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PoshRocketeer

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Posts posted by PoshRocketeer

  1. 13 hours ago, Nowthere27 said:

    Well they're adding a mini game for fishing.

    Fishing is one of those things where I think there can be an exception as long as it's fun and doesn't get in the way. Like for example foraging is 'technically' a minigame, but it's interactive and keeps you doing things instead of just waiting for an extended period of time, but can you imagine having to disassemble every single table manually? I'd rather just be the guy who clicks on which tables than the guy manually unscrewing everything and putting it back together.

  2. On 11/20/2023 at 6:34 AM, EnigmaGrey said:

    Tbf, a decent amount of this has come in private conversation, but we're up against the limits to the engine on a lot of it. This'll probably change as new devs get up to speed and can expand the rendering and physics components of the game.
     

    I feel like we're already at number 6, though? Take the constant memeing about Crowbar vs. Axe on the Reddit, for example. Everyone should know the Bat is superior, but they just want to be wrong. /s Golf clubs and pool cues, on the other hand, are never going to have any real use beyond a "oh shit, they're coming, grab whatever" or as a newbie trap. But, I guess it really depends on the weapons you had in mind in the comparison - there's always things to improve and balance or revisit.

    With #6 I mean that some of the high tier options should have different strengths and weaknesses relative to each other, the example I gave is that hammers do more damage than a nightstick, but aren't as durable and are a little heavier, while the nightstick knocks zombies around with lower strength  with better knockdown potential, or that the wrench is a worse weapon than both but is significantly more durable.

     

    There are options between dfferent categories that are viable, and the crowbar/vs baseball bat is a great example, but in most categories there is one option that is just the best and nothing else matters. For short blunt that's the Nightstick, there are no downsides, only upsides, except that it can't be repaired, but they're dime-a-dozen, so onc eyou find one there's a good chance you'll never need to go back to hammers. 

     

    For axes, the fire axe is the best, no contest. Carpenter axe is way too slow and heavy, hand axe is only good to run with long guns. There's not many axe types, though.

     

    Long blunt is alright, it has a couple of good options, though it could use some variety in general.

     

    Also if you've never swung a golf club, a golf club would be genuinely effective, but it would break quickly. Murder scenes with gold clubs are genuinely pretty horrific because it's a small, heavy point on a long shaft.

     

    Long blade kinda doesn't count because it's only 2 weapons and they both 1-2 shot most everything,. Same for spears.

     

    For short blade there's the hunting knife and... that's it. 

     

    In general, more variation in weapon stats in general would  be nice, they all just kinda function identically and do pretty much the same damage. 

     

     

  3. 49 minutes ago, Wolf_22 said:

     

     

    Running into walls, tripping over nonexistent obstacles, being bitten through vehicles, and so much more... It all comes from people like you (well, you and that other doofus above).

    Damn  bro you really got me, I'm such a doofus

     

    Enjoy being bad at the video game and seething, I guess.

  4. On 11/18/2023 at 12:14 AM, Badgzerz said:

     

    5. Yeah, directional stumbles would be cool. Maybe even a cursor based swing where I can swipe my mouse when swinging to select an attack to compound a stumble or go for an overhead smash. 

    6. Meh, some weapon choices ought to always remain bad. I would rather see a different weapon class system and more meta weapons. Nothing would or should rival a 24" axe, boar spear, scimitar, entrenching shovel (axe shovel military combo) or pickaxe. A combination wrench, pipe/bar, crowbar, or pipe wrench would never be good striking weapons compared to these. I've tried to use a 36" pipe wrench as a hammer and I will never do that again. The vibration that went through the handle into my hands gave me temporary

     

    I honestly think these two ideas are inherently linked more than I had initially thought. A lot of the weapons have very particular 'quirks' in their animations. Hammers for example give a bit of a jab forward so that you hit with the head, and to see that represented in gameplay as a side-and-back swing as oppoosed to something like a night stick which has a wider arc that would be knock things to the sides with very little backward momentum would be an interesting choice to make on its own.

     

    I do agree that not all weapons should be 10/10, I just want to see more of a "podium" style to picking your weapons rather than a "pedastal", that is to say multiple viable options sharing within the top slots, with one or two that edge out the rest, or have limited use but are great weapons, like machetes and katanas as an example, rather than a single option that is objectively better than everything else.

  5. Neutral on this one, guns are already quite risky and tbh the rate at which you'd lose your hearing briskly outpaces the average survival time of a character by several years. It can take over a decade of firing guns without hearing protection to truly deafen you, though tinnitus is a lot faster, but I don't want to deal with tinnitus, that sounds like hell.

