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WrittenInBlood

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  1. I've written something for it some time ago, let me repeat myself : It needs adding only a single number in items and object stats. Let's call it "cubature" and define as "the longest dimension of an object". If object's cubature is equal to container's capacity, it fills it entirely and nothing else can be put in there; if bigger, there's simply not enough space for it. If cubature is smaller than capacity, you can stuff it up to it's weight limit. I suggest using a book and medkit as a base of "1".
  2. +1. It always bugged me that some places are impenetrable, yet making fences destroyable by default will mean finding new places always destroyed by idle zombies. Tying i to player presence is the solution I needed.
  3. As I see this, boredom in current state totally needs rework, but dropping it completely takes away one important thing - grind restriction. I think boredom should rise every time player repeats a task, this way it will be very inconvenient to, e.g., clear a patch of trees, water large arae of garden in a single day, or dismantle 50 TVs in a row to grind Electrics skill. And current "static" boredom increase could tied to interior furnishings, so that living in a large storage filled with same and same crates will get on character nerves faster than comfy, nicely decorated apartment. Math could look roughly like [room area + instances of a single object inside / number of unbarricaded windows], with possible modifiactors from pretty, but otherwise useless objects like potted plants, posters and pictures.
  4. I would also object the minimap. But there's definately a need for an item "Roadmap", with complete game area but minimum of details - only roads, town contours and maybe icons for gas stations, motels and restaurants. Now I use a printed screenshot of online map for marking looted areas, it feels little cheaty but I think is necessary.
  5. 736. Context menu on right-click on "main" and "secondary" equipped items
  6. 727. Circles for main and secondary item could show their durability or other relevant bar - little star is not very precise, and checking it in item list is unhandy, espeically in combat.
  7. Actually, inconveniences of bad sleep happened to my character twice. After 2 or 3 (can't remember exactly) nights of sleeping in chair I woke up with "Minor pain" moodle, apparently without a reason (Health panel full OK). Thought it was a bug. Soon after I've been forced to spend a night on the bench in the changing room, and exactly the same thing happened, needing only single night. But I'd like to see OP idea as an extension of injuries system, where source of pain could be located in the way other wounds are - projected on the health panel. Untreated headache (say, after spending too much time in the sun) could give effects described by OP. Regular hauling of heavy loads should result in back or arms pain, extensive running (especially encumbered) may cause your legs hurt. It would be an incentive to actually rest - currently there's hardly anything discouraging from 14-h/d long lumberjacking marathons.
  8. Dismantling and carrying big things, e.g. popsicle fridge makes a little sense. It seems normal to dismantle e.g a couch (yet IMHO process should spawn more "pieces" than just 1 for every tile) Wouldn't it be better to add option to push and pull objects in "Furniture movement" menu? They would work only in long axis of an object. Also, moving 1x1 object should occupy both hands, like moving a generator. No way putting wooden crates in trash bags. (And it would be nice to have an emergency "let go" button somewhere.) And here I've stumbled on another issue. No way picking up whole big-ass fridge by your hands, they need a strict limit of Strength factor. That's for big stuff, now look at all these tote bags full of 15 pillows... How to tell which objects are too big for which containers? It needs adding only a single number in items and object stats. Let's call it "cubature" and define as "the longest dimension of an object". If object's cubature is equal to container's capacity, it fills it entirely and nothing else can be put in there; if bigger, there's simply not enough space for it. If cubature is smaller than capacity, you can stuff it up to it's weight limit. I suggest using a book and medkit as a base of "1". How does it sound for you?
  9. Couldn't wheelbarrows and shopping carts be some kind of simplified vehicles, basically trunks on wheels? Would be great not only for bodies, but other stuff as well.
  10. Would be great to see shelves and other storage objects changing their look along with their contents. They already "react" to its mass (can be empty/half filled/full), and items have their categories. Maybe it's some work, but I can't miss opportunity to voice against kitchens full of books.
  11. Self-inflicted wounds, that can happpen when using a tool. Cuts from knives, saws (hands or arms), screwdrivers (hands only), and hatchets (legs or head), burns from welding torch (limbs), bruises - new kind of injury, not needing any treatment and healing quickly - from hammers (hands or arms) and sledge (legs or head). When sleepy, ill, drunk, panicked, heavily stressed, and having "All thumbs" or "Unlucky" traits - chance of accident increases. Staying home away from zombies will not guarantee you not seeing any blood anymore.
  12. 569. It's weird that books and gazettes disappear after reading. I think they should be treated as canned food - read a bit, or a whole if you like, and then be left with paper block that won't give you fun anymore, so you can throw it in the fire as well. 570. Any crafted electric device should need a battery to work (and they are kinda too quick to build). 571. Zombies are better at dismantling doors than a player - they always leave a perfect set of hinges, doorknob and boards. That amazes me. 572. I totally dont get how I can pass the zombie in the window. It should be a guaranteed bite, or just block ability to go through currently used window. 573. How does one disinfect internal broken bone and how exactly does it help? Weird.
  13. I've found home alarm exactly once. IMO it would be cool if home alarm was an object (spawning in alarmed houses and maybe possible to spot through the window) not just lootable item.
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