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The Long Dark


razzRaziel

Öne çıkan mesajlar

Bende yazayım biseyler..
Jackrabbit island var coastal highwayde..kuzeydoguya dogru garage kuzeybatıya dogru ravine gecisi var.

etrafında fish - rabbit - wolf - geyik - ayı cok bol miktarda..ravine cıkısında ok ve yay yapıcak bitkiler falanda var. tek eksigi workshop oda yakınlardaki fishing koyunde var yada garaga a kadar gidersiniz.

Ayı konusunda ise ; karsı karsıya belli bi mesafede ayagı kalkıyor bi kac saniyeligine. TAM kalbinden tek atısta öldürebilirsiniz.
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ayi icin evlerin onundeki parmaklikli porch kismi kullaniyorum ben coguna giremiyorlar cunku, yada vurup hemen eve girmeniz lazim tek ayi tek mermi yetiyor o acidan, kafasindan yaralaninca 1 saate oluyor genelde sonra bulmasi biraz dolastiriyor sadece.

30kg et ciktigi icin arada bir repair gerekli olan geyik/kurt avlama ile destekleyince yemek sorun degil pek. 10 tane falan tavsan tuzagi vardi ama bayadir bi kullanmadim duruyor.

birde son patchte bug var "base" olarak belirtilmis yerlerde birtakim itemlar respawn oluyor hani sikayetim yok ama 3423432 item dolu zaten heryer benim lol

ayakkabi olarak bi bot var geyik botunun bir alti, onu giyiyorum ben cunku loot olarak cikan baska tip deri var diger ayakkabilardan falan, onu repair etme disinda bi ise yaramiyor, cok cikiyor ordan burdan.

birde kibritler zamanla degrade oluyor eger lootlarsaniz, ama oda olmasa yillarca yasanir oyunda :p 20k gun yasayanlar vardi galiba su ana kadar.

simdi bi baktimda 17 bow ve 150+ ok yapacak malzemem var :D
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  • 3 ay sonra ...
222 saatlik walkthrough'ma devam edicem sanirim, aww yiis!:

The Long Dark — Sandbox Mode Feature & Content Roadmap

Please note that this list is aspirational, and intended to provide an overview of the development team’s intentions for the game as it evolves. It is not a promise or guarantee that these features will be added within the outlined intervals, or that they will be added at all.

The list is not presented in any particular order, so there is no implied priority. “Windows” are provided to give a sense of how far out we think a feature or area of content might be, if we choose to tackle it.

Keep in mind that this is a living list, and as such will constantly change. Things will be added, moved, and removed. Also, this list is not meant to be all-encompassing — at any given time, we are likely working on things that are not on this list. And finally, we may also work on things in secret and exclude this from the list so that they are more of a surprise!

WARNING: Although we strive to keep this list as spoiler-free as possible, please keep in mind that by reading this list you may be spoiling the surprise if and when some of these features do end up being implemented.


Roadmap Version: 1.0 (April, 2016)

Next Sandbox Update Planned For: Mid-April, 2016


*************************************
0-6 Month Window

Moose

Cougar

Improved Cooking; more of the cooking action happens in-game (vs. in menus); cooking happens in game-time (i.e. not accelerated time), so you can multi-task.

Frostbite affliction
Axe (tool)

Wellbeing system (i.e. mental/emotional cost of survival; “willpower locket” fits in here)

Aurora gameplay effects & hazards

New in-game fonts

Widespread narrative collectibles

Backer naming and writing rewards integrated into game world

Primitive firemaking skill (ex. bow-drill)

Improved first-person presence (low-hanging fruit)

Improved Sprains

Improved Infections

New Clothing system & all new Clothing assets

NPCs in the Sandbox

Parlay system

Steam Trading Cards

Challenge Mode: Hunted, Part Two

Improved firemaking (blowing mechanic; first-person presence)

Research Items (books of knowledge to improve skills)

Revolver

Simple shelter-building

Non-map based Navigation system

Knowledge system

Improved first-person presence (more complex interactions)

Snowshoes or Nordic skis?
*************************************
6-12 Month Window

Mod support

Spring Sandbox

Moving water

Improved Fishing

Wolfpack behaviour

Wildlife interactions (ex. Wolves vs. Bears)

Grizzly Bear

Sandbox survivor personas (characters?)

