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Kajin

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Everything posted by Kajin

  1. That's... not true. At all. If you double the amount of food individual crops require, you're still making the game easier. If you make it so that some crops give good yield regardless of farming ability,you're still making the game easier. It doesn't matter if you make it so that you can't grow food during winter, everything will still be easier. Farming is supposed to be one of multiple food sources in the game. Think your farm might not give you enough food to last you until next harvest? Go do some fishing or some foraging or some trapping. Even if you have no expertise in any of these fields at all, you should still be getting enough food to help you scrape by. If you're not... Then what did you think would happen, not taking points in any of those skills? This whole thing feels like it'd just end up being an easy way out for people that don't want their game to be too hard.
  2. This is one of those ideas of mine that might not be so great but I want to suggest it anyway. I thought of it while trying to sort through the tools in my work truck and was having a hard time finding an item that I knew was in there. I was having a hard time finding it because it was one of the less frequently used tools and, as such, had fallen to the bottom of the tool box as I piled other more frequently used tools and supplies on top. So. Basic idea is the same as my above described conundrum. Every container has a threshold for how readily visible the items inside of it are. Once filled past this threshold, the name of every item that is "shoved towards the back", so to speak, becomes grayed out and slightly illegible and the item icon becomes a question mark. Shove enough items in past this threshold and the items towards the back become progressively more grayed out and illegible until finally just dropping off the item list altogether. They're still in the container, it's just that they're so far back inside that you can't readily see them and have to go digging through until you find them. Would be possible to mitigate this by spending a day or two sorting out your containers and storing items so that things are in their proper place, but eventually it'd go back towards being a cluttered mess as time goes by and items are shuffled around during use.
  3. I like to think of the game as the story of you. The game ends when your story ends and your story will last until your eventual death.
  4. Could be a good idea. Maybe add different kinds of grass, too. Especially for when animals get added into the game. Not all grasses are created equal, and some grass is more nutritious than others. Typical lawn grass is not one of the more nutritious ones, unfortunately. Could add to the production of whatever grazing animals you're keeping or could be used as a good bait for roaming grazers like deer and escaped ranch animals.
  5. Sorry, english is not my native language. What I mean is: Crops like tomatoes and strawberries, that in real life need a lot of care to yield a reasonable amount per harvest, should yield an amount based on the farming skill of the character. There should be a minimal yield, like 2-3, for characters with low skill. Crops like potato, radish and carrot dont really need skill to sow and harvest, only water and protection from disease. These should not be influenced by the farming skill of the character. Hope I made myself clear. Alright, I understand. I don't agree. You can't have some plants be unaffected by farming skill while others are. That'd ruin the balance of the game.
  6. I must confess... I'm having a hard time following you. First you say that farming needs to increase yield at higher levels, but then you go on to say that farming skill shouldn't matter? I don't understand your suggestion.
  7. We have the Raw Axe and Stone Hammer items, which is great. The other day, though, I was breaking up wood for a bonfire and managed to break a long trunk into a shape that was perfect for a makeshift hoe for tilling the ground and planting seeds. I tested it out and it actually worked pretty well for a simple tool made of broken wood. Nothing to write home, I'll tell you that, but it was perfectly doable. So I had the idea to come in and suggest making more tools of a similar vein. Break a branch into a really crappy hoe or tie a stone to a stick or something as a substitute for trowels. This would be really awesome, as I haven't been able to do any farming in a long time due to a complete lack of ability to find a trowel.
  8. Crop yields are determined by how healthy your plants are, which is determined by how well you take care of them and how high your farming skill is. If your character has a low farming skill, then 1-2 food items per tile seems perfectly fine.
