The Long Dark

The Long Dark

View Stats:
wolves can smell cooked meat even with no bars?
i noticed wolves were hunting me down when i was carrying 2 cooked meat

the game said i had no smell bars. but i was still attracting wolves

i tested it again with 2 wolves and every time i dropped the cooked meat they walked away and every time i picked it up again they turned around and headed towards me

is this meant to happen? ive read on these forums that you need at least one smell bar rating to attract wolves
Last edited by cloning_souls; Jan 2, 2020 @ 6:10pm
< >
Showing 1-15 of 16 comments
mark Jan 2, 2020 @ 6:11pm 
No, any meat at all (cooked or uncooked) gives off *some* scent, and can attract wolves (or bear). The more scent, the greater distance they can be attracted - but 0.01kg of meat is more than zero.
cloning_souls Jan 2, 2020 @ 6:14pm 
ok thanks,. well they need to rework the 3 bar smell thing then,.. to let you know youre still giving off a scent when below it
IFIYGD Jan 2, 2020 @ 6:38pm 
Originally posted by cloning_souls:
ok thanks,. well they need to rework the 3 bar smell thing then,.. to let you know youre still giving off a scent when below it
No, they don't need to rework it. People need to stop believing they are safe when carrying anything stinky, and realize there is more than just 3 squiggles at play here.Wolves & bears can detect you by other means, besides scent as well. Sight, hearing... so even carrying nothing stinky (meaning no scent, no squiggles), they will still detect you if you are in range. They just get *more interested* when you smell good, or make a ton of noise clanking your water jug and lantern around, or dancing in the middle of a field with nothing to break LoS.
cloning_souls Jan 2, 2020 @ 7:52pm 
Originally posted by IFIYGD:
Originally posted by cloning_souls:
ok thanks,. well they need to rework the 3 bar smell thing then,.. to let you know youre still giving off a scent when below it
No, they don't need to rework it. People need to stop believing they are safe when carrying anything stinky, and realize there is more than just 3 squiggles at play here.Wolves & bears can detect you by other means, besides scent as well. Sight, hearing... so even carrying nothing stinky (meaning no scent, no squiggles), they will still detect you if you are in range. They just get *more interested* when you smell good, or make a ton of noise clanking your water jug and lantern around, or dancing in the middle of a field with nothing to break LoS.


but if carrying any amount of meat triggers a scent, then the very first piece of meat you pick up should show 1 scent bar.

putting down the meat makes the wolves lose the scent and they walk away
so it becomes active when you pick up any meat

they arent tracking my BO

ive noticed you defend every single aspect of this game as though its perfect
and you wont have a word said otherwise

cloning_souls Jan 2, 2020 @ 7:55pm 
people need so know the scent is active is all im saying
Originally posted by cloning_souls:
people need so know the scent is active is all im saying
Always assume that you're giving off a scent if you're carrying any sort of animal goods. The scent bars give you a rough estimate of how much scent you're giving off, but they aren't meant to be an exact science.
jayjum Jan 2, 2020 @ 10:35pm 
It kind of makes the squiggly lines useless. I would rather them just get rid of them altogether, and let common sense prevail then, because as a guide they are terrible.

Originally posted by nextgengranny:
Originally posted by IvantheFormidable:
Always assume that you're giving off a scent if you're carrying any sort of animal goods. The scent bars give you a rough estimate of how much scent you're giving off, but they aren't meant to be an exact science.

Not an exact science is one thing. But given the "scent squiggles" serve no purpose whatsoever than letting a player know when they have scent, a squiggle should appear anytime a player does. I don't see how this mechanic can be said to be working otherwise.

I play Pilgrim, so not my problem...just making an observation.
It kind of makes the squiggly lines useless like you said. I would rather them just get rid of them altogether, and let common sense prevail then, because as a guide they are terrible.
Bollyumph Jan 3, 2020 @ 1:26am 
I agree the squiggly lines are misleading.
IFIYGD Jan 3, 2020 @ 1:29am 
Originally posted by nextgengranny:
Originally posted by IvantheFormidable:
Always assume that you're giving off a scent if you're carrying any sort of animal goods. The scent bars give you a rough estimate of how much scent you're giving off, but they aren't meant to be an exact science.

Not an exact science is one thing. But given the "scent squiggles" serve no purpose whatsoever than letting a player know when they have scent, a squiggle should appear anytime a player does. I don't see how this mechanic can be said to be working otherwise.

I play Pilgrim, so not my problem...just making an observation.
They serve a purpose.
You have a "regular" detection radius.
Picking up meat or fish or guts increases your detection radius.
Each squiggle on the stink-o-meter lets you know your detection radius just increased to the next radius.
Being injured also does so.
It depends on what experience mode you are playing, what your starting radius is.

The squiggles just give a general indication at how much further away they can now detect you from. Look at the Custom Settings templates. The squiggles basically are representing the same thing as the "Low/ Medium/ High" settings there:

Your "regular" detection radius:
https://prnt.sc/qisxmm

How much your detection radius increases if you are injured or carrying stinky stuff:
https://prnt.sc/qisy73 (this is the "big" one as far as the stink-o-meter goes.)

