Firstly, no. TLD is not and is not made to be a “realistic survival simulation.” There is a disclaimer every time you turn it on addressing this exact point. They pulled the cougar in reaction to all the legitimate pushback. They still want it in, but it’s being reworked. Not sure if you hike much but walking along a side slope with a lot of weight on your back is EXACTLY when ankle injuries are most likely. I’m not sure how long your runs are, but needing resources is a huge reason to go out in the world. Sure, you can bunker down right away, but your tools and clothes will wear out. Then what? It’s a survival game. In order to survive you need to go gather non-renewables. Sometimes exploring for its own sake yields plenty. You complained about too many animal spawns and then want them to include whole herds of elk? I also have to fundamentally disagree about the ankles and thin ice “de-incentivize exploration”. No. They add risk. Remember, the incentive TO explore is that you need stuff. Is that stuff worth the risk? Weighing that risk vs reward is a crucial part of survival games.
Agreed, this game is about risk management. Sometimes when you think you are ready to take the long walk something outside your control happens to change your risk calculations, so you need to adjust - or your run is ended.
The shortwave is exactly what you're talking about. Hidden caches that can only be accessed with an item found in a remote region and then bringing it all over the island
@@OnlyTwoShoes so if you're playing on a difficulty that already gets rid of several mechanics, don't complain when there is less to do. You already lose reloading/ gunsmithing and guns in general, plus several other items. You know what you're signing up for playing on that difficulty
I agree with the whole video besides two things, exploration and dogs. It’s a post apocalyptic hiking simulator. The cause is anomalous solar flares, earthquakes and economical collapse. This means that EVERYTHING is yours. If you hunker down you’re just wasting precious time. Everything is most important because it’s the last stock you’ll ever get. Drag everything out of TFT so you never have to go back. Harvest dozens of animals. The travois, the ice fishing holes, cartography, caches, tales, technical backpack, satchel, rifle holster, tool belt and well fed bonus are all helpful incentives to explore. I remember when Stacyplays revealed her soda. I was nine or ten. I’m twenty now. For me TLD is boring, stressful, nostalgic, exciting and terrifying. It holds a place in my heart. Oh and the dogs are dead, very dead.
Yeah, exactly! Great Bear Island is huge, and gives you plenty to explore. The DLC gives you even more reason to hike around. Find tools, explore ruins, scare off wolves (Or fight them,) wander during and Aurora to see what secrets and stories the old computers hold. There's always plenty to explore, what matters is if you're brave enough to go looking.
My longest run is 436 days on interloper and I still have a lot of things I haven’t done yet. It’s about staying alive, not entertaining you while you do it.
The very act of surviving is entertaining enough for me. I’ve been playing since beta.. and still play. When the game is trying to kill you every second, finding a soda can brings excitement. If the game is too easy, try interloper or the new mode misery.
I just want to last one year....and I almost did by a few days.....but then I got lost in the blizzard.....currently I'm thinking of migrating because I have 4 matches and for love of all that is good, there's NO sachets or knives in mystery lake! What are the odds!?
I am so tired of people wanting to change this game into a hunting simulator or worse. It is all about survival and isn't meant for people to have a rip roaring fun crafting base building experience. As for it's replayability I have been playing it since 2015 on SURVIVAL not story mode. I have close to 4,000 hours IRL. If the Dev's are watching please stop changing stuff don't get sucked into the idea that it needs to appeal to first person shooters that want a more true to life way to kill virtual animals. There is not another game out there like this one. HANDS OFF!
Incorrect. For a game that prides itself on being "realistic" about survival elements, the hunting mechanics NEED to be changed. Shooting a deer with a .45 should not take more than two rounds unless you missed both those rounds. There is nothing you can say to change that. Devs, CHANGE IT!
They should do 2 modes then. A survival mode in the style you like, and a more commercial mode so that they in turn can be more popular, earn more money, and we can get more history. Seriously, I need the last chapter of the story and I've already waited many years
DAY 5?!!?...... Bro you can't cross half the map in that time frame. What you are doing is the equivalent of making a wheat farm in minecraft, digging a hole and doing NOTHING else coming up only to grab food. If you play the game to its fullest you would explore new locations, craft/find rare items, make it you mission to map the regions or find all collectibles. day 5.... really now your just lying to the people.
You make some good points, although tales from the far territory does a pretty good job of incentivizing exploration. Those missions take you all over the world and require you to come prepared as you will have to navigate some of the more difficult regions. Yes, it's a paid DLC, but i think the price is fair. I've never experienced the cougar as i haven't played much since that update, but sounds like it flopped. Hopefully they can find a better way to implement it. Sometimes i think it helps to just set your own goals, like climbing TWM. But yeah, like many survival games, it can get stale in the late game. Still this is one of my all time favorites and the best solo survival game ever.
I love the game, I swear, and I would love to give the DLC credit. However I just don't think it can be used as an excuse for the lack of incentives in the base game. If they put in some FreeLC stuff that crossed over, if the base game was finished AND the DLC wasn't itself released in early access, then I would feel differently. If you disagree though, that's fine. Either way I am still glad that more good content is being added to a good game.
@newmemphisminis it's a great game for sure! Agreed that there should be more for base game players. You have some great thoughts about the game and hopefully the devs will take notice. If you don't have the DLC tho..... just get it bud. It's worth the price! Liked your video and subbed BTW!
@mesk412 i agree the dlc is so good! I don't know what I would even do without the travois at this point lmao it's so handy for hunting or gathering firewood etc. Plus I love the maps
I've always hoped they would make bases modifiable. Like move containers or, idk make a crate you can actually put stuff in. Maybe make it an option to clean up the place. I will say I have never appreciated that snow shelters require cloth, (a limited resource) maybe add pine tree branches that can be harvested because thats more real then cloth. Fix getting stuck on something that is a sliver irl. The list goes on. I always figured I'd have to go places after I choose a place to hunker down in. Like if I need more ammo, or fix an axe/knife, or make one. Or need to head out and find more resources. Either way, I Love the game too. Cougar mechanic kind of sucks (agreed) but find a better way to have it, because I Love the idea.
Idk. I have thousands of hours and the very act of surviving is entertaining for me. I create my own goals and “things to do”. There is so much to explore and do. Only sleep in caves or stick shelters, climb TWM, get the technical backpack, complete tails, find all cashes, fix the antenna that aren’t required for story, set up bases in every single region… I can think of many more. They have added a decent amount of new animals. Seals would be cool.. especially since you’d have to travel to a specific map for them. Could the game improve, yes. But I just don’t agree with your solutions. I was hoping the cougar would be an animal that could only be found in the new map, and it would give incentive to travel to and risk death to kill and get the animal hide. They still have the trader coming, safe house customization, and an in game camera & darkroom. What would be awesome is some new items like BINOCULARS!
With just over 6400 hours (and counting) into the game, I'll respectfully disagree about nothing to do. There's TONS of things to do! Hunker down? What's that?? Hundreds, even thousands of days can be played before you get "bored" 🙄
I am still a noob w/ only 1800+ hours in the game and I agree with @ladyQxx. I am just happy they haven't abandoned the game, though I would like the end of the story. The new content has been fun and getting me to explore some zones I previously avoided. I don't play custom, I love when my interloper runs start me in Ash Canyon, because after picking up those items I am at the top of the map, only one way to go.
And theres always risk you make couple stupid mistakes and that makes it fun also its really Hard to camp in one region especially in early & mid game misery or interloper bc Animals spawn slower
Dude thanks for posting. I may not agree with everything you said but I applaud you for saying it. I actually read all the comments on this - not a regular thing for me. A lot of good comments in there. A friend of mine suggested the game to me a couple of few years back and it helped pull me out of depression. I'm a hiker/backpacker and I suffer from Seasonal Affect Disorder which got pretty bad after moving further North, TLD helps pass the time when the nights are longer and the days seem longer. TLD helps me put things back into balance as when I go out into the real world it is not as bad as it can be in the game. And there is something about virtually getting my gear together and going on a long hike when the weather is good. I move around a lot in my runs looking for blue sky days and trying new gear builds. (I do not enjoy real life winter camping/hiking.)
Another thing they need to add. More regions that are not a competition to see how much more masochistic they can make it be to spend any time at all in that region. That's NOT inviting to new players, and I'm saying this as a custom-gun+tools loper player who also makes cnd recover low so the first 5 days are actually way harder then your stock Loper start. No new player is going to want to go anywhere near Bleak Inlet, Blackrock, or ANY of The Far Territories. Just not gonna happen because we all know they'll die in ways they can't really learn much from. It's just the player entering a region that's totally inhospitable to staying alive. There needs to be some NEW BEGINNER regions for the newer players to have more to do and explore that's not going to just instantly kill them before they even have a chance to learn any of the game's mechanics.
Gonna make my suggestions here since a lot of people are talking, but borrowing a little from Frostpunk, I think it could be fun or interesting to have blizzards like proposed in the "Whiteout" scenario, This would actually make it so you value your time without bad weather even more, because you're going to have periods where suddenly, you're basically stuck indoors due to a blizzard, but if you don't have enough food, or fuel, You're gonna have to risk trudging through the blizzard to get more, or you bunker down and hold out, hoping that you'll survive until the blizzard passes. Having to keep a fire lit while indoors to keep warm suddenly adds a lot of pressure on the player in my opinion, and encourages a cycle of stocking up on food and fuel in order to stay alive. Blizzards themselves however I think is fair to have a few days warning at least to let the player known one is coming, maybe an abnormally high windchill, and your character comments something like "Wind's howling... that means a blizzard ain't far behind"
My thought is to add random quake events to the game that alter the pathing, either getting the player stuck in a zone, looking for an alternate way out, or block the path into some zones. As the mechanic takes place over time, terrain would change which could either assist, or deter the players map progression, and offer an incentive to explore further. For instance the trestle bridge gone, with Cinder Hills the only way into Coastal Hwy. This would require quite a rework of the maps, but I think it would be a game changing mechanic.
Was gonna suggest certain weather events (i.e. 3+ days of continuous blizzard) and certain shelters can be damaged. Take enough damage & they're destroyed. Lower difficulties, you can improvise repairs or break down certain features (parked cars, damaged shacks) to repair them fully. Hell, track it in scavenged wood & scrap metal. Throw a new tool/tool set in the industrial or logging areas to aid in this. Not base building. Base management/maintenance.
Did you not get the DLC? I feel like the tales do a good job of addressing some of your concerns. I think the tales were probably the strongest things ever added to the game, the more hands off Storting telling approach when compared to wintermute just works better in the world. I do agree with a lot of the points, custom mode is a great mechanic but could use some updates and be more user friendly. The cougar was pretty bad upon release but I don’t think it’s too far from being good. Also international parasites keeps you honest in the beginning of the game so you can’t just gouge on wolf meat until cooking 5. It also might have just been me, but I found exploring to be the most engaging part of the game. It’s not fun to settle in a region for more than what, 15 days at a time maube? Depends on the region I guess.
I completely agree. I think the big reason I loved playing the episodes and wish was in the main survival mode is a goal. A lot of the risk they have added to the game would be better utilized if they put some rewarding things behind them. Thinking of your seals mention, having to walk out on the ice to get to a seal. There is so much potential and they need to capitalize on their own creation. ***Spoiler Warning - - - - Some of my favorite task in the episodes were helping out the people of the region. Finding the survivors from the plane crash and getting them supplies was honestly some of the best times I had and after finishing that I really wanted more. I still love the survival but I feel you 100% more punishments for a game where you are already made to struggle is not what it needs. Top request I have now is a better base/camp customization/organization and actual goals.
Totally! I loved episode three for exactly that reason. Seeing my character get stronger while saving survivors was a great experience. I've heard Tales from the Far Territory leans into that, but I can't really give credit to paid content when the base game isn't even finished yet.
Switching to Interloper made the game more interesting to me. I've never hunkered down and with 1.5k hours there are so many places I still haven't seen. I always find some new spots or hidden areas to explore. The DLC is an awesome addition and totally worth it.
I love the game (+1000 hours), but I eventually will stop playing out of boredom until a new expansion pack arrives. My three suggestions: - More animals are welcome. But they should make the current ones more dynamic, with different sizes, behaviors, etc. - The maps should have more random features as well. Even item spawns are very predictable once you play enough. - And I know that it is something that they cannot change, but it would be awesome to just get rid of the transitions between indoor and outdoor areas. Make every structure just like TWMs cabin: you get inside and still see the weather changes, animals, and so on. It is more immersive, and I wish every house/construction in the game was like that.
