Here's a perennial favourite: what features would you like added to the Long Dark, or what features would you like to see simplified or removed entirely?

(This is a decathread because we are too small to have megathreads yet)

(This might end up being my own personal gripe thread, so buckle up)

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[–] [S] 1 point 10 months ago* (last edited 10 months ago)

Another idea I posted in the TLD wishlist thread just now: some sewing tweaks.

1: Start all clothes at 120% condition. Sewing skill only lets you repair to 80% at level 1, then 85, 90, 95, 100%. This reflects the idea that you are ultimately an amateur at sewing, even with skillbooks and practice. You'll never do as well as a machine-made item.

Handmade items start similarly - 80%-100% condition depending on skill level. This gives you more reason to level sewing.

2: Decay rates are already well-known to be silly so I won't touch on that too much, but I think spawned artificial clothing should scale to fully decay after three years if well stored, where "well stored" is "inside and not being worn", while handmade clothing should only last a year. Have a base value, and apply a multiplier to all items, as well as additional decay multipliers for items specifically described as "long lasting" like the cougar wrap and wolf pants. And of course multipliers for blizzard, wind, outside vs inside slot, etc.

3: I'd like to see the quality of the cured hide come into play for sewing, too. Makes no sense that you can turn a 1% quality rabbit pelt into a 100% quality gloves. Without adding any additional items, that would seem a pretty straightforward change, and intuitive.

If they were willing to add a mechanic change, or new items: have hides cure in two different ways, tanned and untanned. Tanning leather can involve applying (say) 0.1L of cooking oil and 0.1kg of salt for a hide, which creates eg a "tanned bear hide" (curing 1%) and always gives you a 100% hide for crafting.

4: Some way of preserving clothing might be nice. Akin to the curing box, a cedar chest with a consumable could work. A fragrant herb to keep away bugs, like birch bark, might serve as a consumable, or just the cedar chest itself.

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  • [–] [S] 1 point 11 months ago

    Here's one: Cooking has too many recipes right now. There shouldn't be six different stew recipes, there should be one stew recipe that takes (say) meat, flour, oil, and vegetables as input. The resulting calorie value, and perhaps bonus properties, should depend on what you add to it.

    Acorn flour should be able to sub in for old mill flour.

    I'd also say fish oil should work in lieu of cooking oil. Maybe some fish give you lantern oil, some fish give you cooking oil.

    Edit: They added animal fat, which is cooking oil now. Good solution, though you now end up with a lot of useless animal fat. Unless you make a lot of pemmican...

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  • [–] [S] 1 point 11 months ago

    You should be able to select what tool you use (cutting saplings, digging burdock, cutting fishing holes) if there are multiple choices, like you do with matches lighting a torch. I almost never want to use my axe or knife when my hacksaw or crowbar is available.

    later edit: looks like they added tool selection when cutting holes in the ice, hooray!

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  • [–] [S] 1 point 10 months ago* (last edited 10 months ago)

    Saw this today: buddy burners. In TLD terms, it could just be some tinder, cooking oil (or animal fat) and a can. Provides 8-10 hours of light, maybe, and a 1C warmth boost. I used to make these all the time as a kid!

    https://www.rootsimple.com/2007/01/buddy-burner/

    A variant uses two cans and can be a stove.

    https://www.scouts.ca/resources/activity-finder/buddy-burner.html

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