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Akilax

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Everything posted by Akilax

  1. I aggree, it looks a bit off. More importantly I really liked that you had to listen for the banging noises and were never 100% sure if the door you were about to open was the one being banged on from the other side or not. To me some excitement from ignorance and surprise got taken away with the feature. I would also like to see an option to switch it off. But I also like the rest of the new shaking effets (trees in the wind).
  2. Oh, I didn't find that. Sorry about the redundant report then and thank you for linking to the initial report.
  3. Another interesting discovery, I hope may help in addressing the issue: In one orientation I achieved just now, I can access the boot from the "western" third of the green rectangle but not from the "eastern" two thirds, while the vehicle is facing southwest (~225°). I believe it has to do with "how close" I can stand to the vans back and the dynamic placement of the access rectangle in relation to the fixed floor tiles, but this is a poorly informed believe.
  4. Thank you for your reply. I did indeed unlock and open the boot. The strange thing is, that at these angles I can still press "E" to get the opening and closing sound for the boot, but I do not get access in the item window. Unfortunately, during my further testing I even got the boot to be inaccessible when facing south (vertically).
  5. Hello everyone In my current game (40.30) I encounter an issue repeatedly, where I am unable to access the back of my beloved Chevalier Step Van when it is parked at certain angles. The problem seems to be, that the access rectangle (green) is too far away from the actual back of the vehicle when it is pointing in certain directions. In the image provided, the issue is resolved as soon as I rotate the vehicle 45° to the left or right, so there seems to be an issue with the diagonal placement of a vehicle. Because I know how to avoid the issue it is not a game breaking or otherwise urgent problem, but as roads tend to go in diagonal directions in this game it is still a bit annoying, having to place my van horizontally or vertically every time I stop for looting. I hope the issue can be resolved at some point in the future. Thank you for your time and effort. Edit.: I tested some more and I actually achieved access to the back from a diagonal angle as well. Not sure what the issue is right now, but I will try to see if it correlates with the underground the vehicle is on.
  6. Hello everyone My suggestion is rather simple in its basic form: I would like for crates that are stacked to a height of 3 to count as floor tiles for the next higher level. A more advanced form of the request, that may be much more difficult to implement would be, that crates could be climbed and walked on, no matter if and how many times they were stacked, for as long as only the height of a single crate is scaled at once. What I definitely would like to see avoided/addressed is, that when I fall into crates from a higher floor, I get stuck in between them. Please make it either so, that there is room between them to squeeze through or that there is no room at all so we also can't get stuck in there. Now it seems more like a technical error than an intended mechanic. Thank you for reading my suggestion.
  7. Hello everyone I noticed a rather minor bug a few days ago and tested it a few times to see if it was actually happening the way it seemed to. It does so far without exception. When I chop down a tree with a Raw Axe, once it breaks, the game automatically switches out the broken Axe for a fresh alternative, if I have one in my inventory. This is working as intended, I think. The bug is, that once my first Axe breaks, the second one that gets swapped into the primary & secondary weapon slots, does never get any condition loss. The game seems to think, that it is still the first Axe doing the work and I have not once seen any degradation on the second Axe for the ongoing work. Once the tree is cut down and I move on to the next it works again as intended, but it never does after the second Axe gets switched to active during a chopping task. This can be exploited, by aborting a tree cutting job once the Raw Axe gets to the last increment on the condition bar and moving to a fresh tree. This will take longer to chop than the one we were already cutting down. By starting with a fresh tree we risk the Axe breaking rather early in the process, but because of the bug that means we gain more "ephemeral" condition on the second Axe. I did not test if this also happens with other tools and weapons, only with Raw Axes, and I am aware I may just have been lucky and never gotten a weapon degradation roll passed by the RNG, but this seems highly unlikely because I tested it roughly 20 times with a maintenance skill of 0 (level 1 still waiting to be activated with the "+") and Raw Axes usually take more than one condition loss when chopping a fresh tree under these conditions. This is certainly not an urgent issue that needs to be addressed quickly, but I still wanted to mention it here in case there is no awareness for it and it may be considered relevant. Thanks for reading.
