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ROTFLOL

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  1. Just a tiny suggestion, the stat "Unhappiness" should renamed to just "Happiness","Mood" or something else? as yes the green text is good to determine if its positive or negative but it would cause less confusion seeing stuff like -20 Unhappiness double negatives and +20 Unhappiness etc.
  2. 1107.Automatically start game after the loading screen THIS IS HOW YOU DIED option in the settings
  3. Nice work! Can't wait to jump in to see the new additions and tutorial. Just a small suggestion that could be added in like 10mins: "Automatically Click to start option in the settings" I don't think I need to say more to describe this addition, this is more of a quality of life addition. Better for recurring players and especially modders when they would like to check if their mod is functional. Skipping/automatically starting the game as soon as the THIS IS HOW YOU DIED loading screen is finished This addition should be simple enough to implement. Im not a programmer but this could be a simple "detect when game is loaded, send click to start"
  4. Automatically Click to start option in the settings I don't think I need to say more to describe this addition, this is more of a quality of life addition. Better for recurring players and especially modders when they would like to check if their mod is functional. The implementation would be simple. Settings screen Accessibility tab: Automatically click to start Checkbox = true/false When game is loaded: Automatically send click (or just start, however the game is coded after the loading screen of THIS IS HOW YOU DIED)
  5. Yeah this feature is pretty game-y as you mentioned in last weeks post. However yeah this is a good addition as theres no way of getting rid of or removing broken car parts such as doors, hoods and tires because they are too heavy or have no way to be broken down into raw materials. I get real annoyed having to leave loot or broken things around the map like knifes and sorts. I always put broken things onto corpses so they would despawn with the broken loot. Thanks for this addition!
  6. Alrighty, been playing for about an hour now heres some quick feedback so far: Backpacks in hand - Handheld backpacks are a nice visual addition, adds to the realism to visually see the container in hand - Would like to be able to transfer items between bags while moving, as you have a bag in your offhand and one on your back - Bags in the offhand get dropped when climbing over a tall fence, it is more "realistic" in a way, but a little annoying when getting around, make an addition of throwing a backpack over a fence when climbing over? *Bug? The attack animation when holding a bag in the offhand seems to break sometimes, well it does not look appealing or realistic for an "attack animation." Inconsistent to reproduce the bug. *Bug? The player now T poses sometimes when holding a bag in the offhand, sometimes the character does not swing and motion to the walk cycle with a bag in the offhand Street lights - A lot brighter at night, nice addition to visibility as previously they didnt light up much at all which was somewhat pointless Container and interactions *Bug: "Unpack" is listed on the context menu for any item in a container such as a cabinet, shelf, drawer etc. This is probably unintended as "Unpack" should only be listed in the context menu for the players bag items, not external containers. Belts and attachment *Bug?: Unable to attach some tools/weapons such as Hunting knife to belt, the hunting knife is a weapon right? or is it more of a tool? Umbrellas *Bug? Unfinished?: Umbrellas still cannot be opened or interacted with. Going back to that video we saw on the website of the player being able to open an umbrella with an animation Thats all for now, Ill have to play a bit more to find the new systems such as makeup items, vehicle damage and flashlights. Ive just broken down every flashlight for electronic scraps, now I may actually need one to be safe at night.
  7. some strange backstabbing animation issues, enemies able to be stabbed from a distance while the enemy is pushed forward as well as the animation confirming the takedown
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