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  1. Hi! First let me tell you that The Long Dark is in the top 5 list of the games I think are the best. I have some suggestions to improve this game. Maybe I am wrong about my suggestions, then I apologize - do not take this solemnly, but would like to hear what you others think. I make the list simple, so here it is: * Don't let wolves follow me over almost the entire map. * Wolves must be easier to scare away with light sources in challenge mode. (flares, bonfires, etc.) * Reduce wolves / general wildlife by 10% in challange mode. * There must be less things to find in challenge mode. 20% less items maybe? [Maybe I will edit this post for an update] What do you think? Do you have any other suggestions? Hinterland must do something about the wolves because I think they ruin some of the in-game experience, especially in challenge mode. Have a nice day. - Yavind.
  2. I would figure that several inhabitants of the area would have left behind at least a little bit of alcohol. Maybe whiskey, rum, or something of that sort, and I would think that using this stuff would have some immediate positive effects while trying to survive. Of course, it would also have some pretty steep drawbacks in the near future after using of course. Maybe when consumed it adds a small amount of calories, some thirst, and maybe 25% less damage to condition if attacked by wolves or bears, and you cause 25% more damage when struggling, but after the effects wear off it makes your thirst meter deplete 50% faster for a couple hours and severe headaches? This may have been suggested in the past, but thought I'd throw it out there with the possible effects that kind of make sense within the context of the game.
  3. I've seen big cats mentioned before as a possible new enemy and I'd be down for some sort of enemy that tracks you down, perhaps pathing to break line of sight behind objects and only striking from behind...but this makes it a little OP, so perhaps it would need something like the crows calling warnings around bears, but more subtle. An idea I had would be once the cat is in tracking mode and within rendering distance ambient sounds start to get muted while character sounds (namely footsteps, moving, and breathing) get slowly louder. Not to a point where you'll instantly recognize it, mind you. It would be a slow change where if you're not paying attention you'll miss it entirely and it will be too late...
  4. Yavind

    Christmas event

    Will it be a christmas event for the game as we approach the season? I'm thinking if there is a "secret" file in the game that activates itself when the date on the computer shows closer to Christmas Eve. I imagine broken christmas lights around the rooftops. Curved Christmas tree inside some of the houses, with Christmas decorations on and Christmas presents under the tree you can pack up and find toys .. Also that it is possible to collect, for example, a Christmas hat to add to some collection. Maybe an *achievement where you have to find Santa's hat, and it can be anywhere in the game in a random place anywhere on all the maps. And there is only one of those hats. Imagine how awesome this would have been. Maybe make this as a christmas challenge in the game? "Find Santas Hat". And that is where all the christmas stuff is
  5. UTC-10