VR Experience

Crafting for safehouse customization

Crafting for clothing customization

Gunsmithing & ammunition crafting

*************************************
12+ Month Window // R&D

Full-season survival Sandbox (transitioning from season to season)

New travel options: Canoe, Horse

Seamless world streaming

Long-distance travel

Planting

Sandbox AI community social dynamics


-
http://www.youtube.com/watch?v=RM0rpLoqzgA
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  • 2 hafta sonra ...
gelmis update:

http://www.youtube.com/watch?v=SNMJ86U4oiA

patch notes:

THE LONG DARK™ -- SANDBOX UPDATED TO v.321, “TIRELESS MENACE” -- FULL CHANGELIST


Gameplay, Tuning & User Interface

* New! Radial Menu and streamlined Status Screens.
* New! Sandbox Challenge Modes: “Hunted, Part One”, and “Hopeless Rescue”.
* New! Emergency Stim gear item. Emergency stims added into various locations (also made available in older saves) and also available in some containers.
* New! Brands can now be taken from a burning fire (replacing Torches taken from fires; Torches are still craftable).
* New! There is now a chance of getting Cabin Fever from spending too many continuous hours inside.
* New! There is now a chance of contracting Intestinal Parasites from eating too much meat from carnivores (i.e. Wolves and Bears).
* New! Added a Curiosity state to Wolf AI. There is now a chance that Wolves will hang back and follow the player from a distance, before deciding to either leave, or stalk the player.
* Refreshed wildlife spawning in all major regions (except bears).
* Overhauled item degradation behaviour and retuned all decay rates for 1000+ day timescale. Gear decay now begins at game start for all items in the world. All Clothing items decay based on a daily rate modified for interior/exterior storage, and player use. All food decay is based on storage (interior vs. exterior) and, for fish and meat, whether an item is raw or cooked. All tools continue to decay based on use only.
* Removed decay from Matches.
* Added various rope climbs and climbing anchor points across all regions (including access to a couple of previously inaccessible areas).
* Added rope gear spawns into a few locations (also made available in older saves).
* Journals can now be saved on the death screen. Saved journals can be viewed from the main menu. A maximum of 10 journals can be saved at any given time.
* Updated the gear naming system to reflect item condition (applies to Food and Clothing items, currently).
* Complete overhaul to Rest system. Player cannot Rest if there is no fatigue. Added a Passing Time mechanic to allow advancement of time.
* Added slow Condition gain while awake and healthy (i.e. no Afflictions, and not Starving, Exhausted, Dehydrated, or Freezing).
* Added Hypothermia Risk affliction, as an early warning system to help avoid “surprise” Hypothermia.
* Added more stats tracking including: Intestinal Parasites, Cabin Fever.
* Differentiated all light sources more clearly, by tuning burn times, Brandishing effectiveness, and item “cost”. This applies to Torches, Flares, Brands, and Lanterns.
* Flares are now Brandished and not thrown.
* AI will now ignore dropped Torches and Flares.
* Harvesting Branches now produces 3 Sticks (increased from 2).
* Harvesting Sticks now produces 2 Tinder Plugs (increased from 1).
* Hatchets now modify Branch harvesting time correctly.
* Brandishing now only works if an item is lit.
* Items that decay to 0% Condition will now be marked Ruined, but persist in the world.
* Increased the Wind speed required to blow out existing fires, as well as which prevents fires from being started. This should reduce instances of strong fires being blown out suddenly due to wind changes.
* Delay condition-loss from Bear struggle until the struggle animation is complete. (This does not apply to Wolf struggles.)
* Combined Stats with Journal. Made accessible from Main Menu and Deathscreen as well as in game.
* Simple Crafting now accessible directly from Radial Menu (see above for more details).
* Updated art for Feed Fire screen.
* In the Options screen, Key Bindings will now display a mouseover effect.
* Show sheltered icon when in caves and other large enclosed spaces outdoors.

