The Long Dark

The Long Dark

View Stats:
Lex Roman May 4, 2020 @ 1:57pm
Really hard to see indoors
Is it just me or is it unrealistically dark inside? I have a really hard time finding things because i just cant see it. It's causing eye strain.

It makes no sense that when enough light comes in, it is still so dark. I wish my bedroom had this effect in the morning.

I have tried adjusting the brightness settings but that just makes it to bright outside. How hard can it be to get the indoor lighting right?
< >
Showing 1-15 of 49 comments
ødiµm« May 4, 2020 @ 2:29pm 
it is very dark in some interiors, and very frustrating, especially with no lantern/oil. its always been that way, i dont think Hinterland sees it as broken. maybe intended to add challenge
JagsLumber May 4, 2020 @ 3:01pm 
yes, i dont remember got eyestrain for a long time and this is the game that got me eyestrain cause the time im playing this game is so fun that got me so focus on the game, and once, i got stuck in some house in the dark, (it's not even dark, i would like to called that pitch black) and have to find my way to the bed in the pitch black and yeah, that's frustrating, i remember i watch a guy on youtube playing the old version of TLD and the interior lighting seems pretty ok compared to now, guess they change the interior lighting like that on purpose,
konzacelt May 4, 2020 @ 3:10pm 
I could completely understand caves and mines and such being pitch black. But it doesn't make any sense that a house with windows is pitch black when outside you can count the hairs on the back of your hand under the stars. Sometimes even during the day the interiors are annoyingly dark.

I'm sorry, but if it's on purpose that's just plain silly.
JagsLumber May 4, 2020 @ 6:20pm 
they really did a good job making that lantern and other lighting source so usefull
Seaside May 4, 2020 @ 6:26pm 
Ya, its way too dark !!!!! Candles please.
iwasa May 4, 2020 @ 10:29pm 
It is dark inside many but not all places. The Pleasant Valley farmstead is pretty pitch dark when the sun goes down and even the windows do not show up as off-white blocks for interior navigation purposes. On the other hand, the Thomson's Cross Community Hall is much more workable since certain parts can at least be dimly seen.

Personally, I'd rather be able to see something rather than pitch blackness. I have gotten reasonable adept at navigating the farmstead but still get turned around especially when even the windows go black. I am sure that what I would find acceptable would be too "bright" for others, so this is one thing that may have no happy medium.
skydancer May 4, 2020 @ 11:21pm 
The long dark interior.
TheDFH May 4, 2020 @ 11:25pm 
Originally posted by Seaside:
Ya, its way too dark !!!!! Candles please.

Funny thing is that there are some candles in the Episode 3, the community hall has candles all over the place and they emit a faint light.

But the real problem with candles is that without a renewable firestarter you're gonna run out of matches real soon and then the candles become pretty much useless.

Also, how long does a lit candle last? around 2 hours? that's what the lantern lasts and at least oil is renewable already.
iwasa May 5, 2020 @ 11:41am 
Candles in Crossroads Elergy can be placed and will illuminate what the devs want illuminated to the degree they want it illuminated.

Mobile candles would be not that much different from adding a new lantern or different torch or flare to the game, it would be a more difficult item to fit into the environment since it can be moved around and the illumination effect would have to be dealt with.

Now maybe if the developers were to add a fixed and stationary candle lamp, say on a table, that could be lit from a match, flare or torch, and could be replenished from a supply of tallow (which, of course, would have to be provided for, with attendant complications) or a tallow candle (again, player manufactured or found but not usable without the candle lamp fixture), that might be somewhat easier to implement as some issues kind of drop out even as other issues arise.

Of course, the question is how it adds to the game to justify the effort to implement. The more flexible the item, the more effort needed to cover all the details and the less likely the devs would spend the time to do so.
konzacelt May 5, 2020 @ 2:34pm 
The main benefit of candles is a long-lasting, but really dim light source. You could just light them from any fire you have started. You could even make it so that you can't craft under candle light (but maybe read?). And trying to light them outside should be almost impossible, the slightest of breezes would blow them out.