    Better Campfire

    As a possible substitute for the "no tinder needed" maybe there is a case for an enhanced campfire that has better wind resistance. Starting at Level 3 where the "no tinder needed" benefit kicks in, the player may then have the option to "build" a better campfire. So this "enhanced campfire" replaces the "no tinder needed" benefit. For starters, at Level 3, you can build a campfire that has a 90 degree arc (45 degrees left and right of where you're facing when you construct it, plan carefully) where wind by anything short of a howling blizzard would not affect the campfire as far as blowing it out. The player spends 30 game-minutes constructing it and, obviously, it has a different graphic (so not a trivial thing by devs requirements). It appears out of nowhere when the time is spent. At Level 4, the campfire has a 180 degree arc (90 left and 90 right) and requires one hour to construct. Again, anything short of a full blizzard would not put out the fire. At level 5, the campfire takes 1-1/2 or two hours to construct and either has a 270 degree arc or maybe still a 180 degree arc and is now proof against blizzard winds from the protected side. Naturally the campfire appears in the middle as usual, the footprint of the enhanced campfire is also restrictive like how a snow shelter can be placed in only certain places, and it does block you from walking over/through it conversely it does not hinder animals. This might actually beg for an option to deconstruct the enhanced campfire with nothing but charcoal to be salvaged, perhaps. Of course this is not a trivial issue thing for the devs to implement so I highly doubt it would show up anytime soon.
  6. I tried the game theHunter: call of the wild, today via steam. I wanted a hunting game where you can collect trophies and see killed rare animals you have collected. I couldn't make myself like theHunter because it was too arcade-like. For example, you have endless stamina when you run. You lose 0 HP when you jump from high heights. You do not need sleep, food or drink. All you are is a killing machine. You run around with your weapon and pew pew, money or trophy, rinse and repeat. The game seems very superficial. At least the game has good graphics and sound. But everything else is devastating to the game, so much so that I had to get a refound. This got me thinking, The long dark has all the elements you need to have a challenging hunting experience. You need sleep, food, shelter, warmth and good clothes. Animals can be very dangerous if you are not good with your weapons and strategy. And this made me think even more. *We need the Trophy Room in The Long Dark for those who want to preserve the memories of the hunt, and brag to the rest of the TDL community. I hope they can make something for both animals and fish. + Add online hunt scoreboard, if possible.
  7. Its pretty simple. Like in real life you can impregnate your stuff to minimalize wetness of your boots and outer layer of clothes. In game it works similar. Item is can of spray, (found with random condition), every use takes of 10 % of its condition and reduce wetness gain by 33 % (technically it would activate buff, something like well fed, but scripted for wetness). Duration: 24 hours, with no wetness, with increasing wetness its shorter, but minimum is 3 hours. Its not something important, but had to mention that
  8. I would love to see thermal hot springs in the game. Somewhere you could warm up and maybe restore a little health. Wouldn't that be awesome?!
  9. So I've started to look for help first on steam forums then directly to emailed hinterland like 2-3 months ago still with no response. I'll try my luck here too. I own the steam version of TLD. I'm on mac os x mojave, imac 27" late 17, which is a more than enough system to handle TLD. Until I started to get this bug, I was able to play just fine anyway.I'm having this chronic crash right after launching the game since one or two months, did clean instal multiple times and tried start options but still having the issue. Game starts rather slowly and sometimes even freezes the machine until it responds after a while but as soon I'm in "disclaimer" screen with piano playing, and I hit any button to skip, game crashes to desktop. *On one occasion today, I've been able to make it to the main menu. I've seen some community updates on the way such as the third episode to be released in 22th Oct. and I've been told that I survived 1852 days..I never survived that long let alone played that long. After a few seconds of main menu experience, I got crashed to desktop again.. Like I've said, I've been able to play the game on the same machine, and same os x until now. I do not know what is wrong. I do not have any mods installed by the way. Multiple clean installs, and verifications did not solve the issue.Anyone have any idea?
  10. I can sometimes (IRL), see something in the side-view of my eye very quickly, then I turn my head, then it's not there anymore - can be scary sometimes, if you're alone. So the game developers should add. "side view vision what the heck was that moment", rare moments when out alone + worst snow condition when it is completely dark. Added to all of the game modes. The side-view mechanics may be that you see one bonfire 800-1000 meters away in all the snow, then you turn your character a bit, then turn back - then the bonfire is gone!( Yikes ). Should maybe appear at random spots in the game, and very rare. So: *Last 10 seconds. or. *gone if you rotate the vision out of your players view, and back. * Adds the effect of Peripheral vision "ghosts" * Not overnatural, and adds a bit of wildlife spirit mystery. (there is plenty of mystery in story mode, but I want some mystery in challenge and survival mode) What do you think?
  11. Yavind