Art, Animation, FX

* New! Added experimental First-Person presence for Wolf Struggles with Knife, Hatchet, and Prybar.
* New! First pass on colour grading.
* New! Added rim lighting effect for night-time lighting. It should be more possible to see the “edges” of snow banks and things on clear, moonlit nights, enhancing night-time navigation.
* Improved the Bear model and texture.
* Improved the Bear animations.
* Improved the Wolf animations.
* Updated the visual effects for Torches, Flares, Lanterns, and Brands, so that flames begin to “sputter” when you are running low on burn time.
* Added new Footprints system, which improves the footprint visuals as well as respects weather conditions; footprints will persist for a longer period of time, unless filled in by snow or high winds. (Future improvements to this system will be focused on enhanced Tracking gameplay.)
* Improved draw distance for falling snow.
* Updated the “light shafts” window effect to improve performance.
* Increased the visibility of blood drops, to aid with tracking wounded animals.
* Added blood splatter effect when player is injured by blood loss event (ex. during wolf struggle), when wildlife is hit, and when a carcass is harvested. Also, when hit, the first blood drops from a bleeding animal will be larger, to help the player determine the direction of the animal’s movement.

Misc.

* New! The game now supports Steam Cloud Saves for Windows, Mac and Linux. This means that you can continue to play your saved games across multiple systems (provided you are using the same Steam account).
* New! More graceful handling of corrupt or incompatible save games. Saves will be shown as corrupt or incompatible in the UI, allowing players to remove them and avoiding system crashes due to corrupted save files.
* New! All game sessions are now saved upon start, not at first Rest or interior/exterior transition. This should result in fewer “mysterious” save losses when players abandon games before they have been auto-saved.
* Improved Steam Controller support. All in-game actions can now be rebound using the steam controller configuration screen.
* Particle optimization now active for Windows. This should result in better performance of heavy snow and blizzard conditions for some players.
* Mac and Linux rendering now uses OpenGL 4.1, which should result in some performance improvements for players on those platforms.
* Added error handling for updating to default key-bindings due to the addition of new controls (ex. the new radial menu is bound to the Space Bar by default). Note that this error will only be seen if a newly added binding was already in use.
* The save icon now appears when saving the player profile.
* Added save file compression which results in smaller save files and faster cloud-save uploads.

Audio

* New! Added master volume slider.
* Added more general ambient and exploration music, and fixed some issues that were preventing ambient music from playing in certain circumstances.
* Fixed issues that were preventing desired gameplay speech from playing. As a result, you should hear more gameplay-relevant voice feedback from the survivor personae.
* Overhauled struggle audio for both Wolves (to account for new first-person presence) and for the Bear struggle (to make it more impressive).
* Footstep audio now differentiates between shoes, boots, and bare feet.

Bug Fixes

* We now display an error message if user tries to use a stove to start a fire but are missing all of the required items.
* Fixed issue where you could get stuck in an infinite cooking loop when using gamepad/controller.
* Fixed issue where you could get stuck in an infinite crafting loop.
* Fixed issue where you could quit the game in the middle of a save, which would result in corrupted save files.
* Fixed issue where worn-out tools could be used one extra time.
* Fixed Distress Pistol using wrong ammo icon on inventory screen.
* Fixed issue where the First Aid screen would not update if an affliction healed itself while the screen was open.
* Fixed a bug causing the player to holster the held item while cancelling item placement.
* Fixed issue where blood trails were only being left when wildlife was fleeing.
* Bears are now spawned facing outwards from Dens. This helps fix some pathing issues when the bear attempts to leave the Den.
* Fix issue with items being left behind when transitioning scenes with item placement in progress
* Fixed issue with corpses getting re-oriented after loading a save.
* Fixed issue where players could add fuel to fires that had already blown out (the fire FX didn’t reflect this state).
* Fixed issue with camera sometimes crashing into geometry when placing a campfire.
* Fixed issue with being able to place snares too close to geometry, causing the snared rabbit to be inaccessible
* Fixed issue with Bear playing sleep animations after leaving the sleep AI state.

