If I have more, I'll comment them on this discussion.
  24. Would be a great item to use for sleeping outdoors - it could boost temps by 5-10C Also a pretty common item to find in cold climates so would fit with the mood of the setting.
  25. This is moreso a QoL feature suggestion but, I found that in some painfully "specific" scenarios, charging wolves are just unavoidably lethal with absolutely no way of survival if condition is beneath a certain threshold. Say, you're desperate for food in an advanced area (because you're traveling through it to reach either an intermediate or easier region - like the area adjacent to Broken Railroad - I forget the name) and the only thing that can found to eat is wolves. Now, because this region is harsh, you've barely managed to achieve a stable warmth state for a while but, if you don't eat, you're going to have a bad time. So, you go out in search of wolves *intentionally;* but when a wolf approaches you, you miss the *one* shot that would save your life before a struggle. Assume condition is below 50%, say between 30%-45%; in this scenario, all options presented to you during the struggle are meaningless because the wolf is about to straight-up kill you and possibly even before you can even fight back. To balance out the the straight-up death problem, I'd propose that a QTE (quick time event) system to prevent the struggle in the first place be considered a possibility with the following conditions to balance itself as well: The window for succeeding the QTE shortens with each successive wolf pounce; one can only narrowly escape such a thing for so long in succession With higher difficulties, this can either be shortened to scale -or- be made invisible to make the player guess the correct timing based on experience alone A balanced CQC (close quarters combat) struggle skill that effects these encounters and can be improved by performing these interactions correctly and by reading a related book This possibly being more difficult with Timberwolves I think doing this would assist in alleviating excessive difficulty with wolf encounters, considering how common they can be, and would still give wolves a chance to do their jobs without nerfing them.