    Add potatoes

    Raw meat is found in the refrigerators in abandoned houses. So when it comes to fresh products that can last a long time, I mean potatoes can last at least as long as raw meat. So what about adding potatoes? Potatoes can be found in potato bags in basements or refrigerators in-game. Why exactly potatoes? Potatoes are rustic, simple and hearty food item. You can do anything with potatoes. Make baked potato, cook potatoes, roast potatoes. To make homemade potato gold(crisp),.. just add a little salt. The potato has a long shelf life and it is rustic food. Adds some quality to the game.
  12. Salut moi j'aimerait bien ajouté de jumelle dans TLD qui permettrai de voir 3-4X plus que la normale. Dite moi si vous êtes pour ! ; )
  13. I really enjoy playing Custom but i just recently found out you get no feats progression! Why??? This just seems like an unnecessary punishment for Custom players. Is it because you want us to 'earn' feats?? Then why have feats progression on pilgrim?! I just do't understand why Custom players like myself are so unnecessarily punished for wanting to playing a slightly modified game experience...
  14. Hello everybody. I think this post belongs here at the wishlist. I've been playing for some time, and I've always wanted a couple things added to the game, so I'll explain my ideas here. This is a long post, so please, be patient. We know Hinterland has a lot of ideas to add, and that work isn't easy. One of the main points is, if they want to add something to the game, it has to add something new, and it has to be meaningful, not just a detail. Starting from this point, we must take a look at Bear Island itself. There are 9 main regions at this moment, with several transition areas. One of the ways to divide the regions is water (for example, from HRV->MT->FM, or from TWM->PV). The other way to see the map is with the railroad that crosses the map E-W (or the other way, depends how you want to look at it). Mystery Lake is a central region, ant the rest of the world is crafted around this idea. Ibelive that by the end of the development, no region will be isolated (every region will be connected with at least 2 other regions). This brings me to the point of....Desolation Point. We have a whale processing area there, and a broken bridge that goes to the east. What I predict is that the area north-east from DP could be the main train station of the island, where we could see a train station, houses, and a new coastal area (no fishing huts, sorry guys). It would also be the end of the road that crosses CH and DP (at least that side of the road). But there's more to this idea. It is known that seal hunting was a thing in Canada, so that bring us to...the new animal, the SEAL. At this new region (also at the other coastal regions) you could find this animal. I imagine two ways to hunt it. One would be traditional, shoot at it with your bow or rifle, the drawback being that they will stay close to the thin ice, so it may escape from you, so you would loose your arrow/bullet (but they would be really slow while inland). The other way to hunt them could be under the ice of the coastal regions. Some visual effect, like a shadow under the ice, and some sound effects to give you a clue about the position of the seal. You would need to make a hole, use fish as bait and a new weapon: the Harpoon. We know that the bear spear is coming eventually, so I thought I could be nice (and relatively easy, I know Hinterland hates this word, sorry) to reskin the bear spear to have another option. It could be used at struggles also. To craft this harpoon you would need a forge for the head of the harpoon with 3 scrap metal, then some guts and wood (maybe maple/birch, to make it a more serius decision) to craf the final product. So, in order to hunt the seal, you would need this and use it at the right time, not like fishing, where you stand still until a fish comes by. This (I believe) would make fishin a bit more important (at this moment is just a food and oil free source). But what's the point of adding seals to the game? New clothing and resources, of course. First of all, the seal would give around 10-15-20 kg of meat. You can also harvest guts from it, and of course seal pelt. And also, a new resource: FAT (more on this later). The seal pelt would be used for 1 clothing item, the seal fur vest. It would be an inner torso clothing item, as currently we don't have a craftable item for that area. For the stats, I imagine something like 2ºC temperature, 2ºC windchill, 60% water resist, 5% defense, 5% sprint decrease, and 1,5 kg (pure speculation). But that's not the end of it. Seal pelt can be used to craft a new accesorie: snow rackets. The snow rackets have been requested a number of times, but here's my point with the item. In real life, you use them at places with lots of snow where you would just