     

    Not to say we can't fudge the 'realism' aspect  to make it fit into gameplay better, though. 

  6. On 11/16/2023 at 9:08 AM, Wolf_22 said:

    If you can't tie motor-coordination clumsiness effects to character levels, leave them out entirely or at least make them controllable from something like the game settings one configures when starting a new game.

     

    At present, the game has too many arbitrary clumsiness issues... Things like always tripping in the woods when running, or running into walls and falling down, or running and stopping with that weird awkward scoot effect where it looks like the character almost falls off a ledge... And now, talks are increasing about incorporating some sort of random "fall down effect" when walking backwards? No thanks. That'd be a horrible addition. If you think it's something that's needed for entertainment purposes, then your idea of what comprises "fun" is extremely flawed because all those things do is increase levels of frustration one goes through when trying to play a game, and since games are supposed to be fun, well, you can do the math with that. Call me crazy, but I doubt the majority of the players playing this game find those things fun. However, if you're absolutely adamant about adding this kind of mechanic, then at least tie it to the player's ongoing progress with the skills. Agility comes to mind, with said situations of clumsiness never happening when maxed-out on the respective skill. Maybe add a new passive skill, like "Coordination" and tie it to that. But I still vote for just leaving it out entirely or making it a controllable setting prior to starting the game.

     

    If you want to incorporate something that's actually fun, refine how your zombie models work by incorporating limb damage. For example, it'd be great to see a pack of zombies heading your way and after taking a double-barrel shotgun to those in the front of the pack, you see some of their arms or heads fly off all over the place after unloading a few shells. It'd add a new level of gore, and if mechanics could be tied to this effect, it'd increase levels of micro-strategy in the sense that an arm-less zombie would be less dangerous as one which is fully intact. The same could then be said about the player's character, too: imagine the challenges of someone in a world like this who loses an arm or leg... Yikes. Seeing a leg-less zombie using its arms to crawl towards you during a fight would be both hilarious and terrifying.

     

    And again, like the first points above about clumsiness, this one about limb damage could also be a setting you could control prior to starting a game as some people might not want this.

     

    Last but not least suggestion, I hope you'll work on explosions... And in tandem to the limb damage idea, imagine a pipe bomb explosion. Ha.

    Hey so I'm pretty sure the discussion of a random backpedal falldown was a joke that Engima briefly mentioned to me a few years ago when I was new to the game and pretty salty about bites being "instant" death, and if you're referring to my suggestion then you totally missed the point of what I was saying, because I deliberately said that it shouldn't be random, it should be tied to backpedaling over corpses with low nimble which is an entirely forseeable, avoidable action that would mean you had to decide whether or not you should fight in a corridor or area loaded with bodies, or lead the horde to somewhere less occupied, and make corpse management more worth while.


    I disagree  the idea that player input does or does not matter, I've gotten some reception from QA regarding things related to pushing zombies and sound design as of late, and probably something else that I just don't remember. On the flip side, I've definitely had (mostly) healthy disagreements with the devs on things that I thought obvious (like the hotbar condition indicators being removed). I'd say that they're pretty receptive, but they have a very firm idea of what they want to make and will not always agree with the players, and it's their game, so in the end it is entirely their say, all we can do is give suggestions and hope that some of them catch on. Arguing with the dev and insulting him is not how you go about that, and I can say that because I've done it, once upon a time.

     

    I also don't think that just because QA doesn't respond or react to a post that they haven't read or even considered it, I think it has more to do with the size of suggestions, relevance to the current priorities of the dev team, and how much they want to emphasize that the feedback was heard regarding a particular topic.  Some of the devs here can be a little abrasive, but I really think you'd do well to listen to them, they aren't just being jerks for the sake of it, they're getting testy because you're being obstinate. 

  7. On 11/18/2023 at 12:30 AM, Badgzerz said:

    1. I never said instant kill. You injured urself and risk the infection because u fought with bad moodles, a weapon too heavy for u to handle, and broke ur bloodied weapon with it in your unprotected hands. You screwed up in 4 preventable ways and died from infection due to recklessness. When private lime can survive for over a week on a no arms run its entirely ur fault for dying in combat. 

    2. U will still catch random assorted nasty bacterial infections from being near literal tons of decaying hazmat from an amalgamation of fetid corpses.

