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VenusEnvyXP

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  1. Does anyone know why they removed this feature from the build? It seems then the infrastructure for what I'm suggesting already exists, but they for some reason thought it wasn't a good idea.
  2. I agree that maybe cracks introduce other variables, but it needs something - even a context condition bar - to let you know an abject has been damaged.
  3. I think it would improve immersiveness if player made structures (like doors and walls, log walls, barricades etc) visually broke down (or had a condition bar, as doors did in previous build) the more damaged they were. Currently, walls and doors (and furniture) build quality is visually indicated, but it speaks nothing to the hit points/health left of the structure. I find it disorienting and not realistic when all of my log walls look exactly the same, but one wall is one hit away from falling apart. In real life, you would be able to tell if something had taken damage. For example, if would be great if, instead of a four plank barricade falling apart into nothing, it instead became three, then two, then one plank, then fell apart. I searched this forum for "health" and "hit points" but could not find anything relevant to this suggestion. Thanks!
  4. In addition to the hot water tanks already mentioned, the pipes within a house would hold quite a bit of water for quite some time. Toilet tanks (relatively clean reservoir) would also hold considerable water. All of this would be potable water. While I appreciate that there is a lot of available water, the truth is that potable water wouldn't realistically be a challenge for quite some time in a real world urban event. I think to realistically increase the challenge with potable water, they should increase how much is needed for drinking, food prep, farming, or wound care, or (I know they won't implement this) hygiene.
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