sink into the snow, to make traversal easier. What I suggest is snow rackets giving a slight bonus movement speed (10% maybe) at the cost of no sprint ( it's difficult to run with these things on). It woul also reduce the sprain risk when walking up/down slopes (reduce, not eliminate). The cost would be 2 cured seal pelts, 20 sticks and 6 cured guts aprox, They could weight around 2 kg, maybe more. And the last thing: FAT. It could be harvested from any animal, not just seals. It could be eaten raw, with a risk of food poisoning, or cooked alone (must have a cooking pot). Also, it could be added to any meat you cook with a cooking pot to increase the calories of the meal, at the expense of doubling the scent emited by the food. Another use for the fat would be using it with your clothing to increase water resistance by 10% for a while (4-6 ingame hours) at the cost of increase the weight of the item 0,5 kg. I know this was a long post, but needed to say all of this. TL, DR: new coastal region with a train station, new animal, the seal, new hunting weapon, the harpoon, new craftables: seal fur vest, snow rackets. New resource: fat, edible, and used to increase water resistance on your clothing.
  15. These may sound idealistic, but... 1. Cans: the best alternate use I've found is trail marks, specifically at Coastal highway, for finding your way to the fishing huts from a shelter during a blizzard and vice-versa, but what if you could break em down into scrap, or a new type of metal that can be used to reinforce your clothing? I imagine having to use a toolbox and/or a heavy hammer to create it, increasing your protection rating but adding weight as well. 2. Oil: A simple one that's probably been asked for before, but making oil work similarly to water, ie. all fuel stacks, can be dropped/stored in specific amounts. Also being able to drain filled lanterns. 3. Mirrors: the most idealistic, but being able to see yourself in the mirror; a fully rendered version of your character, complete with whatever clothing you may be wearing. While we're at it, might as well throw in 3rd person view in there, too. I'll leave it at that for now
  16. This exploit of starving tactic makes survival too easy even on Interloper level. It lets you pass the 500+ days mark with very few resources. (And let me remind that 500 days = 1 year and 4 months). You just can't starve yourself for so long without getting any permanent damage. In real life, if you starve yourself by this method, you will last for long enough, but after around 50 days you will get to the point when you lose about 25-35% of your body weight which, puts your life in danger. It's the stage when your body have consumed all the fat you had in you, and now starts consuming muscles, including your hurt, which grants you the risk of organ failure and the following death. My proposal of how to fix this exploit is to add body weight in the game, which will affect the survival experience in the long run. The Idea if you starve for 72 hours, you will get the opposite effect of "Well fed" - "Starving" (-5kg carry, minus some amount of permanent health and you start to lose weight) When you continue to starve for long periods of time, you will reach your minimal weight and on your status bar will occur "Organ failure risk", which will gain percents (similar to "hypothermia risk"). As the 1% of the "organ failure risk" occurs, you are no longer able to regain fatigue at all. It means, you become very weak and your health bar will drain quicker. It will make this situation very dangerous and players will not be able to exploit it so much as they do it right now. And so on. If you keep yourself fed for 72 hours+, there occurs the known bonus for additional health and weight that you can carry. Now in addition to it, as long as you keep this bonus active, you will gain the weight back to the normal mark and maybe even more (?) Cheers.
  17. or commonly called Wolf Lichen. Lichen grows on conifers in the pacific north west in all elevations. Has many potential applications as future addition in TLD. Has medicinal uses "as a poultice for swelling, bruises, sores, and boils, and boiled it as a drink to stop bleeding" Vulpinic Acid, the substance that gives the lichen it's bright coloration, is also toxic to meat eating mamals, so double use as poison to control wolf population The lichen extract can also be used to dye clothing, useful for character customization if implemented in the future. it also looks cool and adds a nice dash of color to the TLD palette. What do you say Hinterland, nudge nudge wink wink
  18. I find that newspapers, books and, recycled cans have zero use my thought is to be able to make paper logs out of the paper (3 pr log) or books (1 per log) and line (2 per log that also uses up excess gut) and as for the cans make them into scrap metal at the worktable
  19. UTC-10

