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sadpickle

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Posts posted by sadpickle

  1. Apologies if this has been addressed before, I know i made several posts on the topic of weight traits several years ago.

     

    THE PROBLEM:

    Let's say I start a character with Underweight, this gives you -1 Fitness. Once you're in the game you'll notice that your character also has the Out Of Shape trait, which is -2 Fitness when rolling a character. However, as far as I can tell, starting Fitness is still where it needs to be, at 4 (5 - 1). I'm pretty sure I know what's going on here: if your Fitness is between 2 and 4, the game will show the Out Of Shape trait. Below Fitness level 2, it shows Unfit. To test this I rolled a character with Very Underweight and Out Of Shape, which when combined lower starting Fitness to 1 (5 - 4). When you get into the game, the Out Of Shape trait is replaced by Unfit.

     

    This can be terribly confusing, as a new player might not understand why this is happening. Just for fun I also tried rolling a character with Very Underweight and Unfit, which when combined give -6 (!!) fitness, as well as a stunning 20 trait points. In game the character has no fitness.

     

    I have two suggestions. One is to remove Out Of Shape/Unfit from character gen. These can be "acquired" traits that result from your current Fitness. This also prevents the player from rolling a 0 Fitness character. The various weight traits can still be purchased and impact Fitness accordingly.

     

    However, I think the better solution would be to decouple Fitness from the Out Of Shape/Unfit traits and make them permanent maluses. If I'm taking negative traits for points, then I should have to live with the consequences. For example, one cannot become un-Deaf, or quit smoking to lose the Smoker trait. With this option, Out Of Shape and Unfit are ONLY purchasable, and they do not show up if starting Fitness is below 5 (from purchasing a weight trait or otherwise).

     

    This is all moot if the current Strength/Fitness skill system and/or traits are being replaced. However, I'm pretty sure it's been this way for YEARS.

     

    Hopefully this post isn't too confusing. Thanks for your time.

  2. 14 hours ago, EchelontheEyeless said:

    587. I can't really explain this one quite well..but others who are experiencing it will know what i'm talking about. For example, if you go to the dentist rooms in West Point on the right side..I think it's as if the second story walls block your sight, so you can't really see where you're going. I experience it other places too..I believe it was near the big office building I also experienced it where I just couldn't see where my character was, and where zombies were. I don't know the proper term, field of view? All I know this one is pretty important.. I think it relates to an update done about the walls, but basically sometimes you can't see where you're going at all, or what is there in certain areas cause the walls/roof are blocking the view.

     

    According to EG this has been fixed in vehicle and internal builds. Haven't checked the vehicle build myself.

  3. Some other things I found with no options as far as I can see on the list: Cooking Pot, Bowl, Empty Mug, Saucepan, Poolcue, Lightbulbs, Cleaning Liquid, Soap, assorted Clothing (Vests, Skirt, Underwear, Belt and Sock), Pillow, Salt, Cold Pack, Wire.

     

    Also, having rolled a Fire Officer and then a Doctor, I think the Doctor's house is kind of shitty. On par or worse than the Fire Officer's to be perfectly honest.

  4. I would like some more cohesiveness to how bags and inventory function. For example, if I have a saw in a bag, I can saw logs without removing it (odd). But if I have nails in a bag and I want to add a sheet rope to a window, I can't use nails in my bag or even a nail lying on the ground. It's a basic QOL thing that would make the game a lot smoother. And I think that's tremendously important in a game with a lot of menu inventory management.

  5. More singleplayer bugs

     

    In singleplayer, when traveling far from an area with a car, returning to the area the car is frequently moved up a z-level. They will float forever. If you right-click the area the car SHOULD be you can still bring up vehicle info.  Also cars will sometimes disappear. This happens to cars I use and cars that I don't touch. This bug kills the baby for me.

     

    When driving, it becomes difficult to interact with the player info window. Clicking on the tabs will not bring up the relevant page. Clicking around the screen first sometimes fixes it.

     

    Also, the draw order is definitely improved for cars. But it seems to have broken for zombies. During combat near say, a building, when you hit them, the building textures (walls and doors) will draw over the zombie. This is most obvious if you find a building with some zombies outside the south side and fight them near the wall.

  6. I love vehicles; honestly even if they are zombie magnets they change the whole meta. A few things:

     

    Driving from Muldraugh to WP takes only 1/8th a tank. I feel I could probably cross the whole map on a single tank. Maybe make it more expensive to drive? Especially since vehicles make it pretty easy to drive around to all the gas stations gobbling up all the gas before the power cut.  If fuel can be pulled from other vehicles (which I would recommend), there's potentially a LOT of gas on the map, even without full tanks.

     

    I can read a skill book while driving. This is probably a bug,  because after starting I could not get out of the vehicle, turn it off etc. I was stuck in "reading" mode. I tried to sleep in the vehicle to reset it, but while I was sleeping I guess the zeds broke my car because I woke up outside it. I also noticed I could eat and drink while driving which was handy. 

     

    I can sleep in a car but not rest in a car. I suggest adding a rest option to the radial menu.  Cars are pretty comfy! If the goal is to keep cars from being to OP, let me point out I could easily toss a lawn chair in the trunk if you guys are gonna be meany heads.

     

    All the cars I tried had heaters but I didn't see any with AC. Also, I seem to get hot really fast. I had the overheated moodle more often playing with cars.

     

    I also had the issue of there seeming to be way too little loot spawning, but I assume this is just a facet of the vehicle test build.

     

    In closing, I am dying to play with cars in the full release branch. 

  7. Since the introduction of nutrition, Obese and Overweight are essentially free points. I rolled an obese character with Light Eater and Feeble; I barely ever have to eat and I have been melting pounds at an insane rate. 12 days in and I have dropped 5kg and am now merely Overweight. I spend most of my time with a hungry moodle, but I can still handle groups of 5 or 6 zeds with an axe and careful engagement, even while hungry and with the Feeble trait. It's 10 points and free pounds to burn while you build a stockpile of non-perishables. The only danger is getting swarmed, as there is no quick escape. So stay out of the city until you get in shape.

     

    The amount of points you get should be sharply reduced. +10 points is just impossible to pass up.

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