    3. Add as much choice to vanilla for the player as possible w/o needing mods. You are just being stuck up cuz I want the game harder when I also listed carrying 2 corpses at once and queueing a mass action that currently takes hundreds of clicks that u conveniently forgot about. 

     

    The game isn't fun, its immersive and realistic. Thats why its so niche. 

    1: Getting infected IS instant death. Once you have the knox virus, it's over, you may as well restart because you are a dead man walking, in more ways than one at that.

     

    2: Sure, that's what corpse sickness is for. It's a system we already have in the game. If you wanted to extend that to living zombies, minus giving you the knox infection, I'd say that's fair enough, being around big hordes of them is sure to have some negative impacts on your sanity at the very least, if not your health, but that would make 'final stand' situations way more punishing and that's something to keep in mind. Absolutely opposed to randomly getting the knox virus for attacking zombies without wearing your N95 filtered masks that you got at the local pharmacy at the start of covid.

     

    3: No, I'm not "being stuck up" because I don't want the game to be harder, you literally reacted to a post where I said that combat should be harder and less cheese-able, I just think your idea is just not very well thought out and is a frustrating chore at worst and distracting busywork at best. Also didn't say that carrying 2 corpses was a problem, I think that would be GREAT if your character is strong enough to do it. I didn't "forget" that moving corpses is already a chore, I think that your idea of forcing people to interact with EVERY SINGLE CORPSE just so that decomposition can take place is just making it even worse for literally no good reason. This suggestion is not a strong one, and I don't think it should be in the game at all. If you want it, you are more than welcome to mod it in or pay someone to do it for you, but I cannot imagine the developers signing off on that because it just doesn't make any sense. You're being needlessly hostile rn man, I just don't like the suggestion.

     

    4: "immersive" is not at odds with being fun, nor is "realistic", but Zomboid is NOT realistic at all. It has elements of pseudo-realistic survival, but in general, it is a fun game that gives you a lot of liberties for the sake of being fun. The developers have turned down many a "realistic" suggestions because it just isn't fun. If you think utter realism is the goal, then why don't we have to shit or piss? Why are there zombies at all? Zombies aren't realistic. 

     

    You're waxing on about how things need to be super realistic, but you didn't seem to mind a lack of realism when suggesting that you should have to touch corpses before they decompose. So which is it? Does everything have to be hardcore and uber-realistic, or can we make concessions for gameplay reasons?

     

    Zomboid is "grounded fantasy", fantastical circumstances that could never occur in real life with gameplay mechanics that are not true to life, with elements of semi-realistic hardcore survival to shape the gameplay. Not everything has to be realistic to the letter. Gameplay always trumps realism in any game that is not a true-to-life simulator. Even Green Hell, a game that prides itself on relative realism took a lot of liberties in the sake of gameplay. So did Long Dark, so does Project Zomboid.

     

    "Difficult" doesn't have to mean completely unfair and randomly handing out punishments for engaging with the game, and "immersive" doesn't mean sacrificing gameplay to make the player do chores, or making the game extra realistic at the cost of the game actually being fun to play.

  8. 49 minutes ago, Badgzerz said:

    1. Sure. 

    2. I'd be more afraid of the zombie rebounding out of the hedge or not stumbling back far enough to fall to begin with. Id like to see a shoving/parrying combat skill that represents my character's understanding of physics when repelling grabs or shoving zombies over, with incorporated weapon specific shove attacks. 

    3. Sure.

    4. I c my idea has caught on. 

    5. Yeah, directional stumbles would be cool. Maybe even a cursor based swing where I can swipe my mouse when swinging to select an attack to compound a stumble or go for an overhead smash. 

    6. Meh, some weapon choices ought to always remain bad. I would rather see a different weapon class system and more meta weapons. Nothing would or should rival a 24" axe, boar spear, scimitar, entrenching shovel (axe shovel military combo) or pickaxe. A combination wrench, pipe/bar, crowbar, or pipe wrench would never be good striking weapons compared to these. I've tried to use a 36" pipe wrench as a hammer and I will never do that again. The vibration that went through the handle into my hands gave me temporary arthritis. 

    7. Sure. Those zombies got a human context to em, it would take a lot out of anyone to get used to bludgeoning them initially. 

     

    4 was not your idea, it's just a retrofit of something the devs half-jokingly mentioned once.