I think the call to explore vs incentive to bunker down thing is an issue on Pilgrim/Voya and maybe Stalker to a degree, but it isn't true about Interloper at all. If you hunker down in a region on day 5 you'll be out of food/firewood by day 9 or 10 and dead soon after. You're forced to go explore on loper to find your key tools for forging, and you need to get out and explore the map early to find the best findable clothing items before they all degrade to ruined. There are also the recipes, bunkers, polaroids, and signal void caches across the map to go find. You aren't forced to go find them, but they're still out there to find. I think the elk herd idea is really cool though, if anything it could be used to further incentivize you to go explore, instead of rewarding the "boring" gameplay of region squatting. Maybe you hear elk calls from the direction of the neighboring region and you need to track them down across multiple regions?
I don't agree with a lot of the suggestions here; I do wonder if you've played much on interloper because there is a lot of stuff to do on it in terms of survival and goals to strive for, and hunkerking down doesn't work forever. I do think TLD needs more things to do in the long term; I think hitting powerspikes like when you get weapons, better clothing etc feels great, so they should double down on that and add long term powerspikes that take a long time to put together but are a goal to aim for. An idea I had was something like a bike that makes travelling faster, but have it be a massive undertaking to create it, requiring multiple trips all over the island. Now that'd keep you motivated in the late game.
While I fundamentally disagree with you about the game needing things to do (thats not the philosophy of the game), I really appreciate the video. I like your presentation style, and its always motivating to get people's opinion, regardless of whether I agree or not :)
Much appreciated 👍 A positive environment where we can all respectfully disagree and put forth well-thought arguments is an environment where good games get made.
Really interesting feedback. Love your animal suggestions! I agree about needing more things to go out into the world and do, but I honestly think that the "Tales" have given me that, at least for now. In my first attempt I died partway through the first Tale, and I'm still motivated enough to see all 3 that I'm about to the same point in my 2nd attempt now. I would love to see more like that, involving more regions, perhaps individual "Tales" that tell their own little stories (so they aren't dependent on having done other Tales already)--maybe stories about the actual history of northern Canada, like you said!!
What this dude is basically saying, Hinterland needs to add mod support. Some people want to play multiplayer with other people, or have a dog, have a faster way to travel, or have more exploring options that fits them personally and thats fine. People getting worked up this dude wants Hinterland to add more features and i dont blame him because its what would make his time playing more enjoyful. Add Actual Steamworkshop mod support.
Hinterland KIND OF fixed the whole issue of “nothing to do outside of hunkering down” with Tales of the Far Territory, but the issue with Far Territory is that you can do it once- And it’s fun. But after you finish it- there’s really no reason to keep going until they add the next update.
Elk herds sounds like such a good idea omfg 😭. What would also be cool is being able to make bells that you can attach to your bag to deter bears and wolves like real life. And also remove the stupid debuffs from the food in the new expansion, what’s even the point of going out of your way to craft stuff only for you to get a headache, fatigue and encumbered.
As an interloper player, i do relate with that statement of hankering down. But in a different way. Its not about how 'hardcore' it is. Its about incentive. Once you explore the world once, there is no real motivation to continue doing it. Experienced players by day 150 already been to every map, finished tales and so on. The problem is funnily enough, the proximity of loot. As you said, animal spawns everywhere. What the game needs actually is more hardship but in a positive way. For example with spawns. Make them not be everywhere. Make the player have to go out and traverse 2 regions to find a deer. That would make hunting interesting. The extreme wolf population isnt dangerous.. its more like.. annoying at best. They are just meat that fights back. Make predators more dangerous but vastly reduce their numbers. And also remove lvl 5 cooking perk. That way bears and wolves wont be a nice food source that comes after you. I would call this "hungryloper".
@@lilstrats944thats why you dont bunker down...the game is designed to keep you moving...you clear a zone then move on to next over 2000 hrs in survival 90% of that in intetloper and far from bored in any shape way or form ❤
@@lilstrats944 they spawn in a few days. You usually get enough meat to last you way longer than the respawn rate. Trust me, i know. Im day 250 on my current run and i have no reason to move around.. just for shit and giggles.. which isnt the greatest motivation if you are actually role playing to survive and conserve resources like clean food. Im at the point of.. should i go back to Blackrock? But why? To risk dying? There is nothing there that i actually need and i can survive here forever.
This guy has some good points in the sense that the game really hasnt changed radically in the past 4ish years other than new regions, items, and animals. Hinterland is caught in a bad situation where they have to choose the safest possible additions to the game in fears that they will anger fans, this was really apparent when they were getting backlash for adding the toxic wolves to the Zone Of Contamination. I thought the toxic wolves were a good addition as it made the region unique and more dangerous giving more panash than your average map full of abandoned buildings, notes, and the same wolves with stupid AI. The Tales were pretty bad and boring IMO as it just broke down to the typical safe option of go from point A to point B only to read a note with cryptic info and get told to go to next location with overall no payoff. If anything survival mode needs a objective/goal for the player to work towards like is done in subnautica where you can follow the objective of finding the cure to your disease and escape the planet or just do your own thing. Even though I have played subnautica many times and explored the whole planet I never get bored in my new playthroughs but there have been many times where I have started a new save game in TLD and then immediately abandoned it from boredom. I just wished Hinterland would take a risk that might anger some people rather than take the safe route they have been taking. But hey from a game dev perspective I totally get it, if aint broke and printing money regardless don't fix it.
I like the Elk Herd and the Seal Idea. Seals would also provide a more fatty meat source. I think TLD needs some mehcanic to make sure the players dont eat the same meat for weeks on end. And cooking level 5 buff needs to be halved. So you'd still be able to get parasites from predator meat, just the chances being lowered. Same for food poisening.
The long dark is a game that everything has a purpose, 2 exemples you criticized on this video: FIRST The Cougar - His mechanic apply's to the old horror movie saying - you can run but you can't hide, bassicaly he adds a reason for you to explore TFTFT History, what was the felling of like: i might/should explore new regions went to: (Cougar sign apears) OH FUCK I NEED TO GET OUT OF THIS PLACE, you can always face him also - which its also not difficulty to kill him if you have a rifle, and you get awesome fucking rewards for killing that mafucking cat - Cougar knife - best knife in the game for defense and cougar mask, kill 3 of them, cougar feat which is really good ngl also you said that this make players that just want to live an easy live mad, custom mode ban disable cougar, your not get any feat progressions which is the conssequence for choosing to use the custom tools. Second - the ankle sprain mechanic - it added a risk for cheaky players that didnt want to follow the right path and just said fuck it and crossed the mountain. Now, following the path correctly has a purpose and getting a shortcut has a risk so people think about it for a second instead of just going in, the long dark is a game that your biggest enemy is yourself, your decisions are what kill you, taking one step further can end your entire progress, so the aditions of ankle and wrist sprain are well defined. For the suggestions parts - if you want mods, you can always check xpazeman.com/tld-mod-list/, there's over 100 mods and its easy to download just follow a tutorial on YT and your good to go, its not like slaying a Hydra. You also clain that theres not stuff to do in the game - first of all, yes there is, i myself have a 100 day stalker world (im not conffident to play interloper o misery mode yet but i will) and right now i setted a goal of mine to get to ashen cannion (yes im a pussy i still havent got there) to get the tatical backpack and the crapons, everything fine so far, made my way to TM and its presenting a hard and fun challenge to acomplish, the list goes on of stuff i need to do so yes, there is indeed stuff to do, you just gotta want to go do it, leveling up skills, getting all the custom recipes, notes, completing TFTFT, the list goes on. Short and simple - Feats progression should still continue to stay locked on custom mode, you are moddeling the way you want your game, i remember seeing peacefull animals on custom mode and people tlaking shit about locking feat progress, common thats not fair, your gonna play the exact way you want, devs should them punish you for that LOL. The other changes you talked about custom mode are kinda nice - you already have the custom mode codes but who doesnt like a little pollishing and making things easier. Story elements are kinda cool, the problem is with the RaNdOmIZaTioN - imagine someone makes a world where you know, endless night, with a lot of rabbits and no other animals, what the note would say - '' WHERE IS THE FUCKING SUN AND WHY THE FUCK IS THERE ONLY RABBITS PLEASE MAKE IT END '' and also the computters are locked in notes cause of the archivist challenge and dark walker was just a hallowen theme challenge that outside of that i doesnt make much of a sense, you could add glimples of him as you said, but for that (PERSONAL OPPINION INCOMING) you would need to add some sort of sanity status or a paranoia/fear of the night condition of some kind. Adding dogs would be bad to the game because of sher amount of work they would have to make them, you cant just you know find a dog somewhere and hope his gonna go and follow you instantly - trust factor would be mandatory, helping you with stuff like hunting - separte dog skills, exemple: lvl 1 hunting he fucks up most of the pray, lvl 5 hunting he knows where to bite and will not fuck up the pray, so, the ideia of a dog is cool, yes, yes it is, but is it worth the amount of work, no i dont think so. Adding other animals like Elk Heards and Seals are good cause they add more variability to the game, the only thing you didint mention is that everything in TLD has a purpose of its own, so you cant just put elks and make them do same exact shit as deers, use their horns maybe for something, same shit with seals you get what im saying. Currently wintermutes are beeing worked on so ye just gotta have patient, Ice mechanic, same shit as ankle sprain, it makes you think twice before crossing an icy lake Also forgot to say it but TFTFT added a purpose to explore during an Aurora so ye thats pretty cool, cause aurora nights back in the day where only used to read books. IF you had the patience to read all this shit, thx and feel free to offend me if you wish or just criticize peacefully my comment :)
Devs should punish you for playing the way you want? I guess, sarcasm doesn't translate well into text, so I'll make sure. Are you being serious? Most players use Custom to either make their game as hard as possible, or place it somewhere in-between difficulties that already allow for feat progression. I guess you could try and make the game easier than Pilgrim, but it wouldn't be THAT much easier. Seriously, if I can advance my feats on PILGRIM, it should also be possible on my Stalkerloper.
@@ghurcbghurcb The thing is there are ways to give a significant advantage like disabling all diseases (which they are active im pilgrin) also one way to get a good advantage is to turn on endless night and have the darkwalker feat active - infinite less stamina consume, so i get your point, if there was a way to keep feat progress in harder difficulties it would be cool, what you could do is like Deadcells (first example that popped on my head) certain things you modify on your run stop's you to get achievements or specific items, so some stuff you change on custom mode should block feat progression other shouldn't, thats a way to make your stalkerloper run able to get feat progression, and to also block people from modifying their run to make it easier. I think this is a solid way to make both sides happy, people that defend feat progression block and people that are against blocking it.
Those seem like fair points to me. There are only two things I would push back. Feats should be unlocked on custom mode. The game is ten years old and it needs to maintain player count to stay relevant. I really do understand why TLD purists don't like it and I am sympathetic to them,, but from a business perspective petty crap like that alienates casual players. It reminds me of Bethesda pretending to love mods in Fallout 4, then adding that obnoxious [M] to your save file for using them. Now a decade later, it's just a barrier new players communally have to hop over, and therefore a communal sore spot that makes the devs look petty. And the release of mods tools needs to happen, along with an expansion of the Steam Workshop. The fact that Adaptive Arsenal has made waves in the community despite not being convenient to find or install just proves my point that there is hunger for more varied content in this game. If the devs would just loosen their grip, they could have a lot more players. But that's my opinion. I look forward to hearing yours 😊
@@newmemphisminis For the Mods part, 100% agree, mods for are not just a form of adding 3rd party content to the game, but a way of the community showing apreciation to it, as you said, you cant do like bethesda with fallout 4 and give a shrug to the mod community only adding them on consoles to make more people play them, BG3 recently anounced their own modding tools and launcher that makes everyone able to creat stuff, even people that are not into modding, still a modding tool published by the devs would need a lot of working, community management, so prohibited would not get into the game like +18 content, since the game is for 12+, so it would require a lot of work but it should be possible. the Feats part, idk how to make everyone happy, like my anwser for the other respond, do like deadcells does, because pilgrim mode doesn't differenciate a lot from the easist possible config on custom mode, so like people wanting to use custom mode to make even harder difficulties, but other stuff idk, still, i think i should remaing blocked
I have to hard disagree with you on the suggestions for additions you made. The game is designed for you to scale up the difficulty when you master the lower ones, each difficulty will push you more and more to be mobile to survive. This all culminates in interloper where you start out with such a barren load out that all camping will do is get you killed. And even more so now in Misery Mode. It sounds like you are a disgruntled voyager or stalker player who didn't push themselves to try the harder modes. Even still, I do agree the game could use some more nechanics that reward the player for venturing far and wide across the map, and whilst new a.i animals are always a nice addition it has to be carefully added as to not disturb the delicate balance of the game. All animals are meat, and adding too many will give the player too many ways of getting food. Perhaps an a.i Overhaul to make existing animals more unpredictable and threatening. Having a guaranteed way to ward off a wolf or bear seems too cheesy in my opinion and if these beasts were smarter they'd be a whole lot more threatening.
