Amnesia: The Bunker

Amnesia: The Bunker

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Bobbert May 23, 2023 @ 9:58am
2
Flashlight Suggestion
It's a very promising game, but I can't stand it when games give you a flashlight that constantly runs out of power. Messing around with the flashlight just gets incredibly irritating and becomes a real chore.

Would it be possible to have a mode where the flashlight doesn't run out? (or lasts for a much longer period of time). The difficulty could be compensated for by making the flashlight make more noise for the whole time you're using it.

(it's cool if it's not possible, just a suggestion).
Last edited by Bobbert; May 30, 2023 @ 4:47am
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Showing 61-75 of 83 comments
Josko May 27, 2023 @ 7:29pm 
If it lasted 60 seconds it would be perfect, hope this can be easily changed when the game releases :P
Lying Sack Of Fun May 28, 2023 @ 2:31am 
I think modders will create something pretty quickly so it doesn't really matter if the devs change anything.
Zixinus May 28, 2023 @ 9:36am 
I think it's not the flashlight that needs to be changed but more alternatives introduced to the player early. For example, I noticed that there was a flare but not that there was an option to make a torch (I saw you could make a molotov but didn't see any inventory item with a stick).

The flashlight is meant to be an emergency light source, not a routine one. That it is crappy is part of the point: you are in a very crappy situation with bad tools.
Originally posted by Zixinus:
I think it's not the flashlight that needs to be changed but more alternatives introduced to the player early. For example, I noticed that there was a flare but not that there was an option to make a torch (I saw you could make a molotov but didn't see any inventory item with a stick).

The flashlight is meant to be an emergency light source, not a routine one. That it is crappy is part of the point: you are in a very crappy situation with bad tools.
there is a torch in one of the screenshots in the game
you need a lighter tho
Moralitet May 28, 2023 @ 11:16am 
Just the whining of gentle players. In reality, dynamo flashlights go out almost immediately after the winding stops. In the game, the lantern shines long enough for this. In addition, the mechanics of the game are tied to it, that the monster hears how you wind up the flashlight.
First, there are alternatives to the flashlight in the game. For example, a generator and, if I remember correctly, flare.
Secondly, most likely later in the game there will be another flashlight that requires batteries or fuel. A dynamo flashlight will be an alternative so that the player always has at least some kind of light source. I assume that will be the case.
Thirdly, you are playing a horror game where the player is trying to survive, it should not be easy and convenient for you. You need to live and move on with what you have. The developers have already made it so that you can hold / wind up the flashlight and the second item at the same time, and not switch between them.
Maybe you want an infinite flashlight, passive monsters and no aggression? Go watch cartoons for the smallest children, spoiled sissies.
Last edited by Moralitet; May 28, 2023 @ 11:17am
nicks husband coach May 28, 2023 @ 11:53am 
Originally posted by Moralitet:
Just the whining of gentle players. In reality, dynamo flashlights go out almost immediately after the winding stops. In the game, the lantern shines long enough for this. In addition, the mechanics of the game are tied to it, that the monster hears how you wind up the flashlight.
First, there are alternatives to the flashlight in the game. For example, a generator and, if I remember correctly, flare.
Secondly, most likely later in the game there will be another flashlight that requires batteries or fuel. A dynamo flashlight will be an alternative so that the player always has at least some kind of light source. I assume that will be the case.
Thirdly, you are playing a horror game where the player is trying to survive, it should not be easy and convenient for you. You need to live and move on with what you have. The developers have already made it so that you can hold / wind up the flashlight and the second item at the same time, and not switch between them.
Maybe you want an infinite flashlight, passive monsters and no aggression? Go watch cartoons for the smallest children, spoiled sissies.
dont disrespect my bro alphabetagamer like that
SWORDLION May 28, 2023 @ 11:57am 
Originally posted by Moralitet:
Just the whining of gentle players. In reality, dynamo flashlights go out almost immediately after the winding stops. In the game, the lantern shines long enough for this. In addition, the mechanics of the game are tied to it, that the monster hears how you wind up the flashlight.
First, there are alternatives to the flashlight in the game. For example, a generator and, if I remember correctly, flare.
Secondly, most likely later in the game there will be another flashlight that requires batteries or fuel. A dynamo flashlight will be an alternative so that the player always has at least some kind of light source. I assume that will be the case.
Thirdly, you are playing a horror game where the player is trying to survive, it should not be easy and convenient for you. You need to live and move on with what you have. The developers have already made it so that you can hold / wind up the flashlight and the second item at the same time, and not switch between them.
Maybe you want an infinite flashlight, passive monsters and no aggression? Go watch cartoons for the smallest children, spoiled sissies.
+1
Bucherebis May 28, 2023 @ 1:15pm 
If we go by realism alone to justify the garbo flashlight, then let's remove the monster and the generator that eats 1 entire gallon of fuel in just 2 minutes, because that's unrealistic too.
Last edited by Bucherebis; May 28, 2023 @ 1:16pm
Bobbert May 28, 2023 @ 2:41pm 
Originally posted by Moralitet:
Just the whining of gentle players. In reality, dynamo flashlights go out almost immediately after the winding stops. In the game, the lantern shines long enough for this. In addition, the mechanics of the game are tied to it, that the monster hears how you wind up the flashlight.
First, there are alternatives to the flashlight in the game. For example, a generator and, if I remember correctly, flare.
Secondly, most likely later in the game there will be another flashlight that requires batteries or fuel. A dynamo flashlight will be an alternative so that the player always has at least some kind of light source. I assume that will be the case.
Thirdly, you are playing a horror game where the player is trying to survive, it should not be easy and convenient for you. You need to live and move on with what you have. The developers have already made it so that you can hold / wind up the flashlight and the second item at the same time, and not switch between them.
Maybe you want an infinite flashlight, passive monsters and no aggression? Go watch cartoons for the smallest children, spoiled sissies.