  9. 30 minutes ago, Badgzerz said:

    Its not random, you had bad moodles, no clothing protection, and bloody clothes/weapons. You failed in 2 preventable ways. People send themselves to the hospital all the time for using a tool recklessly. Flailing your arms at walking biohazards with sharp objects is no different. Manage ur moodles, armor, keep your base clothing layers clean and u'll be fine. 

    We aren't immune or special in any way in PZ. The game says this is how you died.  Puking just means you are suddenly hungry there doesnt have to be an animation. Inhaling hazmat from dozens/hundreds of rotting diseased corpses is going to get you sick with so many things and this is the least bs way to still make zombie corpses lethal w/o being hopelessly fatal. 

    Then disable it in settings. I listed carrying 2 corpses at once to double corpse management speed along with a queued mass action to save hundreds of clicks. There is no emphasis on the logistics of dealing with thousands of corpses beyond clearing a road, farm patch, and the interior space you live in. Dont feed the zombies is a great mod IMO that I forgot to bring up the function of. 

    1: That's still random critical misses, regardless of moodles. It would be so unbelievably unfun to try and attack a zomboid and just instantly kill yourself because you hit yourself with a bloody weapon. Combat with zombies should be difficult because they're a relentless force that are genuinely threatening on their own, the threat shouldn't come from the player just bonking themselves like a lemming.

     

    2: We are literally outright STATED TO BE IMMUNE to the airborne strain of the virus. We are literally, objectively 'special' compared to the rest of the population. We can be infected through bites, but that's it.

     

    3: How about just not adding it?

     

    None of these 3 suggestions would add anything to the game, and would just make it frustrating and unfun.

  10. Condensing a few old posts and some new ideas into something more readable at a glance.

     

    Saw the devs saying they wanted zomboid combat to be more difficult and more interesting, and I agree, right now it's trivial to just backpedal to victory. They mentioned the possibility of having random tripping while backpedaling and while I think it may have been a joke, I would still like to go on record that I am not a fan of the idea of your character randomly tripping and getting mauled on a dice roll as punishment for even attempting to engage with the 'fun' part of the game. 

     

    When I say "should", I'm not saying that I think this needs to be in the game or that I know better than anyone, it's just a way to denote that it's not currently like that now.

     

     

    1.  Zomboids should cause a little stumble animation for the player if they fail to grab on but still manage to get halfway through the animation before the player escapes. This would be most punishing to players carrying large loads, injured players, or exhausted players who are just barely outwalking the zombies due to their moodles. Not to say you shouldn't be able to outwalk them for a long period of time, but if it's obvious that you should be getting grabbed, zombies giving little love bumps to trip you up seems reasonable to me, not making the situation impossible, but forcing you to find a solution quickly as you can only shrug off so many pushes. It would also be punishing to players who don't know when to "cut and run" during backpedal fights, making it much harder to push zombies on top of you away before they grab you, forcing you to really think about your timing and the spacing of the infected. Nimble and lightfoot determine resistance and recovery, naturally.
    2. Conversely, when shoving zombies in hedges, they should be more likely to get tangled up and fall over. Also, zombies should have a chance to stumble or even take other zombies down with them, depending on the strength of the pusher, especially on inclines.
    3. Additionally, pushing zombie's heads and upper torsos onto table tiles, curb tiles, stair tiles, etc should deal a little damage and have a higher chance to make a crawler. Zombies should also be able to slide down stairs, taking damage on the way (posted about this previously). Also pushing them out of windows and over fences would be neat, especially if it did damage/made crawlers more often as well.
    4. Backpedaling over corpses should cause problems for characters with less than 5 points in nimble. This would take the 'random' element out of the idea to randomly trip the player and give it a set trigger that THEN rolls the dice once you've already failed to account for environmental factors. It's semi-realistic, but in a way that adds to the gameplay by making you consider your surroundings rather than (in my opinion) taking away from the gameplay by randomly messing with you just for the sake of it.
    5. Zombies, when knocked back, should stumble in a direction correlating directly to the swing's direction, including a little chance to make nearby zombies stumble. 
    6.  Weapons should have distinct stats, even if it's a small tradeoff like the wrench has better durability, but the nightstick can knock zombies around with lower strngth, but  the hammer has more damage and can be repaired without skill in Metalworking (and the relevant tools), despite being a little heavier and therefore costing more stamina. This would make for some interesting choices between weapons, even the "meta" weapons. Right now weapons feel practically the same for all purposes and it sucks a lot of the meaning out of picking a weapon. If I've got a supply of nightsticks, why would I bother using hammers? Some weapons should defintely be the 'coveted' of a category, but some more variance in the stats to make a wider variety of options worth picking would be nice. Weapons knocking zombies around in directions related to the swings would also give some of the weapons a different 'feel' to use, as the animation now directly correlates to how zombies react to your hits.
    7. Killing zombies, being surrounded by zombies, nearly being grabbed by zombies, actually being grabbed by zombies but escaping, or being injured in any form should give a sadness/stress penalty, which similarly to panic, you gain a resistance to as time goes on and you kill more zombies. This would make it not impossible, but way less enticing to just go on a 100+ zombie killing spree on day 1 in order to clear the area. If you are constantly in danger and nearly dying or getting overwhelmed constantly while killing hundreds of the undead, your character should be a depressed, nervous wreck who's paranoid that something is going to jump out and get him at any moment.
    8. (Addendum)  Lower strength characters should have to put much more time and effort into shoving a zombie, resulting in somewhat of an animation lock similar to fighting off a grab attempt at low strength. Perhaps with some nimble and 3-5 strenght you can shuffle around a bit while in the animation to try and avoid other grabbers, and progressively get to shoving everything as it is in game between say, 6-10 where it's an instant push with its intensity dictated by strength. It'd make picking low strength a much more serious debuff that's much harder to offset with weapon skills and cars than what we have presently.