But even so, candles add so much ambiance to a game that is already known for sublime atmosphere...I would think the devs would welcome a chance at increasing the macabre mood of TLD. The game is practically begging for an image of a half-starved survivor gnawing on a wolf bone in a tiny cabin in the middle of icy nowhere...with a couple of candles burning to present just the right amount of dread. :)

As for the functionality of it, there's already mechanics in place for placing a light source (lantern) basically anywhere. I would think that using that framework for a candle would be easier than starting from scratch, but I admittedly have no idea what it takes to amend existing game mechanics.

Besides, it would be a finite resource like almost everything else in the game, and you would eventually run out of them anyway. It doesn't really give the player a distinct advantage over anything besides perhaps not running into the kitchen table at night. Candles would be a narrative feature, and little more.
Last edited by konzacelt; May 6, 2020 @ 6:02am
IDescentI May 5, 2020 @ 11:16pm 
I remember when the early alpha it wasn't so dark indoor ,but it change after some update.
Seaside May 7, 2020 @ 5:12pm 
Originally posted by TheDFH:
Originally posted by Seaside:
Ya, its way too dark !!!!! Candles please.

Funny thing is that there are some candles in the Episode 3, the community hall has candles all over the place and they emit a faint light.

But the real problem with candles is that without a renewable firestarter you're gonna run out of matches real soon and then the candles become pretty much useless.

Also, how long does a lit candle last? around 2 hours? that's what the lantern lasts and at least oil is renewable already.

You should only need the first match each night. Each new candle after that would be lit from the dying preceding candle. Also the very first candle could be lit by torch or stove if its burning.
Lanterns use too much fuel to run each night but I didn't know we could renew them other than finding lantern fuel. I better take another look at crafting :)

Last edited by Seaside; May 7, 2020 @ 5:26pm
Seaside May 7, 2020 @ 5:16pm 
Originally posted by '晓黯:
I remember when the early alpha it wasn't so dark indoor ,but it change after some update.

Ya, I just want to be able to navigate around a house in the dark. Fumbling around with a pitch black screen for ages, when you're just trying to find a bed is no fun.
TheDFH May 7, 2020 @ 5:33pm 
Originally posted by Seaside:
Originally posted by TheDFH:

Funny thing is that there are some candles in the Episode 3, the community hall has candles all over the place and they emit a faint light.

But the real problem with candles is that without a renewable firestarter you're gonna run out of matches real soon and then the candles become pretty much useless.

Also, how long does a lit candle last? around 2 hours? that's what the lantern lasts and at least oil is renewable already.

You should only need the first match each night. Each new candle after that would be lit from the dying preceding candle. Also the very first candle could be lit by torch or stove if its burning.
Lanterns use too much fuel to run each night , otherwise we could just use them.


That's the thing, one match every night and you'll be asking for renewable matches after a year has passed because your candles are pretty much useless now.

This whole thing would only make sense if HL were to implement any of the following:

  • Some form of renewable firestarters (which has been asked before and hasn't happened)
  • Decreasing storm lantern fuel consumption rate or increasing it's capacity (or both)
  • Candles so big that they would last for over 10 hours each (which would require renewable crafting materials (and by the last update, maybe a map with a candle-crafting station guarded by mutant wolves with telekinesis that kills you from the other side of the map)... or even bigger so you could light them every sunny day by making a fire with the m.glass and bringing in a lit torch and will eventually make the darkness in buildings pointless
  • or just lighting every interior location so much that you don't need light anymore

Don't get me wrong, i'd like some of these options in game, i'd like more content and QoL changes, but some would need too much rebalancing and the devs might not even feel it's worth it.
Last edited by TheDFH; May 7, 2020 @ 5:34pm
Bean May 7, 2020 @ 6:18pm 
I noticed that the truck in the barn in PV has a lighting adjustment to be significantly brighter than the ambient light in the barn. This never used to be the case, not sure when it changed but definitely since the last storyline upgrade.
< >
Showing 1-15 of 49 comments
Per page: 1530 50

Date Posted: May 4, 2020 @ 1:57pm
Posts: 49