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  1. Its still done by Fuel Stick. The reason being 1. Its 100% reliable. 2. It can be done immediately on drop off 3. It doesn't require having special truck and special hoses so there is universal standard The gauges you are thinking about is probably for Gas station owners to know if there is a leak There is also a an audio sensor for the Driver to know when the tank is full ( but in most cases the station owner orders a specific amount of gas, so its rare for it to spill.
  2. That's the thing, you really don't each individual item to have its own recipes. You can use a Smarter Efficient system by using simple tag ( backend ) For example any item tagged as "packed" automatically gets an unpack option. While items tagged with: packable have an option to be "packed" a separate line added to packquantity - to determine how many. This would cut down heavily on recipe lists.
  3. One thing that might be nice is Gas stations having a Fuel tank, You need to use a crowbar to lift the lid but once you do that right click to check gas level. Which reports how many barrels of gas remains in the gas station reservoir tank.
  4. One of things which really irks me is the GUI for crafting. It's just massive and not in a good way because of all the redundancy ( unpacking an item is "crafting " ) Crafting Tables - which can be made or found in garages of houses \ industries \ etc would help clean up alot of the crafting GUI. Especially if you had specific recipes for benches and improved efficiency recipes for said tables. For example player with a log + Saw can only make 2 planks for 1 log. If you use a Carpenter Bench you make 5 planks for 1 log.
  5. They are also against the idea of Solar Panels - so that's out the question.
  6. That is Slang British not Proper British. Proper British Fanny means butt also.
  7. Considering how the fuel system currently works in the game - you would run out of juice so fast it would be virtually pointless without a modded fuel system I am all for it mind you, just saying it wouldn't be viable in vanilla.
  8. Right now it feels Zombies are still way to attracted by players inside buildings. The reason being in real life there is a lot of ambient sound especially in the 70s - 80s. Crickets \ Frogs \ Birds \ Wind \ etc. When a Wall is involved there needs to be a bigger decrease in sound propagation beyond the wall. As well as improving it by Having 3 Zombie States. 1. Wandering - does no damage to structures 2. Curious - Minor damage to structures 3. Agro - starts damaging structures but on a cool down if it has no visual confirmation. After a specific period of time if it gets no stimulus goes back to stage 1. This kind of behaviour method would stop buildings look like a tornado passed through. While at the same time maintaining the "zombie aesthetic"
  9. Updating previous Cells Randomly to add "events" as opposed to adding events only in "non explored cells" would make the world feel more "Alive" As if other survivors unbeknownst to the player are also there. For example you loot a house and two weeks later you go back to the same area and you notice the windows boarded up. The player knows they didn't do it, and explore it to find an abandoned house with some supplies. It may result in a chain where they find a note with a map, as if telling someone they are expecting to go to "x" location. When you arrive you find dead body with a journal. These aren't exactly the "Traditional quests" but more of a way to "repopulate" visited areas more realistically while at the same time adding more life to the world.
  10. In a future update at an unknown time ( though still being worked on ) NPCs will be added to the game. So I am guessing that will be more Endgame focused where you can "Rebuild" humanity sort of thing.
  11. With the new animation patch hopefully coming out before December, I hope Build 42 does a UI overhaul. To put it frankly it is extremely inefficient especially crafting. Where you are looking through hundreds of recipes some with simple variations of actions. Using Flags as filters for recipes to hide irrelevant recipes and only showing them at the appropriate time would go a long way. Especially recipes only showing when interacting with a "Crafting table style objects" instead of simply being near it. The Hotslot system was a great improvement but again could be improved upon and fleshed out. Using something similar to the Defiance Loadout system using a Gear Wheel with some necessary time to "switch loadouts" with an animation of rifling through your backpack. Having Utility \ Ability Gear specific Equipment slots would also add toward the ingenuity of man. For example Backpack Strap slot that lets players "equip" backpack mods. ( Can only equip one - giving players choice how to "mod" their gear ) For example A Storage slot that increases weight carried A Small Weapon Slot - which lets you quick equip a small weapon like a Knife Flashlight Slot - lets players equip a small flashlight strapped to their backpack. Which is activated on special key press. There is a lot of cool possibilities of stream lining the UI and making it look less cluttery of a Microsoft Excel Sheet and more of a clean effecient game.
  12. Using Client \ Server prediction means there is always going to be a chance of Desync especially with authority is based on the server. One possible option in dealing with Desync instead is to treat pathing more like a Bullet hell projectile path based on velocity instead of a homing missile that constantly changes path. That way the faster the zombie is moving the more likely it is expected to "Overshoot" the target instead of making a drastic course correction. The Red Dots = Zombies The Blue Dot = Player In this model the Server gives A Shotgun Type Fixed Predictive points on where to travel The client announces if a "Collision" occured - so zombies will "Overshoot" often but that also gives players an advantage that constantly zig zagging and changing directions is one viable tactic to avoid zombies. That way you Zombies pretty much are always following server points and only making corrections when a collision occurs in a zone around the player.
  13. I am not saying the idea isn't necessary, I am saying there are unnecessary redundancies. Of course in Hypocrisy there isn't a better example than you is there? You complain my suggestions are not "realistic" - now you argue when I suggest corrections to make them realistic. You seem to want the cake and eat it too.
  14. But you are suggesting it - but not actually doing it. What you are doing is listing diseases and symptoms. There really doesn't need to be disases at all to begin with - because most diseases are not going to get confirmation without a trained medical professional. Nor would it add any value to the game. That is why many games have simple alternatives like Back Ache, Headache, Fever Then do simple treatments based on the severity. There is no point in having 50 diseases if only the symptoms in the end of the day matter. A disease is a combination of symptoms with specific treatment. If there is no specific treatment all there is only the symptom and disease is irrelevant. If I am supposed to recognize specific combination of symptoms to formulate a treatment it is a quite a different situation. Take Bodypain + Fever - most often associated is viral fever. vs Headache + Fever ( most often sinusitis ) In your case you would give antibiotics for both simply because fever exists. In reality the first one is viral and antibiotics is not needed. In the example above - disease association is important. In what you are listing, - there is no need add diseases only symptoms.
  15. I am always a fan of alternate building options
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