I think some players really do love how the game is now, and want the game to mostly stay the same, but there is also the group of players that want more of a progression style of gameplay in the game. I'm not the most skilled TLD player and only have a few hundred hours in it. But I do feel that the things I want to do really do grow smaller very quickly and after about 50-60 days I don't really feel like playing that save anymore. I don't think there is a right way to go in with this game, because either Hinterland will chance is too much and the player that loves the game as it is will rage, or you don't add enough content and the game will slowly die.
This is an interesting video. There are some things I agree with and some things I don't. So you're saying there should be a choice of different named "custom" modes. If this is to replace what we have now, it's clearly a downgrade. If it's to exist alongside the fully customizable game modes, sure but why bother? There already are codes for each custom combination that you can share, listing some of them in the game would be a waste of dev time. What WOULD be good is a more approachable interface, and a way to save a custom settings for yourself in-game to reuse. Now the idea of making story elements unique to each custom mode is a bit out there. Sort of like "I want a game where the map is like the whole world, and I can find my house and live there, and every choice affects the ending, and...". Personally, I don't like the reasoning for cougars existing at all. Like, I would want cougars in the game, but for them to serve a different purpose. As they were added, they were a deterrent for hunkering down. They were also optional. So if you like hunkering down, you just disable the option. And if you like exploring, it is as if no new animal was added at all. I have an idea for making "hunkering down" if not impossible, then definitely a challenge. Imagine if the indoors temperature was dynamic. When a fire is burning inside a building its "ambient" temperature increases, and when there is no fire it decreases until it's as cold inside as it is outside. That way, if you want to stay in the same place, you'd have to make constant expeditions for firewood, having to go further and further as it depletes. Unfortunately, when I submitted this to Hinterland Forums' Suggestions, I was told they don't plan adding anything THAT monumental. The idea of devs making small quick mods is great, I love it. I also feel like there's a group of "fans" who'd get very mad at devs doing another thing that isn't "finishing the game" (i.e. finishing the so far "meh" story of Wintermute). But adding any official modding tools, instead of having modders do it all themselves, would be SOOOO appreciated by all of community. Next up are animals. I don't know about dogs. If you can't tame them, what's the point of them being dogs? Could just as well be any kind of new animal. If you can, I feel like it strays too far from the game's lonely vibe. Elk herds would probably make the game too easy, since you already can live for a very long time by using rabbit snares and hunting any odd deer. If you lure a wolf to a deer, wait for a wolf to attack it, and then deal with the wolf getting a double kill, you're set for a long time. And you want to add EVEN MORE meat? On the other hand, it could simply be more than you need. Why have a whole herd of deer, if the most you can realistically carry to the base is two? And lastly, otters and seals. I don't feel any kind of strong way about them, I don't see how they'd fit into the gameplay loop or the ecosystem. But I wouldn't mind them being added just for the ambiance. The animal I would love to see added is a fox. For some reason, the mascot of Hinterland studio is not present in their game. Foxes could steal the rabbits from you (something you suggested for dogs), have dens full of rabbit hides, and be nearly unhuntable due to their agility, unless you use lures or something similar. I'd also like to see bear cubs, acting as "scout drones" for their moms. If you got too close, it would cry out, and its legal guardian would run charging at you. Lastly, I'd like to see all wolves acting more like timberwolves. Like, if you run into a pack, or have too many of them following you, instead of their usual stalking behaviour (only attacking if you get too close), they'd swarm you as a group. Maybe they'd also swarm moose, and eat them together not leaving any loot for you.
Thank you, Did you forget the endless walking. I finished the mission in Sunder Pass and traveled to Trapper's in Mystery Lake. Had to stay overnight at The Maintenance Yard. I do not want fast travel so I will be content.
I'd honestly would like to see a few cats in the game or maybe just one that just fallows you around, or you can see travel around & be cute but you can't get too close to it & will run off while you hear it's bellrl ring while walking or running off
Mostly good points! More animals especially would be good. I do think there are already quite a bit of incentives to go out, cause even if by day five you have a gun or a bow at some point you're going to need to go out to find more ammunition, or even with fishing you'll run out of scrap metal and line eventually. Going out you get more food, more supplies, and better gear, It is a 'self motivated' thing I supposed cause its up to you to decide you want it, but it is still there. Also the map is pretty big, even without the DLC and there's a lot of cool stuff to see, even if you've already scene it, chances are the weather is going to be different every time, posing a different experience
TLD does have mods, but they aren't on Steam. But I'd like if there was some more gradual physical improvement. Walking and hiking all over the place, if well fed enough, should make you stronger and build endurance gradually. Or if you eat too much, you get fatter and gain some endurance against the cold and animal attacks, but also gets a little slower.
Had the skillet, and the sled/travois deployment to quick menu!!! Why light flares and torches or mag lens (when it's sunna wheather) are not AUTOMATICALLY choose by the game when you light a fire, and why matches instead? Why meat pies when they are not stack, in your inventory, make you smell, and when they are stack you don't smell? HINTERLAND (if by a miracle) you read this, PLEASE improve this little things to your game...
I actually did think about this recently while playing too, how it would be better if you had an incentive to travel from region to region more long term. The cougar is kind of a negative incentive, 'Leave region or bad thing.' instead of 'Go to other region to get good thing.'. Probably best would be to have things you need regularely for long term survival that are only in certain regions. Or animal and fish spawns could decrease over time so you have to switch regions eventually and those slowly increase while you are away. Interloper kinda also could have guns regularely. Just have it so you need to find a bunch of gun parts, then bring them all to a gunsmithing bench to turn it into a functional weapon. You still need to make ammo and with interlopers low spawn amounts you wouldn't even get that many rounds. But atleast it would be something to do. I thought it would be cool to have a sauna you have to repair and then you can relax after collecting a bunch of fuel and water to run it. Dunno even what it would give you, but it feels weird how the survival is reduced to the bare necessities. You also don't have to longterm preserve food, just throwing it outside in the cold is good enough. What if you had to make pemmican or such to preserve most of your kill. Most of the cooking recipes also kinda become useless as you eventually run out of incredients. Workshop only has localisations, which kinda sucks, as there are mods around but you have to go to 3rd party sites, though even those are mostly just tweaks, there are few that change a lot.
While I agree with some of your points, you've barely scratched the surface. What Long Dark needs is, indeed, more things to do in the world once you get established. But in my opinion, the survival mode needs an "ENDING". By that I mean not simply stopping playing once you get bored or killing your character, but working towards some way of ending the game ("winning"). For example: the player could invest A LOT of time, effort etc. to repair a small boat in one of the coastal regions. The player would e.g. have to collect A LOT of wood, cloth, scrap metal, forge nails and various metal fittings, craft wooden beams, get planks, ropes, huge amount of coal, oil etc. etc. etc. This could be made even more difficult by first having to level up some new skills (forging?), finding and reading books on sailing, maps for navigation and waiting for good weather. Eventually, the player would have to collect a lot of food for the journey. Once this would all be accomplished (taking an experienced player like 50 days to do), there would be the option to "sail away" from the Great Bear Island in search of greener pastures. This would both give players closure after a long TLD run and give them something to do and work towards in the late game.
I absolutely agree, this would be a great idea I could totally see people speedrunning to see who could repair the boat and escape the island as quickly as possible. Adding unique items to already created regions that you need to repair the boat would give the player more reason to explore those regions other than scavenging.
Yeah I mostly disagree. TLD is all about setting your own goals. Getting hunkered down in a meat loop is just a lack of imagination and I could see how that would be boring. Right now i am trying to get a 500 day cartographer run, and do the DLC, and collect most useful items to PV, and ML. There is PLENTY to do and to have motivation for. The cougar sucked though :) there we do agree
Why mention the cougar when it was removed already? They're hopefully fixing it... sigh... It was a super cool concept to shake up the gameplay loop like you said, but just kinda fell flat. Hopefully when they add it again, it will be much better. Dogs would suck, but mostly due to the fact that if you ask ten players how a dog should be implemented, they will give you ten drastically different answers. (Feeding, not feeding, if it can die, what it does, etc) There would be too much fighting around implementation, and the idea has been around for a long long time. Seals and seasonal animal migrations would be so awesome though! Imagine just stumbling across a herd of deer while wandering lost in a blizzard, epic. Did you try the Tales From The Far Territory? It sounds like what you described with the story finding things. There are four (?) of them at the moment. And the story mode itself, which a lot of people ignore it for the survival. I wonder what they'll do when they're finished with it? They clearly have more plans due to the expansion. It would be so dumb only to announce it and only put out a year of content. (I hope they don't do that) Also, out of curiosity, there are OVER ten regions to explore, how are you bored by day 5? Lol (The endgame loop definetly gets slow later, but I don't know of many modes where you're all set up for the Meat Loop by that early). P.S. - Last thing, I swear, I like the lighting in your video!
The problem I have with the cougar is the same as pretty much everybody, that you can't see it and kill it before it grabs you. But if Hinterland makes the cougar killable beforehand, you basically just have a larger wolf or a stealthier bear, and I already feel like those animals sneak up on me all the time. I'm not sure how they can make it work. It's a cool animal and obviously they can just make it killable, but at that point they may as well drop the need to be in a region too long, so what's the point? Plus the game just has too many predators that stalk you and act like that already, so idk 🤔 That's why I said we need animals or resources that make the player want to go out, find them and interact with them, rather than punishing players that stay put. Wow you are totally right about the dogs though. I hadn't thought about dealing with a chorus of voices demanding a petting mechanic, but you're totally right. Also I haven't tried the DLC, but I don't think it should count, especially when the DLC was released in early access and the main game isn't even finished yet.
I first started playing it like few years back Xbox game pass and I fell in love with it to the point where I’ll ask for a hard copy for my ps5 it’s such a good game
It's sooo good! It just needs to add new content that isn't increasingly more brutal survival modes, along with brittle bones and vitamin deficiencies.
My biggest problem with this game is that there aren't that many base locations where you can settle. 90% of the time players go trapper's cabin/camp office/pleasant valley house, since everything else is either in the corner of the map or has no animals to hunt. Even just allowing players to move furniture around inside houses would be great for diversity
I half agree with you. The Tales DLC does a fantastic job of giving awesome incentives to get out & explore (story & loot). I don't think the game needs more animals necessarily but definitely more ways to engage with the environment. It could have been as simple as hunted animals don't respawn for a VERY long time, so you have to travel to follow the wildlife. I find it really unfortunate that the cougar ended up as a region level cabin fever mechanic. 100% we need reasons to explore not punishments for hunkering down.
I do agree with most of what you said, and I'm not going to start ripping into your suggestions like other comments have, But yes the game desperately needs something to work towards in survival, past around day 100 you will have looted most of the map and done most of the major things, TFTFT is nice and all but once you have explored it all and done the tales it's a bit boring due to it being so far away from the rest of the map. I'm hoping the trader and safehouse customization add that much needed purpose to a survival run.
I think the game is in a great state but I still agree with some of your points. coastal animals would be a really cool addition to the game to liven up the ocean, and I also really like the idea of a roaming food source. I think the DLC added a lot of incentives to encourage moving around, namely the tales, hidden shortwave caches, item variants, and new recipes to collect, as well as vanilla features like unique items (such as the bag at the gold mine and ballistic vest). I like survival for survival's sake in TLD
I really want to see a bigger “coastal highway”, another great region, easy, with lots of houses to loot and explore and hunker down in. I don’t want another barren wasteland that I can’t enjoy or survive in.
Coastal Highway is my favorite region! I love the mix of open spaces and verticality, which makes it fun to explore instead of punishing to even step outside.
I was gonna write a comment but it looks like all the other fans already pointed out what I was gonna say. the only thing I have to add is just restating whats already been said. if you cant find any goals in the long dark then you simply havent played enough or the game just isnt for you. also bunkering is boring and only really viable in the late game anyways becouse of the rareness of amunition and the only way to craft arrowheads/bullets is very unsafe and dangourus spots
I agree with the bit about the Steam Workshop. As far as I know the reason it's barren is no official modding tools exist right now so there's no easy way to add stuff. There are some 3rd party unofficial mods that exist thanks to a very ambitious community though. I would post a link but youtube has a habit of deleting my comments when I do that. Just search for "The long dark mods" you should be able to find everything that way.