### END OF CHANGELIST ###

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  • 1 ay sonra ...
  • 2 hafta sonra ...
bu ay gelecek update icinde olmasi muhtemel seyler:


Roadmap Version: 1.1 (June 2, 2016)

Next Sandbox Update Planned For: June, 2016

Next Update (ASPIRATIONAL ***IT IS POSSIBLE NOT ALL OF THIS WILL MAKE IT INTO THE NEXT UPDATE ***)

Challenge Mode: Nomad
Challenge Mode: Whiteout
Weather Almanac system (first pass)
Skills system (first pass)
Feats system (first pass)
Research Items (books of knowledge to improve skills)
In-game rewards (Badges)
Simple shelter-building
New in-game fonts
Steam Trading Cards
Translations for: French, Simplified Chinese, Traditional Chinese, Japanese, Korean, Swedish, Norwegian, Turkish

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  • 3 hafta sonra ...
yeni patch:

https://www.youtube.com/watch?v=86W0Rafd1Fs


THE LONG DARK -- SANDBOX ALPHA UPDATED TO v.346 -- "PENITENT SCHOLAR"

NEW LANGUAGES

* New Languages selectable from Display Options: French, Swedish, Korean, Chinese (Trad + Simplified), Japanese, Turkish, Norwegian

GAMEPLAY

* A Snow Shelter can now be crafted and deployed from the Radial Menu. This Shelter protects from wind and cold, but leaves you vulnerable to wildlife.
* First-pass Survival Skills system has been added to the game, with the first test skills implemented. See the Skills section of the Journal for more information. The first Skills are: Firestarting, Cooking, Carcass Harvesting, Ice Fishing, Rifle Firearm
* First-pass Feats system has been added to the game, with the first test Feats implemented. See the Feats section of the Badges menu interface for more information. The first Feats are: Book Smarts, Cold Fusion, Efficient Machine, Fire Master, Free Runner, Snow Walker
* You can now find Research Books in the world. Spending time Researching these books will improve specific Skills.
* Nomad Challenge added. Survive for 3 days each in 15 different locations around the world.
* Whiteout Challenge added. Stockpile supplies and survive for 30 days as a monster blizzard bears down on you.
* First-pass Almanac feature added (to support Whiteout gameplay).
* It is not longer possible to Craft complex items (requiring a Workbench) in the dark. You can still Craft simple things from the Radial Menu in the dark. You also cannot Repair items in the dark.
* Brandishing now costs Stamina and not Fatigue.
* When breaking down items, the raw materials produced now go directly into your Backpack (vs. being placed on the ground to then be picked up). This will result in fewer bugs relating to harvesting items being stuck behind geo.
* Fixed issues with Wolves sometimes walking in place.
* Warmth from Bedrolls is now taken into account when Resting in Vehicles. (Note: You also get a Warmth bonus from Bedrolls when Resting in the Snow Shelter.)
* You can now see descriptions for active buffs in the First Aid screen.

UI

* New Fonts added to the game.
* Brightness correction now occurs before the Main Menu. Subsequent Brightness changes can be made from the Display settings, accessible from the Main Menu.
* Reduced the number of stacking Damage event icons during Wolf struggles. (Note that the number of Damage events is still the same.)
* Added new Skill section to Journal
* Added new Almanac section to Journal
* Added new Objectives section to the Journal
* Added new Snow Shelter Build/Use/Dismantle UI
* Added Badge art for all Challenges
* Added Badge art for new Feats
* The Badge interface can now be accessed from both the Main Menu and the Pause Menu
* Added notifications for Skill Improvement, Skill level unlock, and Feat unlocks

AUDIO

* Added audio kickers for Skill improvement, Skill level unlock, and Feat unlocks

GENERAL

* Player is warped to a safe location if we detect player has fallen through world
* Screenshot keys no longer force UI to chance from Gamepad to Mouse/Keyboard
* Significantly reduced color banding in low light conditions
* [For Streamers] We've added support for being able to access a second monitor without Alt-Tabbing. (Note that this will become a toggle in a future hotfix.)

### END OF CHANGELIST ###
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Norak said:

valley, m.lake ve o taraftaki ara bolgeleri bitireli oldu baya benim coastal highwaydeyim artik,

2 oyun vardi benim bir voyager bir pilgrim, adim basi surekli kurt kovalamaktan baydim sadece pilgrime devam ediyorum simdi. stalker falan oynanmaz zaten 3-4 kurt cikiyor bi anda karsina asd

highwayde de cogu yeri temizledim ama cok esya var oyle boyle degil 500+ scrap, 600+ kumas falan var lol, obur haritaya gecmek gereksiz o acidan, 240 gun oldu simdilik elimdeki malzemeyle cok net 500-1000 gun falan gorulur baska av/odun haric pek bisi yapmadan, zaten 1 ayi indirince 20 gun geciyor oyunda cok rahat. craftinge biraz daha recipe lazim bi noktadan sonra yapcak bisi kalmiyor cunku

son patchte de tufegin namlusunu falan duzeltiler neyseki adam gibi ates edebiliyoruz


rekorum 4 gün asdaf ya acık arazide gece hayatta kalınmaz mı ? Snow shelter neye yariyor içine tulum niye koyamıyoruz mesela.

hypothermia'den geberiyorum hep. İlla kabin mi bulmamız gerekli.

