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hromamk

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Everything posted by hromamk

  1. You can often find bags in cars, but they're always empty, same with garbage bags. Would make sense for garbage bags to spawn with rotten food and stuff, shop bags - with groceries/books/etc...
  2. Typically glovebox and trunk have something spawned in them, and you can see it in car condition weight/out of max weight, but can't access it since doors aren't interactable. Also why not let player take like a decent seat out of it.. you can't do anything with door windows, doors or seats of a wrecked car, even if these parts are 80%+ condition.
  3. Tchernobill, I know of that mod, but it's not that. Also the mod simply doesn't work for me, I can access settings in Options/Mods while in menu, but it disappears from the in-game game menu and there's no option to activate it in the inventory.
  4. A unified always on you full map, that your character fills in automatically by finding regional maps - like a puzzle, also copies notes from 'annotated' regional maps, so it's all in one place. You should be able to, of course, add own notes/erase added notes.
  5. So if you've cleared and carried in one place 300 corpses you wouldn't have to scroll through all of them, but just click a button and show all inventories in range as if all the items are in one operable inventory.
  6. Middle mouse button (as well as other additional mouse buttons) are ignored in they key binding. I have to remap them to other keyboard buttons for them to be usable.. it's silly. You already have shift+ and other combinations possible in the "accessibility" menu, why not unify it and just make shift+*/alt+*/ctrl+* bindable in the key binding menu, the game has enough actions and menus for this to be possible. For example I'd bind alt+1...5 for info/skills/health/protection/temperature. Also why isn't construction/deconstruction a bindable button?
  7. GrumpyTheClown, I don't chose occupations to begin with, I prefer to play unemlpoyed and grow the stats, like you would in any other game. The stats = representation of your experience + knowledge; as I said the game already has magazines, dynamic traits, it is begging for a change or at least a sandbox option like that.
  8. Basically it's stupid that it shows like 20 salts and peppers in the crafting cooking menu (maybe cooking needs its own UI to begin with..), it should just show 1 and use whichever item that has the smallest amount, also show the number of ingredient remaining in the crafting UI, maybe on hover-over.
  9. If you're crafting, let's say, a metal crate, the sound of welding just keeps going after it has been created. You have to reload the game for it to stop.
  10. It's annoying to have random keys that you don't know what are they from. So instead of "Chevalier Dart Key" it should say "Chevalier Dart Key 884-PAP". The cars themselves should have readable number plates and it should say on right click* "Vehicle Mechanics 884-PAP". A similar thing could be done for houses as well: "House Key West Point 45" or something and the matching number/address on the mailbox and the house. * You shouldn't be forced to wait for your character going through a car's hood to see its number plate, same with a house number, I'm thinking more at a glance type of system, maybe even show the number on car/mailbox/house plate hover-over. It's good both for immersion and navigation/UI.
  11. Have they changed car towing? It seems that cars just don't budge even on tarmak.
  12. Let player playing sandbox set individual population multiplier for City/rural/forest/road/etc areas.
  13. Basially add proper character screen for equipment, like RPGs have. or at least right-clicking on the character in the info screen should give you a dropdown list of all equipment slots with options for possible items to fill them or un-equip occupying item.
  14. GrumpyTheClown, I don't see why it can't be a trait instead of a profession-locked, which could also have a timer of its own, like kill 1000 zombies - gain this trait. The sytem is pretty much in place already, like smoker affects you less over time if you don't smoke, overweight/underweight is dynamic. By this logic you shouldn't have skills/learning system at all then, just have a very linear rogue-like with professions, looting and that's it lol but it could be a game mode, no need to lock everyone into it.
  15. Add wooden floating and standing kitchen counters to carpentry crafting. Especially since you can craft metal kitchen counters already.
  16. vek, I think the game struggles with what it wants to be to begin with and still has unpolished features/ui.. Minecraft lets you to just chose hardcore or not, it should be player choice, especially when you're just backing up saves anyway, it doesn't break the concept, just the annoying "you should play how we want you to play".
  17. Vek, I'm not into the whole professions gamestart thing, it's not the same as selecting elves in skyrim, it just gives you a bunch of stats and artificial limiters imo.
  18. For example bombs shouldn't be profession-locked. I think all abilities should be unlockable, books/journals give you knowledge of a (recipe for example), skill level actually lets you do it. Essentially I'd rather play it like fallout 2 with building/survival elements/cars/saving, than a linear rogue-like.
  19. Add an ability to craft bags and backpacks to higher tailoring levels. Just like a higher level carpenter or metal worker can make boxes, I don't see why a tailor can't make bags.
  20. You have to manually back up saves if you want a consistent playthrough and don't enjoy the "rouge-like" element, just let people have save states if they want to and a "hardcore" option for the rest.
  21. So basically let player move boxes with items in them using a trolly/dolly; Also loading boxes (with items in them) into heavy duty vehicles 2 of big ones (wooden or metal) or 4 of cardboard ones, or 1 big one + 2 cardboard ones. It's especially useful for hoarders/builders/less "rogue-like" playthroughs.
  22. Didn't have any wounds for a while.
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