Please try to keep the discussion civil. I'm not having a go at the devs or players who like the flashlight and overall I really like the game. I'm just making a suggestion for an OPTION to be added to the game to make the dynamo torch less frustrating to use.

"Most likely later in the game there will be another flashlight that requires batteries or fuel" - I genuinely hope there is, but that's just speculation. Nothing is confirmed.

The general consensus in this thread is that the flashlight is realistic, but frustrating because it lasts for such a short time. It's absolutely NOT an issue of difficulty (the current demo is pretty easy to play through once you know what you're doing). In fact I'd suggest compensating for the difficulty lost by making the flashlight make more noise when it's lit up.

If you want the realism, that's perfectly fine! But what harm can it do to add an option in the menu make it last longer? It won't affect how you play the game in the slightest, but it's nice to have the option for people who find it frustrating to crank a light every 10 seconds.

Different people want different things from games. Some might prefer realism, some might prefer a little artistic licence. The world would be a boring place if everyone liked the exact same thing.


Originally posted by playergod:
dont disrespect my bro alphabetagamer like that

Haha, thanks dude! :)
Lying Sack Of Fun May 28, 2023 @ 8:17pm 
Originally posted by Moralitet:
Just the whining of gentle players. In reality, dynamo flashlights go out almost immediately after the winding stops. In the game, the lantern shines long enough for this. In addition, the mechanics of the game are tied to it, that the monster hears how you wind up the flashlight.
First, there are alternatives to the flashlight in the game. For example, a generator and, if I remember correctly, flare.
Secondly, most likely later in the game there will be another flashlight that requires batteries or fuel. A dynamo flashlight will be an alternative so that the player always has at least some kind of light source. I assume that will be the case.
Thirdly, you are playing a horror game where the player is trying to survive, it should not be easy and convenient for you. You need to live and move on with what you have. The developers have already made it so that you can hold / wind up the flashlight and the second item at the same time, and not switch between them.
Maybe you want an infinite flashlight, passive monsters and no aggression? Go watch cartoons for the smallest children, spoiled sissies.
You sound real fun to be around.
Lying Sack Of Fun May 28, 2023 @ 8:21pm 
It seems later in the game torches, lighters, and flares are probably going to be a thing so the flashlight will be a last resort. I guess it will be a balancing act: Use the flare to start fires etc or use it for light. Sounds great for a game like this.
RememberNoRussian May 29, 2023 @ 10:47pm 
The flashlight runs out of juice easily, but I think it is implemented this way on purpose since the monster reacts to the flashlight charging noise.
Server Jester May 29, 2023 @ 11:13pm 
Originally posted by AlphaBetaGamer:
It's a very promising game, but I can't stand it when games give you a flashlight that constantly runs out of power. Messing around with the flashlight just gets incredibly irritating and becomes a real chore.

Would it be possible to have a mode where the flashlight doesn't run out? (or lasts for a much longer period of time)

(it's cool if it's not possible, just a suggestion).
I can agree with making it a bit longer, but I love the recharge mechanic honestly
Its very slept on, only ever saw it in Tattletail till now. Makes it more stressful, especially when I hear the monster make a reactionary noise everytime I recharge it. Plus theres the generator which is an idea I like, puts in a timelimit sorta like in Justine with the Suitors
Other than making it last longer, Id change it to where it doesnt take up an item slot
Love your YT channel btw.
Last edited by Server Jester; May 29, 2023 @ 11:19pm
v00d00m4n May 29, 2023 @ 11:39pm 
Its same problem as in previous Amnesia when matches and flashlight was very short lining and very low amount. But it was easy to fix with scripts, however it should be done officially.

Also fuel running out too fast! Full generator shows timer set for 1 hour, but in game time is like 10 minutes, its so annoying. I wish full generator to work for 1 real hour!
Server Jester May 29, 2023 @ 11:40pm 
Originally posted by v00d00m4n:
Its same problem as in previous Amnesia when matches and flashlight was very short lining and very low amount. But it was easy to fix with scripts, however it should be done officially.

Also fuel running out too fast! Full generator shows timer set for 1 hour, but in game time is like 10 minutes, its so annoying. I wish full generator to work for 1 real hour!
1 full hour for the gen would make the game stupidly easy
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Date Posted: May 23, 2023 @ 9:58am
Posts: 83