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About Me

Found 1,570 results

  1. Hey guys! New to the forums here and my first post (but not my first time playing The Long Dark) I decided for my first that I want to share some of my thoughts about a few features that can be included in the game to further enhance immersion, experience and bring a little challenge to players. And some mentioned because it just makes a little but of sense. STONES AS FIRE STARTERS When I was new to TLD I thought " ok, survival game, gotta start a fire, need some stones..." because matches were not the first thing in my mind when thinking about starting a fire in a survival game. A work-around the abundance and accessibility to stones would be giving it an average % of starting a fire that can increase by a small increment the higher your fire starting skill. To make things fair as well, the condition % of stones would greatly be reduced with each attempted use (like say, 20% each time) If I think about it stones are most handy to when hunting rabbits and hardly an option for wolf deterrents. Other than that, stones don't have much use. A feature like this could be a useful crutch for early Loper games especially when you're in the situation of not obtaining any matches much later if not all. EVEN MORE CAMPFIRE COOKING FEATURES The cooking system to me right now is playable and I have not much to comment on but it is the limit of how much food a campfire allows a player to cook I think can be further enchanced. How about an option to build a variety of spits? It gives you more to cook and an even more useful reason to hoard sticks/wood and of course, is optional. The spit could be reusable at least a few more times before salvaging it to put in newly made ones. Each cooking level produces a different quality of spit, made with an increasing amount of materials required with the highest having the best quality spit of course. So instead of making 3 campfires to cook six pieces of meat after a hunt for example, a campfire and an added spit could cook maybe around the same amount with less wood needed to maintain 3 campfires. BETTER WILDLIFE A.I. This is one of those topics that borderline into "it's just a game, it doesn't have to be realistic" and "the way these animals behave...it's not realistic" but I want to be open about what could make it more challenging or interesting. I'm specifically talking about how we can utilizing crouching and sneaking more in a hunting situation. The deer for example, could be updated with reaction animations that alert the player that it is hearing something approaching (similar to the hare). This would be useful since currently there are no visual cues that aid me to tell me that my prey is aware of me, the deer just makes a run for it and I have to go give chase. If we have visual cues and the appropriate reactions from wildlife then this could be a useful tool for the player on how to approach quarry. Wolves should have dens as the bears do and perhaps this is a place wolves can retreat to when they aren't prowling. There can be a rotation of wolves staying in the den and prowling giving the option for player to actively hunt for wolves for the more timid (but still aware) ones staying by dens. Of course to make it fair, a handful of wolves would be hanging by the den and still presents a risk of being overwhelmed to the player should they choose to go with it. Attacking a wolf by their dens could startle them and force them to run away especially in a successful atatck by the player for example and give them a window to harvest remains before the scrambled wolves come back -- this one is a stretch though (and a little unrealistic), but just an idea for more options to be in the position of having the pre-emptive advantage in actively hunting wolves instead of being constantly put in the risk of being the one attacked with every attempt to hunt one. Bears can their biggy, same selves for all I care, no comment here XD. CLOTHING CHANGE IN FIRST-PERSON VIEW I read somewhere else in this forum that the character model in-game should have their clothes updated in real-time (just the hands and sleeves will do) so that immersion isn't broken. So there, these are just some of the ideas I have on top of my head, let me know what you guys think!
  2. 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 ?