I get your concerns with the game but I feel like the solutuions wouldn't push the game into a much better space , I agree that exploration should be incentivized more but they've been doing that consistently opver the past few years. First we had summit and after that places like ash canyon gold mine and now tales from the far territory. the indifference of the gameplay mechanics towards the player mirrors the indifference of the game as a whole to keep you entertained. it challenges you to survive, that's it, and no matter the caliber of player, with misery mode added into the game, no run is gonna feel like a walk in the park anymore. And it's in those moments where i'm fighting for my life or so focused on an objective that I find the beauty of this game as it catches you off guard with a breathtaking scene. Yeah I like this game
Gunloper is the perfect example of why we mostly play custom....you are missing out on 2 whole mechanics in the game otherwise and it feels less. I have played TLD since launch and I come back for the solitude, I leave due to the tedium. I quit playing most playthroughs once I have established a few bases and my days are just following "the route" Like ML - FLM - MT - ML for example. just walking very long loops of connecting zones. By this time I know that death is just a mistake now and not a fault of my own poor planning and at that point ( because I am not really risking my life) the urge to keep going is muted. Exploration is a great motivator ONCE....never summiting Timberwolf again unless I need to ( most gear is broken y the time you get there if late game). So all in all I have no NEED to do anything but run my loops and wait for either a RNG event ( broken ankle) or run out the clock till I am just doing the Lem and beach combing for stuff. There is no real drive to compel me the way my own life would and I have little ego to satiate after getting 500 days. Hinterlands needs to give players something to DRIVE them AFTER they are set up and established. P.S. The jacket and frosted beer get the Sub.
Feats locked on custom mode but allowed on Pilgrim is just nonsense. Having to play on a mode where bears turn tail and run from you when you surprise one or just full-on charge them is disappointing. Also, big no to dogs. It just seems really uninteresting.
One single change I would make to the game mechanics: prevent goating, or at least make it SUPER risky. Not just sprains, actual bone fractures, something bad. You step onto the fire by mistake and loose 15% health instantaneously but then you climb down a rock wall with 45kg on your back and you get a sprain you can sleep off? It would add realism, encourage proper route planning and inventory management…
It really was unecessary to add misery mode, with the challenges that Interloper already has i Think the y needed to add other things like base customization, more animals that dont apear sudenly attacking you.
My ideal game is some hybrid of Zelda BOTW and TLD, I love mountain climbing, exploring and am meh on combat unless it is strategically interesting. Love these suggestions for making TLD better
All these mfs hating on the dogs when I think it could work. It could add more choices and consequences to every single thing you do, which I think is the major problem with this game, and probably Minecraft. Learning the game is fun, and the first 3 hours of any beginner session could be fun, but overall you know the story arc. Get food, then eat it. You win. Now do it again. I and I’m sure others get bored of doing the same task over and over, and that’s what it feels like. Especially when theirs so many different ways of doing anything. It’s fun when you are forced into bad circumstances and choose a bad choice. But when I master the game, I know all the choices, including the most optimal. All that’s left is to let the game run through me. I don’t get further than having a house an either game, because what then hell are you suppose to do but maintain and hoard? It’s a very capitalistic worldview. And when comparing these survival sandboxes to other games, I usually just nihilistically stop playing.
There isn’t a lot on the workshop bc maybe just maybe ppl enjoy the SURVIVAL aspect of the SURVIVAL game and they enjoy what the devs have put in and don’t try to change the game unnecessarily like you’re demanding from them you say you enjoy the game and all but like you’re demanding that they change the survival aspect and the feeling that you’re completely alone and just trying to make it by another night and form it to the way of a hunting simulator or into something where you go and do side quests like Skyrim for the npcs you wanted added I do agree with some of your points such as the animals to add and the herds of prey animals but I honestly disagree with most of your points this is just my opinion though and I understand everyone has a different viewpoint and enjoys different aspects of the game
We want dogs, and a bigger sled, to be tract by sled dogs, it will be amazing! We want a stag bellowing period, where they can be territorial and agressive against players! we want whales carcasses by beach combing, for meat and lantern fuel. Animals migration is a great idea to.
As a TLD veteran I partially agree. But this is an issue with all survival games. Once you settle down and start thriving, there's nothing to do. If you give players something to go out and physically do, it needs to be something that matters and is necessary. Otherwise you're just going out to do something for the sake of doing something. Which puts you at risk of dying for no reason. Hinterland has added a lot of that but not many reasons to go out and do things for PURPOSE. As a modder I've developed several mods that add new and different mechanics to make the game more difficult and immersive. And part of the gameplay I've developed is making survival very difficult. Such that you can NEVER settle down an thrive, at least not easily. Resources may not be scarce, but specific ones are. Hatchet? What's that? Need a knife? Good luck. Storm lantern? Nope, use the 1000 flares you have. Guns and ammo? You're joking right? Not if I can help it! Reducing key items is strategic ways makes it more difficult to settle down. Got a sprained ankle? Now you walk slower until it heals. And it takes long to heal. Got into a wolf fight? Now you got a bite on your arm and it takes time to heal. You can't just pop two painkillers and bam it's healed. You gotta wait. Painkillers take time to effect and only reduce the pain and it's effects. So why not just pop 1000 painkillers? Because you can overdose on them. So while you're resting up to heal and looking at the supplies in your pack that you don't have, you may need to eat some of that low condition food you saved up. Except now you got food poisoning 10 hours after you ate it out of the blue and it kicks your ass and now you gotta rest up more while you were out hunting for MORE food. So you turn back to go to the cave you passed earlier to take shelter and rest up but a bear shows up. And he attacks you. And the fight was so vicious and brutal you banged your head and got a concussion and now your vision is fucked and you rest slower. And it lasts for days on end. All while your clothing has been getting wet from walking and falling in the snow all that time. Oh and as you're resting, an earthquake hits and the cave back to Timberwolf Mountain collapses, trapping you there so you need to take the long way through Ash Canyon back to the cabin by the lake. So you've got less key loot and an actual reason to go out and forge/craft ammo on lower difficulties. You've got WAY worse and custom afflictions to punish you for little mistakes you make. You've got enhanced clothing wetness mechanics. You've got dynamic world events. I mean I can go on and on about the mods I've made to enhance the gameplay experience. Along with those by other talented modders. It doesn't fully fix the issue but imo it makes the experience feel fresh and difficult and somewhat unpredictable and dynamic. It doesn't give a gamified reason to get out of your cabin and go do something in the world because you're bored. It gives you a realistic reason to go out of your cabin because YOU HAVE NO CHOICE.
Fuar, you're doing great stuff in the modding scene. Great outlook. When I get loads of time and hit the jackpot, gonna stop my job and do 500 hrs of earthquake runs and then donate a truckload of cash.
I think multiplayer should be added just in a way where both players are separated and have to survive and find each other/others but make the game much harder with other friend/friends
I've been begging for quality over cookie cutter content after my first two years of playing ~ and I've been playing since it came out in EA and ML was the only region. The first few regions were still exciting, but by the time TWM rolled out I was naming my favorite trees and one particular rock formation in CH lol. When they nerfed the rifle so you had to pretend to be a drunken hunter I stopped playing (had over 4000 hours in at that point, just to be clear). I didn't pick it up again until story mode dropped, and I spent a whopping 45 minutes before deciding that was not my cup of tea. Checked again after the travois was released and I'm still not impressed (although I did purchase Tales). For the total fanboys/girls (and I was one the first two years), you can have at it. They took a promising survival game and turned it into a 'how many ways can I die' - 'how frustrated must I get before quitting' - 'every teeny thing we give players we get to take two things away' deal that I can't deal with. The control freak issues from the devs to force even survival mode players to conform exactly to their 'vision' is, imo, a joke. I have modded Skyrim to remove all the npcs except bandits and hunters, have snow in all holds, and using Campfire, Hunterborn, Frostfall, needs mods, etc. have an actual survival game. These are my personal mods btw, some available for all, some abandoned that I finished, and all with USLEEP requirements removed (learn yourself because uploading them would be a massive no-no!!). The main difference between my Skyrim game and TLD is that it IS realistic, you gain skills that make continued play worth it, animals act normal (although mine are modded to be more aggressive and produce young ~ available for download on Nexus), etc. All of this with no gimmicky/'balanced' sci-fi fog or crazed animals, weapons that you have to make yourself and only get better as you learn, etc. And yes, I play this with perma-death. It is brutally hard at the beginning, and it takes quite a bit of time before death isn't waiting every other step. Natural shelter is actually another danger due to occasional bandits, and much more prevalent wildlife, potential bad water, germs, etc. There are not houses at all, no clothing or food to loot, no vendors to sell you things you can't make or need, etc. You spawn in at a northern shipwreck and your starting gear is only what you glean from that ship (don't lose that pickaxe or hatchet!). From there I have to learn the skills to hunt and harvest what I need ... but I don't get 'punished' when I do! In all honesty, I was hoping for these things from The Long Dark. The devs caved and took off chasing little gold stars from 'loper players and just cookie cuttered new regions. A hangar is not enough 'new' content to even make me look twice (one trip there was sufficient), nor is a travois that comes with more babysitting than a 6 week old puppy. Not being able to step over a log is as ridiculous now as it was at the beginning ... actually more-so. Basic weapons that cave men could make aren't available, root plants to dig are not there, you can't crawl into a bale of hay/straw to stay warm, basic things like a whetstone seem to be made of styrofoam, and every container is filled with invisible things that eat clothing faster than actual moth spawn. It is a grab loot/pick up stick game with no actual survival elements other than beating the 'how can I die today' that I can't recommend. I gifted it to 5 people and actually feel bad about that now.
every time i've tried to play this game i get the feeling because i don't know what i am doing already that even if i get though the storymode i am just going to get flamed if i go ask for advice, kinda like playing Foxhole or Project Zomboid
@@newmemphisminis yeah, i watched one guy on youtube get really sad after like a 500 day run got ended on like day 478 because of a apparently bug on the highest level of difficulty and the people in his comments seemed nice
Yeah, no, I can't watch that. 1 - "it's supposed to be a realistic survival game", uhm, it's not and has never been billed as such by the developer. 2 - "Cougar Rage". We get it, no one liked the cougar. I have no patience for raging about optional extra's. Or the 'rage drives clicks' approach. So I stopped watching there. What TLD 'needs' is to be played. If you like it, great, if you don't, move on. I am so done with the "we want a 'live service' for under $30, no additional transactions" expectations of the gaming public, tbh. Yeesh.
I've always loved the idea of TLD, but I've never been able to get into it for pretty much every reason you talk about here. Good for a few hours but I always find myself getting bored.
I've backed this game for almost 10 years now... They've added almost nothing (Except a few new maps and story expansions) to the actual game-play. Ice Glaciers move at a faster pace than this dev team, and it's unfortunate how much potential is being lost.
i definitely had more fun playing the episodes, the survival was very bleak and i was VERY confused, i think the episodes are great for learning mechanics and gaining a relationship with the game, and the survival mode is just that.
There are so many reasons to explore there unqiue weapons and objectives you can do plenty of reason to explore if you ask me plus i like looting so i try to loot everything
Firstly, no. TLD is not and is not made to be a “realistic survival simulation.” There is a disclaimer every time you turn it on addressing this exact point.
They pulled the cougar in reaction to all the legitimate pushback. They still want it in, but it’s being reworked.
Not sure if you hike much but walking along a side slope with a lot of weight on your back is EXACTLY when ankle injuries are most likely.
I’m not sure how long your runs are, but needing resources is a huge reason to go out in the world. Sure, you can bunker down right away, but your tools and clothes will wear out. Then what? It’s a survival game. In order to survive you need to go gather non-renewables. Sometimes exploring for its own sake yields plenty.
You complained about too many animal spawns and then want them to include whole herds of elk?
I also have to fundamentally disagree about the ankles and thin ice “de-incentivize exploration”. No. They add risk. Remember, the incentive TO explore is that you need stuff. Is that stuff worth the risk? Weighing that risk vs reward is a crucial part of survival games.
Agreed, this game is about risk management. Sometimes when you think you are ready to take the long walk something outside your control happens to change your risk calculations, so you need to adjust - or your run is ended.
The shortwave is exactly what you're talking about. Hidden caches that can only be accessed with an item found in a remote region and then bringing it all over the island
I got the receiver and the first 3 caches I opened were stones and sticks. Not worth on Lope.
@@OnlyTwoShoes😅
@@OnlyTwoShoes well then don't play on lope
@@justinmochi7323 I like lope. Why would I give that up for loot caches?
@@OnlyTwoShoes so if you're playing on a difficulty that already gets rid of several mechanics, don't complain when there is less to do. You already lose reloading/ gunsmithing and guns in general, plus several other items. You know what you're signing up for playing on that difficulty
I agree with the whole video besides two things, exploration and dogs. It’s a post apocalyptic hiking simulator. The cause is anomalous solar flares, earthquakes and economical collapse.
This means that EVERYTHING is yours. If you hunker down you’re just wasting precious time. Everything is most important because it’s the last stock you’ll ever get. Drag everything out of TFT so you never have to go back. Harvest dozens of animals. The travois, the ice fishing holes, cartography, caches, tales, technical backpack, satchel, rifle holster, tool belt and well fed bonus are all helpful incentives to explore.