How much attention (all) wildlife Pays to you, for any reason:
https://prnt.sc/qisyle

And those are only the settings used for each experience mode, that Hinterland has exposed to us in the Custom Settings Toolbox. There are most likely a number of other detection methods and factors that are hidden "under the hood", that we cannot see, so the squiggles give us a basic, simplified visual to represent both those we can see in the templates, and those we can't- things like wind speed and direction carrying our scent further in the direction the wind is blowing, wildlife pathing- "Can the wolf/bear/moose path to me where I am?", and sound -"Can the wolf/bear/moose hear me sloshing and clinking as I move/travel?".
Flirtyfrog Jan 3, 2020 @ 1:30am 
I noticed this strange behaviour of the wolves avoiding dropped decoys. I was even able to “drive” the wolf by picking up and dropping the decoy as the wolf will walk directly away from the decoy every single time. As long as i keep the decoy between the wolf and myself, the wolf won’t charge me.
IFIYGD Jan 3, 2020 @ 2:17am 
Originally posted by nextgengranny:
Thanks for posting that information, IFIYGD. :winter2019happydog: It might just be my imagination, but it does seem as though wind is a factor. I'd swear wolves detect me from farther away when I'm upwind of them.
I've had the same experience, which is why I brought it up. Seems like if a good wind is blowing toward them, and they can path to me, they will. Carrying stinky stuff or not. And that includes from the other side of a hill where they can't see me, but they can obviously hear or smell me coming. Crest the hill and ... ooops. Hello Toothy.
IFIYGD Jan 3, 2020 @ 2:40am 
It's complex. A ton to learn and remember. And perhaps a simplified visual is not the best for some people, while it helps others. The game itself was much more simple when I bought it 3 1/2 years ago, and playing the original sandbox mode version with the Time Capsule feature really made it hit home how complex the game has become since it first was released in Early Access/Game Preview.

The stink-o-meter was added, I believe, because people were confused about why wolves were detecting them from so much further away when they were carrying decoys (under the old decoy mechanic). It's hard to give a simplified visual cue for a complex system, without changing the whole artistic aesthetic of the game. I would hate to see us walking around with giant circles or cones on the ground at our feet, and wildlife (enemies) walking around with circles telling us when we and they are in hit or detection range.

Simple answer for people who don;t want to see the visuals is to disable the HUD, and use the [Tab] key on keyboard (can't remember what it is on a controller- never played HUDless on PC or console, using my XBox One controller) to show the HUD when wanted or needed. The "misleading" squiggles would not show then, unless you called them up on demand, and you could play using "intuition" only if you chose.
cloning_souls Jan 3, 2020 @ 5:51am 
Originally posted by IFIYGD:
Originally posted by cloning_souls:
ok thanks,. well they need to rework the 3 bar smell thing then,.. to let you know youre still giving off a scent when below it
No, they don't need to rework it. People need to stop believing they are safe when carrying anything stinky, and realize there is more than just 3 squiggles at play here.Wolves & bears can detect you by other means, besides scent as well. Sight, hearing... so even carrying nothing stinky (meaning no scent, no squiggles), they will still detect you if you are in range. They just get *more interested* when you smell good, or make a ton of noise clanking your water jug and lantern around, or dancing in the middle of a field with nothing to break LoS.

except when you crouch, the wolf becomes almost totally blind and deaf,.. ive been in the middle of a frozen lake in clear weather and a wolf has walked 3 meters past me while i was getting stuff out of my backpack, talking to myself and clanking like i was doing the dishes :]
Last edited by cloning_souls; Jan 3, 2020 @ 8:43am
Frigidman Jan 3, 2020 @ 7:41am 
Originally posted by IFIYGD:
Originally posted by cloning_souls:
ok thanks,. well they need to rework the 3 bar smell thing then,.. to let you know youre still giving off a scent when below it
No, they don't need to rework it. People need to...

No, they do need to rework it. (rework can mean adjust/tweak/fix).

This is a game, and if they put in a mechanic whose sole purpose is to 'alert the user of a condition', then that mechanic needs to do that, or threads like this pop up because of the quirky misleading mechanic.

What you suggest (instead of the devs just adjusting it), is for every user to go out and dig through threads and google searches about every tiny piece of the game, to know ahead of time if something actually works as expected or not.

It needs to be reworked to show the 1 squiggly when you are emitting ANY food stink. Thus, eliminating any confusion, and having removed the need for such a thread in the first place.
IFIYGD Jan 3, 2020 @ 8:35am 
Originally posted by Frigidman:
Originally posted by IFIYGD:
No, they don't need to rework it. People need to...

No, they do need to rework it. (rework can mean adjust/tweak/fix).

This is a game, and if they put in a mechanic whose sole purpose is to 'alert the user of a condition', then that mechanic needs to do that, or threads like this pop up because of the quirky misleading mechanic.

What you suggest (instead of the devs just adjusting it), is for every user to go out and dig through threads and google searches about every tiny piece of the game, to know ahead of time if something actually works as expected or not.

It needs to be reworked to show the 1 squiggly when you are emitting ANY food stink. Thus, eliminating any confusion, and having removed the need for such a thread in the first place.
We will agree to disagree on this then, fair enough?
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Jan 2, 2020 @ 6:09pm
Posts: 16