  8. Hello Thanks for your reply. Unfortunately holding down "E" does not work for me, I tried it repeatedly and after restarting the game as well. I may resort to the solution with the Sledgehammer, as you suggested, but I still wanted to mention the issue, because I think it is probably unintended and may point to an underlying problem. Certainly not a grave one though.
  9. Hello everyone My suggestion is rather simple in principle: I think the maintenance skill is not very good the way it works now and I think the game would benefit, if it were changed slightly. Considering this formula, it becomes apparent that very sturdy weapons benefit relatively less from good maintenance than highly fragile ones. I believe this makes little sense as it is neither realistic nor improving how fun the gameplay is. Let us consider an example: An Axe has a ConditionLowerChanceOneIn value of 30. A Nailed Baseball Bat (NBB) has a value of 15. A Pencil has 1. If we compare the effect of great maintenance (a skill level in maintenance of 10) in game with bad/no maintenance (skill level 0), we see the following: Axe(0): 1/30 -> An Axe with 0 maintenance takes condition loss about 1/30 of the time it is used. Axe(10): 1/50 -> With a skill level of 10 in maintenance, the chance of condition loss is reduced to 1/50 (-40% to Axe(0)) For a NBB we have NBB(0): 1/10 to NBB(10): 1/30, which is -67% chance. For a Pencil we have Pencil(0): 1/1 to Pencil(10): 1/21, which is -95%. Now either I am interpreting/applying the formula given wrongly, or this seems a bit off. I am sure, that NBBs can benefit from good maintenance. But I am also certain that their benefit of maintenance will relatively speaking be nowhere near that of an Axe and that a Pencil is simply too weak for combat and takes irreparable structural damage with every blow. It's still a game though and I understand that an Axe should not become an indestructible weapon because players should still be confronted with the problem of scarcity and scavenging. Here is my suggestion for a new formula: Rand.next(ConditionLowerChanceOneIn^(1+Maintenance/20)) What would it lead to? Well: Axe(0): 1/30 stays the same, while Axe(10): 1/164 benefits a lot more (-82% to Axe(0)). NBB(0): 1/10 --- NBB(10): 1/32 -> (-68%) Pencil(0): 1/1 --- Pencil(10): 1/1 -> (+/- 0%) I do not believe that my suggestion is perfect, but I think it would improve the current system. The maintenance skill would become more worthwhile and it would function in a more realistic way, because all the improvised weapons that aren't really meant for combat would remain just that, instead of becoming viable tools for combat (do remember that a Butter Knife can instakill a zombie if the attack is timed right and that with some training and tactics, the timing is not hard to get right). Even if my suggestion should be found not good enough I do hope that a change in the system will be considered and I would be interested to hear about others opinion on the topic. Of course this entire suggestion is based on my assumption that I understood the formula presented by RobertJohnson correctly and that this system is still being used. Thank you for reading my suggestion.
  10. You may want to check the sandbox settings and adapt the car alarm frequency to a higher value according with your preferences. I believe the default is "Never", but I am not sure. Just check it out and change it to what feels right to you.
  11. Hello everyone I started using carpentry to improve my chosen residence, the NE warehouse in Muldraugh. While doing so, I noticed that the game has a problem with allowing railings to be jumped over. On the first floor of the warehouse, there are railings that prevent the player from falling off. When I build wood floors outwards beyond those railings, I can only jump over to stand on them if I do so with a context menu, pick up or building command. For example when I build the first tile I can do so from behind the railing, but when I try to build a tile further away from the railing I can't manually (by pressing "E" as usual) jump the railing. If however I just give the command to build the tile, the character jumps the railing on his own and builds the tile as instructed. To get back though I have to command the character to pick up a TV I placed next to the desk on that floor, or to open the curtains I installed on the windows in the area that is accessible regularly. Since there is a way to work around the problem, this does not appear to be an urgent issue. I still wanted to mention it, though. My game version is 39.66.3 and the issue is reproducable.
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