Bir de sacma sapan bir bug var dagdan asagı inerken fln. sanki düşmüssün gibi ayagı bacagı yaralıyoruz
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benim durum soyle gecen hafta itibari ile,

http://i.imgur.com/0u8QBog.jpg

arazide gece olmemek icin 1 ayi kurku yatak ve ruzgardan korunakli bir yer lazim aciktayken magara vs en iyisi ates yakmak icin, ruzgar olursa ates gg cunku.

shelter hic yapmadim daha kumas harciyor diye, bilmiyorum o acidan tam.

TW mountain da evet cok fazla bilek burkuluyor bug degil ama arazi yamuk yumuk hep ondan.

bide bu son update ile gelen kitaplar skiller falan guzel olmus baya bonuslar falan.
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Su oyunun save'ini cozemedim. Bazen acik arazide cikiyorum oyundan , evden doguyorum(load screen en son oldugu yerden).Bazen de bos bos explorer icin durumuma bakmadan acik arazida dolasiyorum ki load yaptiginda nereye dogru gideyim ama ciktiktan sonra boktan bir durumda oyundan ciktigim acik arazide devam ediyor. (Cunku map yok oyunun orjinalinde , ben de bakmiyorum milletin hazirladigi map'e)

Tldr: save neye gore yapiyor cozemedim
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yoq, ama yavaslatan ruzgar olmadigi surece 40kg alti tasiniyor kagni hizina dusmeden (TW mountain haric, orda paso bilek burkuluyor yoksa)

havasina mekana gore bi base secip haritalari sirayla temizleyip oraya tasimak en iysi bence.

Pleasant Valley surekli ruzgar yada firtina, Mystery Lake sis oluyor o yuzden ben Coastal Highway de yasiyorum, zaten su son gelen kitaplar ve kazara respawn olan 3-5 mobilya haric hemen herseyi temizledim gibi tum haritalarda, binlerce kumas, scrap, 120 tane mermi falan var lol.
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bu son patch sonrasi mystery lake haritasinda otlar bitkiler saplingler vs bir kismi respawn olmus gibi, hepsi degilde yarisi falan, duzelmeden toplayin hemen :D

birde whiteberrynin haritalari spoilersiz hali de var steam guides da, eger herseyin yerini kendiniz bulmak istiyorsaniz falan.

onceden bunker bulduysaniz ona da tekrar gidin, yeni eklenen itemlar spawn oluyor bosaltmis bile olsaniz onceden.
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şu oyun multi olsa efsane olur.

Ha bir de gerçeklik adına birşeyler eklenebilir. Ne bileyim geyik öldürdün ayı,kurt yiyebilir belli bir saat sonra.


Az önce ayı saldırdı önce hareket etmedim (gerçekte ayı gördünmü yapılacak şey asdaf) Sonra bi koşmaya basladı boz ayı. Üstüne 1 el ateş ettim ölmedi tabi ama tüfek tutukluk yaptım aha dedim zıctık gitti 20 gün survive ama öldürmedi beni bıraktı %10 ile uzaklaştı.
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tufenk ve ok/yay var silah olarak, oynadiginiz zorluga gore avlanmaniz lazim mesela pilgrimde kurt vs sizden kaciyor dolayisi ile bunu geyige dogru kovalamaniz gerek, onun yakaladigi geyigi alabiliyorsunuz.

ayi headshot ile oluyor tek atista gozden vurmaniz gerek.

ayi 30+ kg, kurt 4-5, geyik 7-9 kg et veriyor, tavsan var bide tuzakla yakalaniyor falan. fishing iyi ama agir oluyor hareket halindeyseniz obur etler daha iyi gunluk.

1kg et = 1 gun. birde bunlari disarda store edin kutuda, arabada vs, en uzun oyle dayaniyor. evin icinde hizli bozuluyor.
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