    In short: Zombies should require better timing and situational awareness to deal with, right now they're incredibly generous once you learn how to kite them, and the player should be rewarded for using their environment to offset the more difficult threat. Weapons should have more variety in their function amongst categories, and killing zombies should take a toll on your character's mental health. (in my opinion)


    There is definitely more that can be done to make them a bigger deal, and I'll be periodically coming back to this as a "master list" for combat related suggestions when I think something up.

     

    If anyone's got some suggestions that don't involve things like random critical misses or random chance to get the varus I would quite like to hear from you

     

  11. 12 minutes ago, getstoopid said:

    I would add that it should be way harder to learn something completely new if no one's around anymore to help you. Resulting in skill caps for the "uneducated/untalented"... you just can't get past the famous 80% (rather 70 in this case...). Not a carpenter already? 7 points' the unbreakable barrier for you but you are a cook? Well then you are in for the yummy 10-point-hot-pot...

     

    and forgot... yeah totally agree that building something should bring more xp than destroying

    Eh, not so sure on that one. I feel like finding books appropriately leveled books should be able to break that barrier if nothing else, or at the very least it should be a "soft cap" where you can still level it up, it's just way harder. People still had to learn new techniques without being taught them at some point in history somehow. 

  12. 12 minutes ago, getstoopid said:

    :lol: Wasn't meant to be helpful or fixing anything, just tried to be funny, didn't work obviously... just criticizing how it is at the moment. Totally agree with you that we need other sources of xp to get rid of mindless grinding - the problem is grinding is in fact the realistic approach of improving a skill... learning by repetition.

    In the real world you just wouldn't do it for "all the necessary survival skills"... like... carpentry *meh except you were a carpenter or at least very handy and liked working with wood, and even if you would you never would try to be a master-carpenter... just good enough to build a weatherproof shelter or some defensive structure 

    Ah I gotcha, sometimes sarcasm is hard to interpret through text. 

    Totally agree, I think a few things that could be looked into for the future updates:

    1: Reading books you're overqualified for once could give a  small XP boost per page. Even if it's miniscule, having the option to thumb through lower level books while you're out resting between fights, waiting for cooking, or just out of other reading materials would be supremely helpful in reducing some of the grind. 

    2: With the higher emphasis on crafting in the future, more XP for crafting and creating things would be very welcome. It amazes me that the most efficient way to get XP is to break things, when in reality that's only good starting out, and would become way less effective than actually doing the thing the moment you know how to.

    3: Adding onto the first point, you should also get XP from carpentry magazines and the like. You can only read them one time and they give you a recipe, so a small nudge to their appropriate skill would be greatly appreciated.

     

    These are a few things that could make the grind a little more varied, but until we get to peep the new crafting system in full it's hard to speculate on more additions. If you've got any ideas for alternative skill grinding methods, would love to hear them.

  13. 4 minutes ago, getstoopid said:

    I really don't like minigames but to be annoying and tedious would be exactly what they need to be to stop everyone from stupidly grinding a skill by repeating it (we've seen 'em all in hundreds of games.. beating trees senseless, torturing the lute and surrounding people by it, groping flowers and herbs just to "get to know 'em" or mindlessly burn everything on a pile to eventually get something edible out of it)... 

    because ultimately this is as unimmersive as it can get ;) Necessary?... maybe... but definitely not immersive in any way.