I remember when Stacyplays revealed her soda. I was nine or ten. I’m twenty now. For me TLD is boring, stressful, nostalgic, exciting and terrifying. It holds a place in my heart. Oh and the dogs are dead, very dead.
Yeah, exactly! Great Bear Island is huge, and gives you plenty to explore. The DLC gives you even more reason to hike around. Find tools, explore ruins, scare off wolves (Or fight them,) wander during and Aurora to see what secrets and stories the old computers hold. There's always plenty to explore, what matters is if you're brave enough to go looking.
My longest run is 436 days on interloper and I still have a lot of things I haven’t done yet. It’s about staying alive, not entertaining you while you do it.
Would be nice to have the option of being entertained for those of us who want it
I thought the purpose of a game was entertainment l.
The very act of surviving is entertaining enough for me. I’ve been playing since beta.. and still play. When the game is trying to kill you every second, finding a soda can brings excitement.
If the game is too easy, try interloper or the new mode misery.
I just want to last one year....and I almost did by a few days.....but then I got lost in the blizzard.....currently I'm thinking of migrating because I have 4 matches and for love of all that is good, there's NO sachets or knives in mystery lake! What are the odds!?
@@horsewings3561maybe because you just have to go next region over to make a hatchet and knife.
Dont add any kind of companion animal into the game pls, the long dark survival mode is literally about solitude, this makes it unique
Correct its not fallout so no dogmeat or OP settlements please
my friend talking about a video game he likes is really good to hear about.
I am so tired of people wanting to change this game into a hunting simulator or worse. It is all about survival and isn't meant for people to have a rip roaring fun crafting base building experience. As for it's replayability I have been playing it since 2015 on SURVIVAL not story mode. I have close to 4,000 hours IRL. If the Dev's are watching please stop changing stuff don't get sucked into the idea that it needs to appeal to first person shooters that want a more true to life way to kill virtual animals. There is not another game out there like this one. HANDS OFF!
^^^^^totally agree
Incorrect. For a game that prides itself on being "realistic" about survival elements, the hunting mechanics NEED to be changed. Shooting a deer with a .45 should not take more than two rounds unless you missed both those rounds. There is nothing you can say to change that. Devs, CHANGE IT!
@@spankyjeffro5320where are you shooting it??¿??
They should do 2 modes then. A survival mode in the style you like, and a more commercial mode so that they in turn can be more popular, earn more money, and we can get more history. Seriously, I need the last chapter of the story and I've already waited many years
İ bored. Therws no new map. İ always see same locations and didnt want to loot.
DAY 5?!!?...... Bro you can't cross half the map in that time frame.
What you are doing is the equivalent of making a wheat farm in minecraft, digging a hole and doing NOTHING else coming up only to grab food.
If you play the game to its fullest you would explore new locations, craft/find rare items, make it you mission to map the regions or find all collectibles.
day 5.... really now your just lying to the people.
He does make some good points though
You make some good points, although tales from the far territory does a pretty good job of incentivizing exploration. Those missions take you all over the world and require you to come prepared as you will have to navigate some of the more difficult regions.
Yes, it's a paid DLC, but i think the price is fair.
I've never experienced the cougar as i haven't played much since that update, but sounds like it flopped. Hopefully they can find a better way to implement it.
Sometimes i think it helps to just set your own goals, like climbing TWM.
But yeah, like many survival games, it can get stale in the late game.
Still this is one of my all time favorites and the best solo survival game ever.
I love the game, I swear, and I would love to give the DLC credit. However I just don't think it can be used as an excuse for the lack of incentives in the base game. If they put in some FreeLC stuff that crossed over, if the base game was finished AND the DLC wasn't itself released in early access, then I would feel differently.
If you disagree though, that's fine. Either way I am still glad that more good content is being added to a good game.
@newmemphisminis it's a great game for sure! Agreed that there should be more for base game players. You have some great thoughts about the game and hopefully the devs will take notice. If you don't have the DLC tho..... just get it bud. It's worth the price!
Liked your video and subbed BTW!
@mesk412 i agree the dlc is so good! I don't know what I would even do without the travois at this point lmao it's so handy for hunting or gathering firewood etc. Plus I love the maps
I've always hoped they would make bases modifiable. Like move containers or, idk make a crate you can actually put stuff in. Maybe make it an option to clean up the place. I will say I have never appreciated that snow shelters require cloth, (a limited resource) maybe add pine tree branches that can be harvested because thats more real then cloth. Fix getting stuck on something that is a sliver irl. The list goes on. I always figured I'd have to go places after I choose a place to hunker down in. Like if I need more ammo, or fix an axe/knife, or make one. Or need to head out and find more resources. Either way, I Love the game too. Cougar mechanic kind of sucks (agreed) but find a better way to have it, because I Love the idea.
Idk. I have thousands of hours and the very act of surviving is entertaining for me.
I create my own goals and “things to do”. There is so much to explore and do.
Only sleep in caves or stick shelters, climb TWM, get the technical backpack, complete tails, find all cashes, fix the antenna that aren’t required for story, set up bases in every single region… I can think of many more.
They have added a decent amount of new animals. Seals would be cool.. especially since you’d have to travel to a specific map for them.
Could the game improve, yes. But I just don’t agree with your solutions.
I was hoping the cougar would be an animal that could only be found in the new map, and it would give incentive to travel to and risk death to kill and get the animal hide.
They still have the trader coming, safe house customization, and an in game camera & darkroom.
What would be awesome is some new items like BINOCULARS!
Yes finally somebody who actually plays the game as intended ❤ bunkering is for bitches...get out there and explore ...always on the move
Somebody tell this guy about the Tales and Collections please
With just over 6400 hours (and counting) into the game, I'll respectfully disagree about nothing to do. There's TONS of things to do! Hunker down? What's that?? Hundreds, even thousands of days can be played before you get "bored" 🙄
I agree, I just wish some maps were bigger. Like broken railroad is one of my favorite maps with the hunting lodge I just wish it was a PV sized map
I am still a noob w/ only 1800+ hours in the game and I agree with @ladyQxx. I am just happy they haven't abandoned the game, though I would like the end of the story. The new content has been fun and getting me to explore some zones I previously avoided. I don't play custom, I love when my interloper runs start me in Ash Canyon, because after picking up those items I am at the top of the map, only one way to go.
And theres always risk you make couple stupid mistakes and that makes it fun also its really Hard to camp in one region especially in early & mid game misery or interloper bc Animals spawn slower
Dude thanks for posting. I may not agree with everything you said but I applaud you for saying it. I actually read all the comments on this - not a regular thing for me. A lot of good comments in there. A friend of mine suggested the game to me a couple of few years back and it helped pull me out of depression. I'm a hiker/backpacker and I suffer from Seasonal Affect Disorder which got pretty bad after moving further North, TLD helps pass the time when the nights are longer and the days seem longer. TLD helps me put things back into balance as when I go out into the real world it is not as bad as it can be in the game. And there is something about virtually getting my gear together and going on a long hike when the weather is good. I move around a lot in my runs looking for blue sky days and trying new gear builds. (I do not enjoy real life winter camping/hiking.)
And here I'm still waiting for Safehouse customization, which is still in their roadmap😂
Another thing they need to add. More regions that are not a competition to see how much more masochistic they can make it be to spend any time at all in that region. That's NOT inviting to new players, and I'm saying this as a custom-gun+tools loper player who also makes cnd recover low so the first 5 days are actually way harder then your stock Loper start. No new player is going to want to go anywhere near Bleak Inlet, Blackrock, or ANY of The Far Territories. Just not gonna happen because we all know they'll die in ways they can't really learn much from. It's just the player entering a region that's totally inhospitable to staying alive. There needs to be some NEW BEGINNER regions for the newer players to have more to do and explore that's not going to just instantly kill them before they even have a chance to learn any of the game's mechanics.
Gonna make my suggestions here since a lot of people are talking, but borrowing a little from Frostpunk, I think it could be fun or interesting to have blizzards like proposed in the "Whiteout" scenario, This would actually make it so you value your time without bad weather even more, because you're going to have periods where suddenly, you're basically stuck indoors due to a blizzard, but if you don't have enough food, or fuel, You're gonna have to risk trudging through the blizzard to get more, or you bunker down and hold out, hoping that you'll survive until the blizzard passes. Having to keep a fire lit while indoors to keep warm suddenly adds a lot of pressure on the player in my opinion, and encourages a cycle of stocking up on food and fuel in order to stay alive. Blizzards themselves however I think is fair to have a few days warning at least to let the player known one is coming, maybe an abnormally high windchill, and your character comments something like "Wind's howling... that means a blizzard ain't far behind"
My thought is to add random quake events to the game that alter the pathing, either getting the player stuck in a zone, looking for an alternate way out, or block the path into
some zones. As the mechanic takes place over time, terrain would change which could either assist, or deter the players map progression, and offer an incentive to explore further.
For instance the trestle bridge gone, with Cinder Hills the only way into Coastal Hwy. This would require quite a rework of the maps, but I think it would be a game changing mechanic.
Honestly, blizzards and heavy snowfall could totally accomplish the same thing believably. That's a great idea.
Was gonna suggest certain weather events (i.e. 3+ days of continuous blizzard) and certain shelters can be damaged. Take enough damage & they're destroyed.
Lower difficulties, you can improvise repairs or break down certain features (parked cars, damaged shacks) to repair them fully. Hell, track it in scavenged wood & scrap metal.
Throw a new tool/tool set in the industrial or logging areas to aid in this.
Not base building. Base management/maintenance.
Did you not get the DLC? I feel like the tales do a good job of addressing some of your concerns. I think the tales were probably the strongest things ever added to the game, the more hands off Storting telling approach when compared to wintermute just works better in the world. I do agree with a lot of the points, custom mode is a great mechanic but could use some updates and be more user friendly. The cougar was pretty bad upon release but I don’t think it’s too far from being good. Also international parasites keeps you honest in the beginning of the game so you can’t just gouge on wolf meat until cooking 5. It also might have just been me, but I found exploring to be the most engaging part of the game. It’s not fun to settle in a region for more than what, 15 days at a time maube? Depends on the region I guess.
I completely agree. I think the big reason I loved playing the episodes and wish was in the main survival mode is a goal. A lot of the risk they have added to the game would be better utilized if they put some rewarding things behind them. Thinking of your seals mention, having to walk out on the ice to get to a seal. There is so much potential and they need to capitalize on their own creation. ***Spoiler Warning
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Some of my favorite task in the episodes were helping out the people of the region. Finding the survivors from the plane crash and getting them supplies was honestly some of the best times I had and after finishing that I really wanted more. I still love the survival but I feel you 100% more punishments for a game where you are already made to struggle is not what it needs. Top request I have now is a better base/camp customization/organization and actual goals.
Totally! I loved episode three for exactly that reason. Seeing my character get stronger while saving survivors was a great experience.
I've heard Tales from the Far Territory leans into that, but I can't really give credit to paid content when the base game isn't even finished yet.
Switching to Interloper made the game more interesting to me.
I've never hunkered down and with 1.5k hours there are so many places I still haven't seen.
I always find some new spots or hidden areas to explore.
The DLC is an awesome addition and totally worth it.
I love the game (+1000 hours), but I eventually will stop playing out of boredom until a new expansion pack arrives.
My three suggestions:
- More animals are welcome. But they should make the current ones more dynamic, with different sizes, behaviors, etc.
- The maps should have more random features as well. Even item spawns are very predictable once you play enough.
- And I know that it is something that they cannot change, but it would be awesome to just get rid of the transitions between indoor and outdoor areas. Make every structure just like TWMs cabin: you get inside and still see the weather changes, animals, and so on. It is more immersive, and I wish every house/construction in the game was like that.
I think the call to explore vs incentive to bunker down thing is an issue on Pilgrim/Voya and maybe Stalker to a degree, but it isn't true about Interloper at all. If you hunker down in a region on day 5 you'll be out of food/firewood by day 9 or 10 and dead soon after. You're forced to go explore on loper to find your key tools for forging, and you need to get out and explore the map early to find the best findable clothing items before they all degrade to ruined. There are also the recipes, bunkers, polaroids, and signal void caches across the map to go find. You aren't forced to go find them, but they're still out there to find.
I think the elk herd idea is really cool though, if anything it could be used to further incentivize you to go explore, instead of rewarding the "boring" gameplay of region squatting. Maybe you hear elk calls from the direction of the neighboring region and you need to track them down across multiple regions?
I don't agree with a lot of the suggestions here; I do wonder if you've played much on interloper because there is a lot of stuff to do on it in terms of survival and goals to strive for, and hunkerking down doesn't work forever.
I do think TLD needs more things to do in the long term; I think hitting powerspikes like when you get weapons, better clothing etc feels great, so they should double down on that and add long term powerspikes that take a long time to put together but are a goal to aim for.