  9. I'd be content with smoking, drying, and root cellar storage.
  10. This is the main problem in a nutshell. There are elements related to this like you said - what are the disadvantages of "camping"? Player builds a base and starts to farm. So devs nerfed farming in order to increase the difficulty of early game camping. Should players move then? What forces player to migrate? What Kajin wrote sums up the basic "danger" mechanics. Game would check noise/visibility levels (smoke, hammering, sawing, amount of people moving around -multiplayer- etc) and decides whenever or not players attract wandering groups or not. Would it be fair to give player a chance to prevent this? For example, if player decides to scout the perimeters of his base a bit and he hears approaching moaning from afar, indicating that it could be wise to keep low profile a couple of days until the danger has passed. It's obvious that when npc's arrive it'll mess the deck but I hope it'll be enough. The devs nerfed farming because farming was overpowered as hell >.> But yeah. There's a whole bunch of things players could do to help prevent/minimize attacks from the roaming undead. The simplest and easiest would be hanging sheets up and walking as quietly as possible (which is already in the game). Other examples could include putting down carpeting to minimize noise generated when walking around the safe house and planting trees or bushes to absorb sound and obscure line of sight. Cooking with electricity instead of fire so that rising smoke can't be seen from a distance. Placing a generator inside of an outdoor shed with ventilation to minimize the noise it outputs. Building walls thicker or with soundproofing material so that generators inside sheds and other noisy activities performed inside other buildings aren't transmitted as far.
  11. Yeah, zombies in groups tend to swarm as a group even if only one or two in the group notices you.
  12. It might be simple and it might not be. I'd be fine with a simple program that spawns a small herd of zombies in and has them walk by your base, then does a calculation based on various details to determine if the notice you or if they just keep walking by.
  13. Zombie migration is already in the game and no one in this thread is advocating zombies magically spawning inside your base that I'm aware of.
  14. The crawling/scrambling along the ground makes this a tolerable game mechanic for me. Will have to reserve final judgement for when I've seen it for myself, but if it works like I'm thinking it'll work than I can put up with it. It might even be enjoyable once I get used to it. So long as tripping doesn't arrest forward movement completely, I am content. I would love to see a zombie fall on top of or otherwise tackle a prone survivor, though. Could add in some struggling animations where the survivor tries to fight off the zombie on top of them. Would be so awesome and could add some really tense moments.
  15. I'll take blacksmithing as a mod, for sure. It's a great idea for that.
  16. Plus, really shit crafted ammo could be severely degrading to your guns, causing jams and breakages more often.
  17. You wouldn't have to, no. But being able to make one shouldn't be out of the question either. Just call it a high tier carpenter item. But yeah, back on topic. I'm not sure about splitting wood into planks, but you can definitely carve it into planks and beams instead. Would take longer and more effort, I imagine, but it's definitely possible.
  18. With the new profession system in the works I could see this as something that'd be accessible, now. A police officer might know how. An avid hunter might know how. A shooting hobbyist might know how.
  19. No reason you can't make an axe blade out of available metal, but it isn't going to be by metallurgy or forging. As I mentioned before, it'd make far more sense to just grind or carve a rudimentary axe head out of scrap metal as opposed to making one with hammer and anvil.
  20. You still need it to repair various tools and equipment and having a renewable resource is always a good idea.
  21. Make one from the bone of your enemies.
  22. Far fetched it might not be, but nigh impossible it still is. There are no books on how to learn how to do it. There is no one to teach you how to do it. Learning through trial and error would be time and resource consuming to the extent of not being worth the effort. Especially not if there are other ways to get what you need. Why go to the effort of forging nails for construction when you can just make rope, cord or glue from naturally available resources? Need a hammer? Carve a small mallet out of wood, it'd work just as well. Need an axe? Make one out of stone or break and grind a piece of metal into the desired shape. It'd take less time and effort than trying to melt the metal down and forge it into the shape you need. Need a knife? Same as above, it'll get you what you need.
  23. They'll be implemented sooner or later.
  24. I hear that meal worms are pretty okay tasting and are rather easy to breed.
  25. I'm quite alright with shoddily made handles by unskilled craftsman that are unbalanced, unwieldy and easily broken. Less damage, higher exhaustion penalties and more likely to break when you need them most.
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