     I don't see how that fixes the problem of 'mindlessly disassembling things', it would just take way longer with the minigames and once you get into a rhythym it would still be quite mindless. What we need is a wider variety of sources to level up your carpentry through that are viable long-term so you don't HAVE to just tear apart entire neighborhoods of furniture and TVs, not a silly minigame. 

  14. 42 minutes ago, Unamelable said:

    About Bethesda, i remember Oblivion where if you reach (like lvl 10 lockpicking?). You have option to "auto-skip" button where you can brute force with your luck and lock picks. But remember that 1 or 2 minigames in whole game. Of course that gonna be frustrating.

     

    Im saying that to make minigames much more varied that it wouldn't be so that one mini-game would suffice for one action. I vote for having multiple iterations for multiple things that won't get boring (unless of course the item is popular like the same spear). Read what I was talking about above

     

    I think the mini-game idea should have the option to disable itself if for example the other half of the people didn't like it. And if a player gets a level higher than 3 in the skill tree he will be able to automatically do this action if the player is bored with the minigame (well for example press Space when you disassemble a hardware or hotwire a car). At least that way you can please the whole audience

    I don't really care how varied the minigames are they're just not fun to play through. Imagine having to actually disassemble hundreds of pieces of furniture to level up carpentry instead of just having your character do it. It'd be a nightmare. Still very much of the opinion this idea should not be implemented,, sorry man.. The idea of manually disassembling furniture and electronics to grind skills sounds like the exact opposite of immersive and exciting to me, on top of the issues I mentioned with it above on top of just using up dev's time for something a lot of people would just turn off. This feels like mod something  for modders to implement.  Zomboid doesn't need these minigames.

     

    Idk what the devs have planned but judging from the way things work now, I don't think they would disagree.

  15. 24 minutes ago, Unamelable said:

    No, its should be a trait because you anyways gonna break window and get in without clearing it. If character gonna clear window when you spam E, its gonna be kinda unuseful in danger situation in whole.

     

    At other hand that should be automized because interacting with every single window by context menu is slow and annoying.

    In a dangerous situation you can just cancel the action, I'd rather have it be automatic with the ability to cancel than having to quadruple click every time

  16. I absolutely hate this idea in any RPG, including for things like lockpicking and hacking minigames even in games that I really like. Minigames are cool the first few times you do them, and become very tedious very quickly.

     

    Good example of a game that got it right is the original Deus Ex. If you're skilled enough to break into a computer, JC Denton just DOES it, but this doesn't mean there's no challenge. When you're hacking terminals you have a time limit before the alarm system that the terminal is connected to gets set off, or if there is none, it just boots you out and won't let you back in if you fail to disconnect in time. Additionally, the world does not stop around you, you have your head down looking at the monitor and have NO idea what's happening around you outside of what you can hear.

     

    Project Zomboid, funnily enough, also does this right. When your character can do the thing... they just do the thing, the risk comes from the fact that you can be snuck up on at almost any time.

     

    Modern Bethesda/Fallout/Obsidian titles are an example of games that do this about as wrong as you can do it, even my starchild New Vegas. In those games, not only are you forced to do the minigame every time, but you cannot be snuck up on while you're DOING them, because it stops time. Same with terminals. There's a big reason why some of the most popular mods on the nexus for Fallout 3, Fallout: New Vegas, and Fallout 4 either remove the minigame, make it WAY less tedious, or make it so that time is not stopped while you're doing them.  It's game design that wastes your time because it looked cool on a design doc, and Bethesda started doing it so everyone else started doing it too. I'm sure you've seen the Fallout 3/Skyrim lockpicking system in at least a dozen games by now.

     

    If your character is skilled enough to do the thing, they should just do the thing instead of making you go through a tedious minigame that at best becomes annoying after you've done it 100 times, or at worst wastes your time because it takes longer than the old system. I'm not playing Zomboid for an in-depth carpentry sim, if I wanted that I'd put on my HTC Vive and play a carpentry/mechanic/electronic disassembly sim.

  17. So if I'm getting this right, you think that with the graceful trait your character should automatically clear glass from windows, including ones you've broken, when you try to climb through them if it hasn't already been done already? Or do you mean that your character automatically goes to clear the glass.

     

    In the case of the second one, I think that it shouldn't be trait related, and simply be the default. 

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