An idea I had was something like a bike that makes travelling faster, but have it be a massive undertaking to create it, requiring multiple trips all over the island. Now that'd keep you motivated in the late game.
While I fundamentally disagree with you about the game needing things to do (thats not the philosophy of the game), I really appreciate the video. I like your presentation style, and its always motivating to get people's opinion, regardless of whether I agree or not :)
Much appreciated 👍 A positive environment where we can all respectfully disagree and put forth well-thought arguments is an environment where good games get made.
I shall share this video everywhere because it’s so hard to explain to people
Lol, much appreciated 👍
Really interesting feedback. Love your animal suggestions!
I agree about needing more things to go out into the world and do, but I honestly think that the "Tales" have given me that, at least for now. In my first attempt I died partway through the first Tale, and I'm still motivated enough to see all 3 that I'm about to the same point in my 2nd attempt now. I would love to see more like that, involving more regions, perhaps individual "Tales" that tell their own little stories (so they aren't dependent on having done other Tales already)--maybe stories about the actual history of northern Canada, like you said!!
What this dude is basically saying, Hinterland needs to add mod support. Some people want to play multiplayer with other people, or have a dog, have a faster way to travel, or have more exploring options that fits them personally and thats fine. People getting worked up this dude wants Hinterland to add more features and i dont blame him because its what would make his time playing more enjoyful. Add Actual Steamworkshop mod support.
Mod support is a absolute must after Episode 5 and would launch this game into the mainstream IMO. the potential is insane.
Hinterland KIND OF fixed the whole issue of “nothing to do outside of hunkering down” with Tales of the Far Territory, but the issue with Far Territory is that you can do it once- And it’s fun. But after you finish it- there’s really no reason to keep going until they add the next update.
I once proposed a method to "tame" wolves. If you overfed a wolf, it would just not attack you.
Elk herds sounds like such a good idea omfg 😭. What would also be cool is being able to make bells that you can attach to your bag to deter bears and wolves like real life. And also remove the stupid debuffs from the food in the new expansion, what’s even the point of going out of your way to craft stuff only for you to get a headache, fatigue and encumbered.
As an interloper player, i do relate with that statement of hankering down. But in a different way.
Its not about how 'hardcore' it is. Its about incentive. Once you explore the world once, there is no real motivation to continue doing it.
Experienced players by day 150 already been to every map, finished tales and so on.
The problem is funnily enough, the proximity of loot. As you said, animal spawns everywhere.
What the game needs actually is more hardship but in a positive way. For example with spawns. Make them not be everywhere. Make the player have to go out and traverse 2 regions to find a deer. That would make hunting interesting.
The extreme wolf population isnt dangerous.. its more like.. annoying at best. They are just meat that fights back. Make predators more dangerous but vastly reduce their numbers.
And also remove lvl 5 cooking perk. That way bears and wolves wont be a nice food source that comes after you.
I would call this "hungryloper".
Don’t animal spawns despawn after hunting them too much??
@@lilstrats944thats why you dont bunker down...the game is designed to keep you moving...you clear a zone then move on to next over 2000 hrs in survival 90% of that in intetloper and far from bored in any shape way or form ❤
@@lilstrats944 they spawn in a few days. You usually get enough meat to last you way longer than the respawn rate.
Trust me, i know. Im day 250 on my current run and i have no reason to move around.. just for shit and giggles.. which isnt the greatest motivation if you are actually role playing to survive and conserve resources like clean food.
Im at the point of.. should i go back to Blackrock? But why? To risk dying? There is nothing there that i actually need and i can survive here forever.
This guy has some good points in the sense that the game really hasnt changed radically in the past 4ish years other than new regions, items, and animals. Hinterland is caught in a bad situation where they have to choose the safest possible additions to the game in fears that they will anger fans, this was really apparent when they were getting backlash for adding the toxic wolves to the Zone Of Contamination. I thought the toxic wolves were a good addition as it made the region unique and more dangerous giving more panash than your average map full of abandoned buildings, notes, and the same wolves with stupid AI. The Tales were pretty bad and boring IMO as it just broke down to the typical safe option of go from point A to point B only to read a note with cryptic info and get told to go to next location with overall no payoff. If anything survival mode needs a objective/goal for the player to work towards like is done in subnautica where you can follow the objective of finding the cure to your disease and escape the planet or just do your own thing. Even though I have played subnautica many times and explored the whole planet I never get bored in my new playthroughs but there have been many times where I have started a new save game in TLD and then immediately abandoned it from boredom. I just wished Hinterland would take a risk that might anger some people rather than take the safe route they have been taking. But hey from a game dev perspective I totally get it, if aint broke and printing money regardless don't fix it.
I like the Elk Herd and the Seal Idea. Seals would also provide a more fatty meat source. I think TLD needs some mehcanic to make sure the players dont eat the same meat for weeks on end. And cooking level 5 buff needs to be halved. So you'd still be able to get parasites from predator meat, just the chances being lowered. Same for food poisening.
The long dark is a game that everything has a purpose, 2 exemples you criticized on this video:
FIRST
The Cougar - His mechanic apply's to the old horror movie saying - you can run but you can't hide, bassicaly he adds a reason for you to explore TFTFT History, what was the felling of like: i might/should explore new regions went to: (Cougar sign apears) OH FUCK I NEED TO GET OUT OF THIS PLACE, you can always face him also - which its also not difficulty to kill him if you have a rifle, and you get awesome fucking rewards for killing that mafucking cat - Cougar knife - best knife in the game for defense and cougar mask, kill 3 of them, cougar feat which is really good ngl
also you said that this make players that just want to live an easy live mad, custom mode ban disable cougar, your not get any feat progressions which is the conssequence for choosing to use the custom tools.
Second - the ankle sprain mechanic - it added a risk for cheaky players that didnt want to follow the right path and just said fuck it and crossed the mountain. Now, following the path correctly has a purpose and getting a shortcut has a risk so people think about it for a second instead of just going in, the long dark is a game that your biggest enemy is yourself, your decisions are what kill you, taking one step further can end your entire progress, so the aditions of ankle and wrist sprain are well defined.
For the suggestions parts - if you want mods, you can always check xpazeman.com/tld-mod-list/, there's over 100 mods and its easy to download just follow a tutorial on YT and your good to go, its not like slaying a Hydra.
You also clain that theres not stuff to do in the game - first of all, yes there is, i myself have a 100 day stalker world (im not conffident to play interloper o misery mode yet but i will) and right now i setted a goal of mine to get to ashen cannion (yes im a pussy i still havent got there) to get the tatical backpack and the crapons, everything fine so far, made my way to TM and its presenting a hard and fun challenge to acomplish, the list goes on of stuff i need to do so yes, there is indeed stuff to do, you just gotta want to go do it, leveling up skills, getting all the custom recipes, notes, completing TFTFT, the list goes on.
Short and simple - Feats progression should still continue to stay locked on custom mode, you are moddeling the way you want your game, i remember seeing peacefull animals on custom mode and people tlaking shit about locking feat progress, common thats not fair, your gonna play the exact way you want, devs should them punish you for that LOL.
The other changes you talked about custom mode are kinda nice - you already have the custom mode codes but who doesnt like a little pollishing and making things easier.
Story elements are kinda cool, the problem is with the RaNdOmIZaTioN - imagine someone makes a world where you know, endless night, with a lot of rabbits and no other animals, what the note would say - '' WHERE IS THE FUCKING SUN AND WHY THE FUCK IS THERE ONLY RABBITS PLEASE MAKE IT END '' and also the computters are locked in notes cause of the archivist challenge
and dark walker was just a hallowen theme challenge that outside of that i doesnt make much of a sense, you could add glimples of him as you said, but for that (PERSONAL OPPINION INCOMING) you would need to add some sort of sanity status or a paranoia/fear of the night condition of some kind.
Adding dogs would be bad to the game because of sher amount of work they would have to make them, you cant just you know find a dog somewhere and hope his gonna go and follow you instantly - trust factor would be mandatory, helping you with stuff like hunting - separte dog skills, exemple: lvl 1 hunting he fucks up most of the pray, lvl 5 hunting he knows where to bite and will not fuck up the pray, so, the ideia of a dog is cool, yes, yes it is, but is it worth the amount of work, no i dont think so.
Adding other animals like Elk Heards and Seals are good cause they add more variability to the game, the only thing you didint mention is that everything in TLD has a purpose of its own, so you cant just put elks and make them do same exact shit as deers, use their horns maybe for something, same shit with seals you get what im saying.
Currently wintermutes are beeing worked on so ye just gotta have patient,
Ice mechanic, same shit as ankle sprain, it makes you think twice before crossing an icy lake
Also forgot to say it but TFTFT added a purpose to explore during an Aurora so ye thats pretty cool, cause aurora nights back in the day where only used to read books.
IF you had the patience to read all this shit, thx and feel free to offend me if you wish or just criticize peacefully my comment :)
Devs should punish you for playing the way you want? I guess, sarcasm doesn't translate well into text, so I'll make sure. Are you being serious?
Most players use Custom to either make their game as hard as possible, or place it somewhere in-between difficulties that already allow for feat progression. I guess you could try and make the game easier than Pilgrim, but it wouldn't be THAT much easier. Seriously, if I can advance my feats on PILGRIM, it should also be possible on my Stalkerloper.
@@ghurcbghurcb The thing is there are ways to give a significant advantage like disabling all diseases (which they are active im pilgrin) also one way to get a good advantage is to turn on endless night and have the darkwalker feat active - infinite less stamina consume, so i get your point, if there was a way to keep feat progress in harder difficulties it would be cool, what you could do is like Deadcells (first example that popped on my head) certain things you modify on your run stop's you to get achievements or specific items, so some stuff you change on custom mode should block feat progression other shouldn't, thats a way to make your stalkerloper run able to get feat progression, and to also block people from modifying their run to make it easier. I think this is a solid way to make both sides happy, people that defend feat progression block and people that are against blocking it.
Those seem like fair points to me. There are only two things I would push back.
Feats should be unlocked on custom mode. The game is ten years old and it needs to maintain player count to stay relevant. I really do understand why TLD purists don't like it and I am sympathetic to them,, but from a business perspective petty crap like that alienates casual players. It reminds me of Bethesda pretending to love mods in Fallout 4, then adding that obnoxious [M] to your save file for using them. Now a decade later, it's just a barrier new players communally have to hop over, and therefore a communal sore spot that makes the devs look petty.
And the release of mods tools needs to happen, along with an expansion of the Steam Workshop. The fact that Adaptive Arsenal has made waves in the community despite not being convenient to find or install just proves my point that there is hunger for more varied content in this game. If the devs would just loosen their grip, they could have a lot more players.
But that's my opinion. I look forward to hearing yours 😊
@@newmemphisminis
For the Mods part, 100% agree, mods for are not just a form of adding 3rd party content to the game, but a way of the community showing apreciation to it, as you said, you cant do like bethesda with fallout 4 and give a shrug to the mod community only adding them on consoles to make more people play them, BG3 recently anounced their own modding tools and launcher that makes everyone able to creat stuff, even people that are not into modding, still a modding tool published by the devs would need a lot of working, community management, so prohibited would not get into the game like +18 content, since the game is for 12+, so it would require a lot of work but it should be possible.
the Feats part, idk how to make everyone happy, like my anwser for the other respond, do like deadcells does, because pilgrim mode doesn't differenciate a lot from the easist possible config on custom mode, so like people wanting to use custom mode to make even harder difficulties, but other stuff idk, still, i think i should remaing blocked
I have to hard disagree with you on the suggestions for additions you made. The game is designed for you to scale up the difficulty when you master the lower ones, each difficulty will push you more and more to be mobile to survive. This all culminates in interloper where you start out with such a barren load out that all camping will do is get you killed. And even more so now in Misery Mode.
It sounds like you are a disgruntled voyager or stalker player who didn't push themselves to try the harder modes. Even still, I do agree the game could use some more nechanics that reward the player for venturing far and wide across the map, and whilst new a.i animals are always a nice addition it has to be carefully added as to not disturb the delicate balance of the game. All animals are meat, and adding too many will give the player too many ways of getting food. Perhaps an a.i Overhaul to make existing animals more unpredictable and threatening. Having a guaranteed way to ward off a wolf or bear seems too cheesy in my opinion and if these beasts were smarter they'd be a whole lot more threatening.
I think some players really do love how the game is now, and want the game to mostly stay the same, but there is also the group of players that want more of a progression style of gameplay in the game.
I'm not the most skilled TLD player and only have a few hundred hours in it.
But I do feel that the things I want to do really do grow smaller very quickly and after about 50-60 days I don't really feel like playing that save anymore.
I don't think there is a right way to go in with this game, because either Hinterland will chance is too much and the player that loves the game as it is will rage, or you don't add enough content and the game will slowly die.