  3. I've recently thought a lot about a list of things that should be added/improved in the game before it's finished (abandoned) that would make the game "complete" for me. There's a lot of stuff I would like to be added, but this is not a list about them, it's just things I feel like really should be added. Here's the list (in no particular order): - Release of all 5 episodes of WINTERMUTE (obviously) - First person clothing (ability to see what you're currently wearing in first person rather than seeing the default jacket all the time, it really breaks the immersion imo) - Decreased animal bleed out times (I've seen it multiple times in @Hadrian's videos and I have a problem with it myself, chasing a deer 5 minutes around the whole map is a bit ridiculous) - Bear spear in survival mode (currently only available in WINTERMUTE) - Defueling storm lanterns (exactly the same way you put out ammunition from firearms) - Craftable animal-hide socks and underwear (the only two slots that don't have any clothing that can be crafted from animals) - Warning before eating raw meat (similar to throwing an unread book into a fire, it's really easy to accidentally select raw meat from the radial menu and get food poisoning) - More items changing appearance based on their condition (currently only clothing items have this feature, I feel like it would be pretty cool and useful, especially with food) - Better item placing (ability to rotate items and put them directly next to each other or on top of each other, it would be great placing books to bookshelves the correct way for example) - Ability to read books for 30 minutes only (useful while cooking meat or boiling water for example) I might've forgotten about some things, but I feel like I've mentioned everything important. Feel free to share your own ideas in the comments and we can have a nice discussion about it. 🙂
  4. Can we get a jump button plz!!! I'm not talking lebron James jumping height but just a small jump height so I can jump on small boulders and over small rocks, Branch's, logs for when I'm running from a bear or wolf. It would make a world of difference what do u guys think?
  5. I think the ponds located in the Milton Basin and Hushed River Valley are roughly the same size or larger than Crystal Lake in TWM. I'd love to see a fishing hut added to all 3 bodies of water, but mostly the Milton Basin (where I love to go camping).
  6. Really annoying when playing through the story mode getting mauled by the old bear, then having to wait through a long animation before you are allowed to reload a save. Why can't I just access the menu in the middle of the long animation? So far as I have seen its always an insta-kill(On wintermute) so it's not like we would be "cheating" by being able to skip the mauling. Even better would be the ability to skip the animation after the first mauling.
  7. I'd like to see further refinement of the cooking mechanic. For instance, right now an item is either raw or cooked; if it has achieved the required cooking time it is cooked, anything else, even 1 minute less and its raw. More could be done with this - Items (particularly animal meats & fish) can go through stages of cooking such as raw , rare, medium-rare, medium, medium-well, well-done and burnt depending on how long it has been on the fire. In addition to this, the available calories from the item can vary with the cooking time along with the potential risk of disease; items could perhaps have their most calories at raw or a low cooked level like rare and then gradually lower throughout the cooking process inversely with disease risk. This becomes a survival choice for the player - do I cook the meat to a medium-rare to boost calorie intake but risk incurring a increased chance of disease (lower than raw but more than well-done) due to food shortages? Or is eliminating disease risk more important to the survivor? I'm sure more can be done than I'm not thinking of but this would be a pretty cool start!
  8. I know we already have cabin fever, but I think that it would be neat to have a mental health meter that is affected by: how much you eat and drink, pre-existing conditions such as one that makes you sad when you kill rabbits or causes mood swings (maybe there could be a badge that effects how many, if any conditions exist), reading a self-help books or adopting a pet rock. good mental health will make you perform actions quicker and burn slightly fewer calories. bad mental health will make you burn slightly more calories and your character can become grumpy, causing him to give up occasionally while performing actions like crafting or sowing and maybe even refuse to get out of bed. what to ya'all think?
  9. Something to keep us playing after we complete wintermute
  10. Hello. My idea. In the game because there is a can of peaches, pork and beans, and so on and so forth. Say what product is good quality and what is not right ?. What if .by passing the written .It could be for example. A bad can of peaches if the product is long overdue and the can is deformed. Immediately it would be clear that the product is really spoiled. A fresh can of peaches would look really fresh and appetizing.