    Oil-fired stove

    Currently the game has electric, gas (natural or propane), and wood-fired stoves. How about a kitchen stove that uses kerosene (or its replacement, lamp oil)? It would provide an alternative to places, like the the prepper caches, draft dodger, and the lake cabin, where there is no visible sign of a utility connection. It would also seem consistent for the houses on Misanthrope and Jackrabbit for similar reasons. Not every house that it might make sense would have one, and it would require the player to have lamp oil to use it. It would only have one setting for its burners unless or until the much requested recipes and more elaborate cooking was ever implemented. A variant would be something like a Coleman camp stove which has two burners and is mostly portable. Uses lamp oil, is relatively wind-resistant, and needs regular maintenance. One major reason against it would be that to have a level stove, there would have to be the capacity to place it (temporarily) or modify the landscape temporarily. The game does not currently allow for that, much, but as long as that problem is understood, the stove could be placed on any generally flat horizontal surface. Of course, we've gotten along with holes in the reality for a long time, so probably something once Story Mode is concluded.
  20. LoneWolf5841

    Tape

    Tape we need some kind of tape not for crafting but for marking basically you can use this tape to mark places you been to for example if you search the entirety of a specific house you could go to the door equip the tape and there would be an option to apply tape to the door and it puts a big X on the door letting you know the next time you come across it that you already searched it and maybe if you leave an item inside that you want to come back to you could lay 1 piece of tape on the door so a \ instead of an X this would let you know hey I searched this building but left something inside that I wanted to come back for. Obviously the tape would have to be found in the world like any other item but will be fairly common and it has a durability to simulate running out of tape and this item would be unrepairable so once its condition drops to 0 you have to find more. This is a simple idea and would like to see its' addition to the game if you want to it could be used to craft something but I just want to mark doors with it lol. And yes I know you could drop something in front of the door but I really don't like doing that because every resource in the game is valuable so that item in front of that door will be picked up later and used so this idea with the tape would solve that.
  21. MrsHoneypot

    Clockwork

    Would old fashioned wind-up watches and clocks function in the scenario described in TLD? The reason I ask is that there is such a thing as a wind up (clockwork) torch, and a radio. And if that works, would a small dynamo, as you would find on a bicycle, work too?
  22. Hi, will there ever be a co-op mode so will and Astrid could survive together instead of my wife and I playing separately we could co-op together to survive ?
  23. Description: A bottle of brandy that gives you a temporary warm boost during cold weather or blizzards. Pros: completely stops hypothermia and the chance of frostbite for an hour, gives you a chance to run away from a blizzard to indoors. Cons: - After one hour: if still outdoors and temperature still feels like at least -1C; sudden hypothermia and frostbite at 2x speed. -25% drop from sleep condition -headache Use: A bottle that consists 0.50lt brandy; 0.10lt is consumed per use. What do you think?
  24. I and many other (seasoned) players really enjoy interloper mode. It's a real challenge to play it successfully. But I have noticed a sentiment that the mode has become a bit too easy, how strange that may seem. That's one of the reasons a custom mode such as deadman is popular. I think that commercially speaking an even harder mode than interloper, a built in mode, that has a catchy name (interloper is a very good name) and can be recognised makes a lot of sense. The interloper players are a minority but are rather vocal and passionate about the game. Many popular long dark streamers play this mode and are popular exactly because they play interloper and are good at it. I regularly see people commenting on a live TLD stream that they bought the game because the streamer was playing it and very enthusiastic about it. I personally bought it a couple of years ago because I saw someone play it on a stream. I believe an additional, harder, and very challenging mode would no doubt help in promoting the game through channels such as streamers and create more sales. And of course it'd be more fun for players. Something like deadman, but with some condition regain and minimal loot, increased predators, and increased sense of predators, only one guaranteed spawn of essential items, worse weather etc. If a harder mode is not practical due to time and resource constraints, perhaps tune interloper to be harder (maybe make it optional). Such as only have one hammer and hacksaw in the game. I heard there used to be only one hammer and hacksaw in interloper before I played it, or possibly when interloper was in a testing release and testing releases were still accessible (by some). Thanks for your consideration and I can totally understand if this is not something which can be implemented at all or any time soon. Though I believe it would benefit the game a lot.
  25. Could there be a strength skill added to the game? It would work like the other skills where you have 5 levels of a particular skill each level giving you a different benefit. This skill will increase slower than all the other skills (for balance) and it increases by simply just walking, sprinting, rope climbing, walking while encumbered, and spriting while encumbered. Spriting increases it a little faster than walking, and walking while encumbered also increases it faster than walking but not sprinting, if you can still sprint while encumbered it will increase the skill faster than just spriting whilst underweight. The last one is rope climbing which will increase it a bit faster than walking. My point is, the character does a lot of physical activity he/she has to be getting stronger so this skill would make sense. the following is the benefit each level gives. 1st level gives you no benefits 2nd level gives you faster rope climbing 3rd level gives you the ability to climb down or up ropes while encumbered as long as you still have the ability to sprint 4th level allows you to walk against the wind a little faster or removes the slow down from walking against the wind completely 5th level increases your carrying capacity by 5kg (11lbs) If this is added you can eventually have 15kg (33lbs)of extra weight capacity if you have the well-fed buff, moose hide satchel and level 5 of this skill. What do you think of strength skills being added to the game? And what do you think of the benefits I listed are they too OP or do they sound like they could work without removing too much challenge from the game. Looking foward to hearing others thoughts on this ☺