This is an interesting video. There are some things I agree with and some things I don't.
So you're saying there should be a choice of different named "custom" modes. If this is to replace what we have now, it's clearly a downgrade. If it's to exist alongside the fully customizable game modes, sure but why bother? There already are codes for each custom combination that you can share, listing some of them in the game would be a waste of dev time.
What WOULD be good is a more approachable interface, and a way to save a custom settings for yourself in-game to reuse. Now the idea of making story elements unique to each custom mode is a bit out there. Sort of like "I want a game where the map is like the whole world, and I can find my house and live there, and every choice affects the ending, and...".
Personally, I don't like the reasoning for cougars existing at all. Like, I would want cougars in the game, but for them to serve a different purpose. As they were added, they were a deterrent for hunkering down. They were also optional. So if you like hunkering down, you just disable the option. And if you like exploring, it is as if no new animal was added at all.
I have an idea for making "hunkering down" if not impossible, then definitely a challenge. Imagine if the indoors temperature was dynamic. When a fire is burning inside a building its "ambient" temperature increases, and when there is no fire it decreases until it's as cold inside as it is outside. That way, if you want to stay in the same place, you'd have to make constant expeditions for firewood, having to go further and further as it depletes.
Unfortunately, when I submitted this to Hinterland Forums' Suggestions, I was told they don't plan adding anything THAT monumental.
The idea of devs making small quick mods is great, I love it. I also feel like there's a group of "fans" who'd get very mad at devs doing another thing that isn't "finishing the game" (i.e. finishing the so far "meh" story of Wintermute). But adding any official modding tools, instead of having modders do it all themselves, would be SOOOO appreciated by all of community.
Next up are animals. I don't know about dogs. If you can't tame them, what's the point of them being dogs? Could just as well be any kind of new animal. If you can, I feel like it strays too far from the game's lonely vibe. Elk herds would probably make the game too easy, since you already can live for a very long time by using rabbit snares and hunting any odd deer. If you lure a wolf to a deer, wait for a wolf to attack it, and then deal with the wolf getting a double kill, you're set for a long time. And you want to add EVEN MORE meat? On the other hand, it could simply be more than you need. Why have a whole herd of deer, if the most you can realistically carry to the base is two? And lastly, otters and seals. I don't feel any kind of strong way about them, I don't see how they'd fit into the gameplay loop or the ecosystem. But I wouldn't mind them being added just for the ambiance.
The animal I would love to see added is a fox. For some reason, the mascot of Hinterland studio is not present in their game. Foxes could steal the rabbits from you (something you suggested for dogs), have dens full of rabbit hides, and be nearly unhuntable due to their agility, unless you use lures or something similar. I'd also like to see bear cubs, acting as "scout drones" for their moms. If you got too close, it would cry out, and its legal guardian would run charging at you.
Lastly, I'd like to see all wolves acting more like timberwolves. Like, if you run into a pack, or have too many of them following you, instead of their usual stalking behaviour (only attacking if you get too close), they'd swarm you as a group. Maybe they'd also swarm moose, and eat them together not leaving any loot for you.
Thank you, Did you forget the endless walking. I finished the mission in Sunder Pass and traveled to Trapper's in Mystery Lake. Had to stay overnight at The Maintenance Yard. I do not want fast travel so I will be content.
I'd honestly would like to see a few cats in the game or maybe just one that just fallows you around, or you can see travel around & be cute but you can't get too close to it & will run off while you hear it's bellrl ring while walking or running off
Mostly good points! More animals especially would be good. I do think there are already quite a bit of incentives to go out, cause even if by day five you have a gun or a bow at some point you're going to need to go out to find more ammunition, or even with fishing you'll run out of scrap metal and line eventually. Going out you get more food, more supplies, and better gear, It is a 'self motivated' thing I supposed cause its up to you to decide you want it, but it is still there. Also the map is pretty big, even without the DLC and there's a lot of cool stuff to see, even if you've already scene it, chances are the weather is going to be different every time, posing a different experience
TLD does have mods, but they aren't on Steam.
But I'd like if there was some more gradual physical improvement. Walking and hiking all over the place, if well fed enough, should make you stronger and build endurance gradually. Or if you eat too much, you get fatter and gain some endurance against the cold and animal attacks, but also gets a little slower.
Had the skillet, and the sled/travois deployment to quick menu!!!
Why light flares and torches or mag lens (when it's sunna wheather) are not AUTOMATICALLY choose by the game when you light a fire, and why matches instead?
Why meat pies when they are not stack, in your inventory, make you smell, and when they are stack you don't smell?
HINTERLAND (if by a miracle) you read this, PLEASE improve this little things to your game...
I actually did think about this recently while playing too, how it would be better if you had an incentive to travel from region to region more long term.
The cougar is kind of a negative incentive, 'Leave region or bad thing.' instead of 'Go to other region to get good thing.'. Probably best would be to have things you need regularely for long term survival that are only in certain regions. Or animal and fish spawns could decrease over time so you have to switch regions eventually and those slowly increase while you are away.
Interloper kinda also could have guns regularely. Just have it so you need to find a bunch of gun parts, then bring them all to a gunsmithing bench to turn it into a functional weapon. You still need to make ammo and with interlopers low spawn amounts you wouldn't even get that many rounds. But atleast it would be something to do. I thought it would be cool to have a sauna you have to repair and then you can relax after collecting a bunch of fuel and water to run it. Dunno even what it would give you, but it feels weird how the survival is reduced to the bare necessities. You also don't have to longterm preserve food, just throwing it outside in the cold is good enough. What if you had to make pemmican or such to preserve most of your kill. Most of the cooking recipes also kinda become useless as you eventually run out of incredients.
Workshop only has localisations, which kinda sucks, as there are mods around but you have to go to 3rd party sites, though even those are mostly just tweaks, there are few that change a lot.
While I agree with some of your points, you've barely scratched the surface. What Long Dark needs is, indeed, more things to do in the world once you get established. But in my opinion, the survival mode needs an "ENDING". By that I mean not simply stopping playing once you get bored or killing your character, but working towards some way of ending the game ("winning"). For example: the player could invest A LOT of time, effort etc. to repair a small boat in one of the coastal regions. The player would e.g. have to collect A LOT of wood, cloth, scrap metal, forge nails and various metal fittings, craft wooden beams, get planks, ropes, huge amount of coal, oil etc. etc. etc. This could be made even more difficult by first having to level up some new skills (forging?), finding and reading books on sailing, maps for navigation and waiting for good weather. Eventually, the player would have to collect a lot of food for the journey. Once this would all be accomplished (taking an experienced player like 50 days to do), there would be the option to "sail away" from the Great Bear Island in search of greener pastures.
This would both give players closure after a long TLD run and give them something to do and work towards in the late game.
I absolutely agree, this would be a great idea I could totally see people speedrunning to see who could repair the boat and escape the island as quickly as possible. Adding unique items to already created regions that you need to repair the boat would give the player more reason to explore those regions other than scavenging.
Yeah I mostly disagree. TLD is all about setting your own goals. Getting hunkered down in a meat loop is just a lack of imagination and I could see how that would be boring.
Right now i am trying to get a 500 day cartographer run, and do the DLC, and collect most useful items to PV, and ML. There is PLENTY to do and to have motivation for.
The cougar sucked though :) there we do agree
LOL, screw the cougar.
Why mention the cougar when it was removed already? They're hopefully fixing it... sigh... It was a super cool concept to shake up the gameplay loop like you said, but just kinda fell flat. Hopefully when they add it again, it will be much better.
Dogs would suck, but mostly due to the fact that if you ask ten players how a dog should be implemented, they will give you ten drastically different answers. (Feeding, not feeding, if it can die, what it does, etc) There would be too much fighting around implementation, and the idea has been around for a long long time.
Seals and seasonal animal migrations would be so awesome though! Imagine just stumbling across a herd of deer while wandering lost in a blizzard, epic.
Did you try the Tales From The Far Territory? It sounds like what you described with the story finding things. There are four (?) of them at the moment. And the story mode itself, which a lot of people ignore it for the survival.
I wonder what they'll do when they're finished with it? They clearly have more plans due to the expansion. It would be so dumb only to announce it and only put out a year of content. (I hope they don't do that)
Also, out of curiosity, there are OVER ten regions to explore, how are you bored by day 5? Lol (The endgame loop definetly gets slow later, but I don't know of many modes where you're all set up for the Meat Loop by that early).
P.S. - Last thing, I swear, I like the lighting in your video!
The problem I have with the cougar is the same as pretty much everybody, that you can't see it and kill it before it grabs you. But if Hinterland makes the cougar killable beforehand, you basically just have a larger wolf or a stealthier bear, and I already feel like those animals sneak up on me all the time.
I'm not sure how they can make it work. It's a cool animal and obviously they can just make it killable, but at that point they may as well drop the need to be in a region too long, so what's the point? Plus the game just has too many predators that stalk you and act like that already, so idk 🤔
That's why I said we need animals or resources that make the player want to go out, find them and interact with them, rather than punishing players that stay put.
Wow you are totally right about the dogs though. I hadn't thought about dealing with a chorus of voices demanding a petting mechanic, but you're totally right.
Also I haven't tried the DLC, but I don't think it should count, especially when the DLC was released in early access and the main game isn't even finished yet.
I first started playing it like few years back Xbox game pass and I fell in love with it to the point where I’ll ask for a hard copy for my ps5 it’s such a good game
It's sooo good! It just needs to add new content that isn't increasingly more brutal survival modes, along with brittle bones and vitamin deficiencies.
My biggest problem with this game is that there aren't that many base locations where you can settle. 90% of the time players go trapper's cabin/camp office/pleasant valley house, since everything else is either in the corner of the map or has no animals to hunt. Even just allowing players to move furniture around inside houses would be great for diversity
I hope with every ounce of my being that Hinterland ignores you.
I half agree with you. The Tales DLC does a fantastic job of giving awesome incentives to get out & explore (story & loot). I don't think the game needs more animals necessarily but definitely more ways to engage with the environment.
It could have been as simple as hunted animals don't respawn for a VERY long time, so you have to travel to follow the wildlife.
I find it really unfortunate that the cougar ended up as a region level cabin fever mechanic. 100% we need reasons to explore not punishments for hunkering down.
I do agree with most of what you said, and I'm not going to start ripping into your suggestions like other comments have, But yes the game desperately needs something to work towards in survival, past around day 100 you will have looted most of the map and done most of the major things, TFTFT is nice and all but once you have explored it all and done the tales it's a bit boring due to it being so far away from the rest of the map. I'm hoping the trader and safehouse customization add that much needed purpose to a survival run.
I think the game is in a great state but I still agree with some of your points. coastal animals would be a really cool addition to the game to liven up the ocean, and I also really like the idea of a roaming food source. I think the DLC added a lot of incentives to encourage moving around, namely the tales, hidden shortwave caches, item variants, and new recipes to collect, as well as vanilla features like unique items (such as the bag at the gold mine and ballistic vest). I like survival for survival's sake in TLD
I really want to see a bigger “coastal highway”, another great region, easy, with lots of houses to loot and explore and hunker down in. I don’t want another barren wasteland that I can’t enjoy or survive in.
Coastal Highway is my favorite region! I love the mix of open spaces and verticality, which makes it fun to explore instead of punishing to even step outside.
I was gonna write a comment but it looks like all the other fans already pointed out what I was gonna say. the only thing I have to add is just restating whats already been said. if you cant find any goals in the long dark then you simply havent played enough or the game just isnt for you. also bunkering is boring and only really viable in the late game anyways becouse of the rareness of amunition and the only way to craft arrowheads/bullets is very unsafe and dangourus spots
I agree with the bit about the Steam Workshop. As far as I know the reason it's barren is no official modding tools exist right now so there's no easy way to add stuff. There are some 3rd party unofficial mods that exist thanks to a very ambitious community though. I would post a link but youtube has a habit of deleting my comments when I do that. Just search for "The long dark mods" you should be able to find everything that way.
I just wish the devs would loosen their grip. No official mod tools after a decade? It just seems ridiculous to me.
I get your concerns with the game but I feel like the solutuions wouldn't push the game into a much better space , I agree that exploration should be incentivized more but they've been doing that consistently opver the past few years. First we had summit and after that places like ash canyon gold mine and now tales from the far territory. the indifference of the gameplay mechanics towards the player mirrors the indifference of the game as a whole to keep you entertained. it challenges you to survive, that's it, and no matter the caliber of player, with misery mode added into the game, no run is gonna feel like a walk in the park anymore. And it's in those moments where i'm fighting for my life or so focused on an objective that I find the beauty of this game as it catches you off guard with a breathtaking scene. Yeah I like this game
As much as I love the game, I can never play it more than maybe a week before I get bored.
Right on. Great video
Thanks 👍
Wholesome movie from the most wholesome person!