  11. In this thread, I am soliciting players specific ideas & suggestions for things they would like to see included as NON-ADVANTAGEOUS additions to their gameplay experience; for which, they would be willing to pay the cost associated with a DLC as a means of financially supporting the Hinterland studio. These are 10 categories / suggestions I've either read somewhere along the line, or that I would like to see in a Supporter Pack: 1. Reskins: - Tent reskin for the Snow Shelter (same crafting components, looks like a mountaineering tent with a fly). - Skillet (functions with the same stats as the cooking pot) - Jeremiah's knife (limited possibility for spawn of his knife per play-through: Same stats & durability as combat knife) - Hinterland merch appearing in spawn tables swapped out for their respective counterpart in-game items (toggled?) 2. Decorator Pack: (Role Players / Campers) Items placed outdoors would despawn when player exceeds a certain range so they couldn't be used for trail markers. Items set in a "camp site" could be tagged as persistent with the player permitted one active camp site at any particular time. Reskins would be subject to the same decay that their respective counterparts were. The view out the front of the tent would need to be identical to the snow shelter...(?). Non-consumables (decorative): - Glass of water - Glass of wine - Mug of beer - Bottled beer - Bottle of wine - Steaming hot beverage (cocoa?) - Plates (decorative, placeable) that function as an interactable surface that players can place food items on. - Place setting (silverware, decorative) - RP Functionality: Sitting on tree-stumps and chairs (possibly technically complicated). Would love to sit when I role-play camping, mend or handcraft... (could even be added to game later in an update, but given to supporters earlier) - RP Functionality: Functional coat racks (no benefit to drying, same as floor or surface drying. - RP Functionality: Store hatchet stuck into wood (stump, bough, downed tree..). - RP Functionality: Lean rifle against things vertically. 3. Misophonia toggle: Eating audio swapped for barely audible variants. 4. Elegy Visual Poem 5. Select Episode Intro cinematics (possible complications where additional music licensing fees are concerned). 6. Game designer interview collection. 7. Identity-secure behind-the scene Studio tour. 8. Great Bear inspirations (collection of images and video montage designers utilized for creative inspiration). 9. Meet the voice actors: (Interviews with or short video highlights of the process). 10.Gag reel (funny glitches, fun in the recording studio, etc.). What other things can you think of that you'd like to see in a Supporter Pack?
  12. I'm sure we've all been in the sandbox situation where we have a stockpile of meat, stockpile of potable water, got hides curing, we've explored and gathered everything we need to get by for a while, and there's really nothing we need to do at that moment that's crucial to our survival...and then we sit and think to ourselves "Okay...now what?". I've been in the situation a lot, and that's usually when I save game by using the "Pass Time" button for an hour and quit the game until I feel the compulsion to play again. I propose a little minigame. Something active for the players to do that passes time. Maybe you come across a deck of playing cards while you're out gathering and you play klondike solitaire when you get back to your camp/cabin. Maybe you draw a bullseye on the wall of a cabin and play a game of darts with an arrow, or throw your hatchet in the wall (obviously affecting the durability of both stated items). Something that happens using in-game time, not accelerated time. It could serve as both a means of keeping the player actively playing the game, but could also serve as a means of staving off cabin-fever. Keeping the character's mind sharp, you know? Too many times I've wandered out to go roaming around for no other purpose than to keep from being bored IRL and come face-to-paw with a bear that ended my sandbox run. Sometimes I think I do it subconsciously just to start over because then I've got a million things I need to go collect and start stockpiling all over again. I feel like a little minigame like this would be something that would improve the overall game, wouldn't be too difficult to implement, and would be something that a stranded person would find themselves doing if they were trapped on an island with no one around and hostile wildlife.
  13. TheLostRanger