Gunloper is the perfect example of why we mostly play custom....you are missing out on 2 whole mechanics in the game otherwise and it feels less. I have played TLD since launch and I come back for the solitude, I leave due to the tedium. I quit playing most playthroughs once I have established a few bases and my days are just following "the route" Like ML - FLM - MT - ML for example. just walking very long loops of connecting zones. By this time I know that death is just a mistake now and not a fault of my own poor planning and at that point ( because I am not really risking my life) the urge to keep going is muted. Exploration is a great motivator ONCE....never summiting Timberwolf again unless I need to ( most gear is broken y the time you get there if late game). So all in all I have no NEED to do anything but run my loops and wait for either a RNG event ( broken ankle) or run out the clock till I am just doing the Lem and beach combing for stuff. There is no real drive to compel me the way my own life would and I have little ego to satiate after getting 500 days. Hinterlands needs to give players something to DRIVE them AFTER they are set up and established. P.S. The jacket and frosted beer get the Sub.
Feats locked on custom mode but allowed on Pilgrim is just nonsense. Having to play on a mode where bears turn tail and run from you when you surprise one or just full-on charge them is disappointing. Also, big no to dogs. It just seems really uninteresting.
One single change I would make to the game mechanics: prevent goating, or at least make it SUPER risky. Not just sprains, actual bone fractures, something bad. You step onto the fire by mistake and loose 15% health instantaneously but then you climb down a rock wall with 45kg on your back and you get a sprain you can sleep off? It would add realism, encourage proper route planning and inventory management…
Right on. I haven't played the game yet, but I enjoy watching it. I think you raise some great points to making the game even better.
You should totally play it, and thank you!
Firstly play Interloper, than we talk about your ideas. Options are avaible for EVERYONE in this the game. You just ignore levels to pregress.
If you played the game a while it’s gets boring and you are not motivated no more to explore 😢
It's sad, because the game starts so good.
I agree with all of this.
I played so much one of the early alphas, and then never again.
Its a shame, so much potential.
It really was unecessary to add misery mode, with the challenges that Interloper already has i Think the y needed to add other things like base customization, more animals that dont apear sudenly attacking you.
My ideal game is some hybrid of Zelda BOTW and TLD, I love mountain climbing, exploring and am meh on combat unless it is strategically interesting. Love these suggestions for making TLD better
All these mfs hating on the dogs when I think it could work. It could add more choices and consequences to every single thing you do, which I think is the major problem with this game, and probably Minecraft. Learning the game is fun, and the first 3 hours of any beginner session could be fun, but overall you know the story arc. Get food, then eat it. You win. Now do it again. I and I’m sure others get bored of doing the same task over and over, and that’s what it feels like. Especially when theirs so many different ways of doing anything. It’s fun when you are forced into bad circumstances and choose a bad choice. But when I master the game, I know all the choices, including the most optimal. All that’s left is to let the game run through me. I don’t get further than having a house an either game, because what then hell are you suppose to do but maintain and hoard? It’s a very capitalistic worldview. And when comparing these survival sandboxes to other games, I usually just nihilistically stop playing.
So do you not have the dlc?
There isn’t a lot on the workshop bc maybe just maybe ppl enjoy the SURVIVAL aspect of the SURVIVAL game and they enjoy what the devs have put in and don’t try to change the game unnecessarily like you’re demanding from them you say you enjoy the game and all but like you’re demanding that they change the survival aspect and the feeling that you’re completely alone and just trying to make it by another night and form it to the way of a hunting simulator or into something where you go and do side quests like Skyrim for the npcs you wanted added I do agree with some of your points such as the animals to add and the herds of prey animals but I honestly disagree with most of your points this is just my opinion though and I understand everyone has a different viewpoint and enjoys different aspects of the game
Dogs.....yeah that's what's been missing! Also find a way to train them to retrieve or at least make it somehow rewarding to.keeping one as a pet
We want dogs, and a bigger sled, to be tract by sled dogs, it will be amazing!
We want a stag bellowing period, where they can be territorial and agressive against players!
we want whales carcasses by beach combing, for meat and lantern fuel.
Animals migration is a great idea to.
DUDE... there are mods. It's just a pain in the ass to add.
Atleast the developers LISTEN to the players unlike the other gaming companies....
Great game but you are absolutely right I've been thinking the same thing and I'm happy to hear someone say it. Subscriber earned
I'm glad I could help, and much appreciated 👍
On Interloper, you can not "bunker down" after 2 Days of survival 😂 Only Animal they should add, is a Bigfoot 👍
Given the popularity of the Darkwalker, they should totally do that. Yeti mode would be badass 👍
@@newmemphisminis doesnt need to be hostile at all, leave him some food and he will leave some sticks for you, or something like that. Would be funy 😄
As a TLD veteran I partially agree. But this is an issue with all survival games. Once you settle down and start thriving, there's nothing to do.
If you give players something to go out and physically do, it needs to be something that matters and is necessary. Otherwise you're just going out to do something for the sake of doing something. Which puts you at risk of dying for no reason. Hinterland has added a lot of that but not many reasons to go out and do things for PURPOSE.
As a modder I've developed several mods that add new and different mechanics to make the game more difficult and immersive. And part of the gameplay I've developed is making survival very difficult. Such that you can NEVER settle down an thrive, at least not easily.
Resources may not be scarce, but specific ones are. Hatchet? What's that? Need a knife? Good luck. Storm lantern? Nope, use the 1000 flares you have. Guns and ammo? You're joking right? Not if I can help it! Reducing key items is strategic ways makes it more difficult to settle down.
Got a sprained ankle? Now you walk slower until it heals. And it takes long to heal. Got into a wolf fight? Now you got a bite on your arm and it takes time to heal. You can't just pop two painkillers and bam it's healed. You gotta wait. Painkillers take time to effect and only reduce the pain and it's effects. So why not just pop 1000 painkillers? Because you can overdose on them. So while you're resting up to heal and looking at the supplies in your pack that you don't have, you may need to eat some of that low condition food you saved up. Except now you got food poisoning 10 hours after you ate it out of the blue and it kicks your ass and now you gotta rest up more while you were out hunting for MORE food. So you turn back to go to the cave you passed earlier to take shelter and rest up but a bear shows up. And he attacks you. And the fight was so vicious and brutal you banged your head and got a concussion and now your vision is fucked and you rest slower. And it lasts for days on end. All while your clothing has been getting wet from walking and falling in the snow all that time. Oh and as you're resting, an earthquake hits and the cave back to Timberwolf Mountain collapses, trapping you there so you need to take the long way through Ash Canyon back to the cabin by the lake.
So you've got less key loot and an actual reason to go out and forge/craft ammo on lower difficulties. You've got WAY worse and custom afflictions to punish you for little mistakes you make. You've got enhanced clothing wetness mechanics. You've got dynamic world events.
I mean I can go on and on about the mods I've made to enhance the gameplay experience. Along with those by other talented modders.
It doesn't fully fix the issue but imo it makes the experience feel fresh and difficult and somewhat unpredictable and dynamic. It doesn't give a gamified reason to get out of your cabin and go do something in the world because you're bored. It gives you a realistic reason to go out of your cabin because YOU HAVE NO CHOICE.
Link your mod, bro.
Fuar, you're doing great stuff in the modding scene. Great outlook. When I get loads of time and hit the jackpot, gonna stop my job and do 500 hrs of earthquake runs and then donate a truckload of cash.
@@murphdoc22 Have fun. Once those caves collapse, there's no going back (maybe even literally)
@@Fuar11 Sounds good man. Pop in the Loonsloon area sometime and say hello to us.
I would like to have binoculars.
I agree brother ❤
Cheers
I think multiplayer should be added just in a way where both players are separated and have to survive and find each other/others but make the game much harder with other friend/friends
so sad to imagine our dog being hunt by bear, but greath idea though '-'
I've been begging for quality over cookie cutter content after my first two years of playing ~ and I've been playing since it came out in EA and ML was the only region. The first few regions were still exciting, but by the time TWM rolled out I was naming my favorite trees and one particular rock formation in CH lol. When they nerfed the rifle so you had to pretend to be a drunken hunter I stopped playing (had over 4000 hours in at that point, just to be clear). I didn't pick it up again until story mode dropped, and I spent a whopping 45 minutes before deciding that was not my cup of tea. Checked again after the travois was released and I'm still not impressed (although I did purchase Tales).
For the total fanboys/girls (and I was one the first two years), you can have at it. They took a promising survival game and turned it into a 'how many ways can I die' - 'how frustrated must I get before quitting' - 'every teeny thing we give players we get to take two things away' deal that I can't deal with. The control freak issues from the devs to force even survival mode players to conform exactly to their 'vision' is, imo, a joke. I have modded Skyrim to remove all the npcs except bandits and hunters, have snow in all holds, and using Campfire, Hunterborn, Frostfall, needs mods, etc. have an actual survival game. These are my personal mods btw, some available for all, some abandoned that I finished, and all with USLEEP requirements removed (learn yourself because uploading them would be a massive no-no!!). The main difference between my Skyrim game and TLD is that it IS realistic, you gain skills that make continued play worth it, animals act normal (although mine are modded to be more aggressive and produce young ~ available for download on Nexus), etc. All of this with no gimmicky/'balanced' sci-fi fog or crazed animals, weapons that you have to make yourself and only get better as you learn, etc. And yes, I play this with perma-death. It is brutally hard at the beginning, and it takes quite a bit of time before death isn't waiting every other step. Natural shelter is actually another danger due to occasional bandits, and much more prevalent wildlife, potential bad water, germs, etc. There are not houses at all, no clothing or food to loot, no vendors to sell you things you can't make or need, etc. You spawn in at a northern shipwreck and your starting gear is only what you glean from that ship (don't lose that pickaxe or hatchet!). From there I have to learn the skills to hunt and harvest what I need ... but I don't get 'punished' when I do!
In all honesty, I was hoping for these things from The Long Dark. The devs caved and took off chasing little gold stars from 'loper players and just cookie cuttered new regions. A hangar is not enough 'new' content to even make me look twice (one trip there was sufficient), nor is a travois that comes with more babysitting than a 6 week old puppy. Not being able to step over a log is as ridiculous now as it was at the beginning ... actually more-so. Basic weapons that cave men could make aren't available, root plants to dig are not there, you can't crawl into a bale of hay/straw to stay warm, basic things like a whetstone seem to be made of styrofoam, and every container is filled with invisible things that eat clothing faster than actual moth spawn. It is a grab loot/pick up stick game with no actual survival elements other than beating the 'how can I die today' that I can't recommend. I gifted it to 5 people and actually feel bad about that now.
every time i've tried to play this game i get the feeling because i don't know what i am doing already that even if i get though the storymode i am just going to get flamed if i go ask for advice, kinda like playing Foxhole or Project Zomboid
A lot of "hardcore" games develop that mentality within their communities. It really sucks 😞
@@newmemphisminis yeah, i watched one guy on youtube get really sad after like a 500 day run got ended on like day 478 because of a apparently bug on the highest level of difficulty and the people in his comments seemed nice
The TLD community is actually pretty nice, one of the chillest and most collaborative/constructive I've been a part of! We love helping new people
@@Hoagie_Man i heard the same about the Foxhole and DRG communities
Yeah, no, I can't watch that. 1 - "it's supposed to be a realistic survival game", uhm, it's not and has never been billed as such by the developer. 2 - "Cougar Rage". We get it, no one liked the cougar. I have no patience for raging about optional extra's. Or the 'rage drives clicks' approach. So I stopped watching there. What TLD 'needs' is to be played. If you like it, great, if you don't, move on. I am so done with the "we want a 'live service' for under $30, no additional transactions" expectations of the gaming public, tbh. Yeesh.
Bro didn’t watch the video
I've always loved the idea of TLD, but I've never been able to get into it for pretty much every reason you talk about here. Good for a few hours but I always find myself getting bored.
Exactly, but the game has so much going for it. It's a real shame 😓
Hinterland! 👆 This! I'm a console player, but if you amped up the steam workshop I would dead ass buy your game again.
banger
I've backed this game for almost 10 years now... They've added almost nothing (Except a few new maps and story expansions) to the actual game-play.
Ice Glaciers move at a faster pace than this dev team, and it's unfortunate how much potential is being lost.
i definitely had more fun playing the episodes, the survival was very bleak and i was VERY confused, i think the episodes are great for learning mechanics and gaining a relationship with the game, and the survival mode is just that.
Nope. It's a survival game. Don't turn it gay. I wouldnt mind being able to build a base though.
It's insane that it takes YEARS for the devs to add some new food items, a sled and a couple of half empty areas. So much wasted potential.
There are so many reasons to explore there unqiue weapons and objectives you can do plenty of reason to explore if you ask me plus i like looting so i try to loot everything