    MRE

    I don't know if anyone has brought this up before kinda new to this whole forum thing. The MREs in game are kinda weak when compared to an actual MRE. The real ones if I'm not mistaken have about 3000 calories worth of food in them, have water activated heaters and matches in them. I don't really see a detriment to gameplay being that the MREs are already hard to find but this could give them a whole new level of usefulness.
  14. lem4ge

    Tipi (teepee)

    In survival mode, after 50 days, we can have a lot of animals skin, etc. It would be great to be able to make a rustic tipi in homeless areas. Compared to the bivouac tent, it would be more solid and allow to make fire inside. ( images for example from https://www.teepeejoy.com/teepee-history/)
  15. Hello everybody , I don't know were this idea from someone else or not.If anyone has such an idea then I apologize .I don't follow other players ' ideas. Here's the idea As far as I know the game the village on the coastal highway there's a gas station. It would not be bad residual fuel that was left at the gas station how it would be possible to drain into the canister.Can all, the remnants of and remained.People who lived there still do not need. And survivors not necessary.
  16. Hello everyone! It is very tiresomely to use only mouse for inventory manegement. I'd like to add hotkeys for: - confirmation of action (for example making water) - applying of selected item (if available) in inventory UI - dropping seleced item (if available) in inventory UI - navigation between inventroy tabs (all, fire, medicine, food, etc) - customizable keys for applying of different items (for example a key for the bow, a key for the revolver, a key for water (drinking) etc) - keys A and D should be available in ALL UI forms for navigation to LEFT and RIGHT. likewise W and S for UP and DOWN. - opening notebook, craft interface, skills, stats, etc
  17. A very annoying part of my current long (400 days and counting) is that I got Frostbite a few months in. The condition reduction is nothing I can't handle but I hate seeing the healthbar with the yellow exclamation point. Not only does it add UI clutter but it ruins screenshots because it's always there. I get that it's a feature for negative status but is it really necessary for a negative status effect that lasts *forever*? I know I have frosbitee, t's been with me forever and I can see the red spot everytime I look at myy healthbar. It also makes the "you have a bad effect" warning completely ruined because you always have it. Like one time my game crashed, and my last save was after a wolf struggle and when I reloaded I was bleeding, lost half my condition before I noticed and remembered I had been in a struggle. I would have noticed sooner but the yellow ! means nothing to me
  18. I feel like there are just WAY too many rounds laying around for the revolver. This makes it way too overpowered as a tool, given that I have ample rounds just laying around. Too many to even carry with me, matter of fact. Hostile wildlife is a complete moot point. I'm finding as many revolver rounds as I would in a standard FPS, and this is a survival game! This seriously needs to be tuned
  19. I have a suggestion for the forge ladies and gentlemen. One that may actually make us want to use it. As you know, I've never been for the forge. Until they add the bear spear to survival mode, I have literally no reason to use it. I can find a knife and hatchet easily and can find arrowheads with not much more difficulty. That makes it useless to me. However. If they offered alternate, more powerful tools, it would actually make sense. Here's how it would happen. You would get a new skill tree, a new harvesting option, and possibly a new skill book added to the game. And obviously new crafting recipes. The stag handle knife and hatchet. You would learn these recipes at level 3 of the forging skill. At level 1 you can still make improvised tools, but as you level the skill your tools work better and better, last longer, and crafting times decrease. You'll be able to harvest deer and moose antler, and use a work bench and high quality tools to make a "stag handle." Then you would take it to a forge with some steel, and forge your knife or hatchet. The stag handle tools will be much better, but slightly heavier and stronger than the standard hatchet and knife. Still not as heavy as the improvised tools. And since forged tools tend to have much much tighter steel than manufactured, they would cut much better aswell drastically decreasing wood cutting and carcass harvesting times. There would have to be a new texture made for the hatchet, but the model for Jeremiah's knife in pre-dux (which I'm not sure is actually obtainable at the moment. Look it up on the wiki if you never got this item) is already a stag handle blade. What do y'all think?
  20. Themadlad94

    Sparklers

    I was thinking that since Canada Day and The 4th of July just passed, it would be cool to get a festive item to celebrate. The one thing I really want is the sparkler. It could be used like a torch. Emitting a colorful light, scaring away wildlife, and helping start fires in a emergency. They would only last for a very short time and they would come in a packs of a certain number.
  21. Well now that I've read the Dev Diary, I may as well just get this on the table... I want a Timberwolf Cowl so badly right now.
  22. Patchouli

    VR

    This game is so immersive. It would be awesome if it were available for virtual reality headsets. Get on that, would you? :)
  23. Just as the title reads. I like to set screenshots from this game as my xb1 wallpaper, however I have to go to the options and toggle the HUD off to do so, so my survival meters don't get in the pic. I know pc has a hotkey to turn this off, why not Xbox one? My suggestion is to double tap the B button. Then tap it once to toggle it back on
  24. If you could I think you should add region creator and workshop. In region creator you could make so anyone could design their own map and submit it to workshop and play it.
  25. Bergmann

    Wish list

    Каждый раз при замене одежды, нужно чтобы вид от первого лица также менялся! Например меняет персонаж перчатки или куртку, меняется вид удерживания оружия, ножа и т.д. Добавьте возможность строить что-то новое, укрытия (на поверхности) или небольшой домик. Добавьте возможность рубить свежие деревья. Добавьте новые угрозы. Разновидности медведей, волков, лосей, в каждой локации должны абсолютно отличаться от прежних. На каждой локации должно быть свое собственное поведение для животных. Не похожее на остальных. Добавьте новую живность, например птицы. Пусть будет возможность питаться их мясом. Добавьте возможность переносить вещи, пусть сумка вмещает больше КГ. Либо нужно добавить деревянные сани. ОБЯЗАТЕЛЬНО, добавьте возможность автоматического выхода из сна, при риске обморожения или переохлаждения. (все время я погибал только по этой причине)