Jump to content

Bullet_Magnate

Member
  • Posts

    133
  • Joined

  • Last visited

Everything posted by Bullet_Magnate

  1. This is something that really seems to me ought to be added ... 1. Items that can be used as fuel in fires should be hard to ignite if they are wet, with the degree of difficulty depending on how wet they are. 2. Similarly, campfire kits should be hard to ignite if they have become wet (for example, by sitting out in the rain). Adding dry fuel could proportionally reduce their overall moisture level.
  2. Seems that low / poor light conditions ought to degrade reading speed, to the point that very little or no light means the character can't read at all. Just seems a little weird that right now I can sit in pitch blackness and somehow still read How to Find and Eat Bugs: A Beginner's Guide
  3. I admit up front this is a pretty trivial gripe, but I do find it annoying and immersion-breaking when it occurs ... On multiple occasions I've entered a home and found, for example, bowls of soup sitting on a dining room table with silverware, etc, as though the family was just about to sit down to eat ... and discovered on examination that the soup is uncooked. Just a small tweak that maybe could be added to the bottom of the to-do list ...
  4. Checked it out, and I think what I'm basically looking for is just an amped-up version of the default driving zoom -- zooming further out and looking further ahead. Maybe too big an ask considering the effect the default driving zoom has on FPS ...
  5. Yeah, that's one reason I really want this change -- it's not just quality of life, sometimes it's literally life or death. I think if a horde of cannibalistic undead were chasing me, I could find it in me to get over that counter / desk / dresser ... especially if I've already shown I can regularly climb / vault 8 foot high chain link fences ... EDIT: From a game balance perspective, the increased freedom of movement could be offset by imposing a fatigue cost for vaulting over stuff.
  6. Guess I'll have to test the theory with a character I'm not overly attached to ...
  7. Driving at moderate-to-fast speed into relatively fragile fences / similar items and small trees seems like it ought to demolish / flatten them same as a sledgehammer / axe, with corresponding vehicle damage and speed reduction.
  8. Seems like characters should be able to vault / slide over low furniture items that currently block all movement, like counters and couches.
  9. Seems highly questionable to me that the average Joe / Josephene off the street with no special knowledge or training would be able to construct stone tools that were at all effective or worthwhile. The cord bindings needed to attach a chunk of stone to a wooden handle firmly enough to make it useful are neither intuitive nor common knowledge ...
  10. Seems odd to me that tree branches and stones can't be wielded by themselves as improvised clubs / skull crackers ...
  11. It'd be very nice if, while driving at high speeds, the player's view would zoom WAY out (well past current max), with a pronounced tunnel-vision effect ahead of the car. As is it's very hard to see a reasonable distance ahead.
  12. Currently driving on railroad tracks doesn't seem to be any different from driving on roads, that I can tell. Should be loud (THUMP-THUMP-THUMP), slow, and really hard on the tires and suspension. Similarly, running along / across railroad tracks should probably present at least a minor trip/fall hazard.
  13. If you manage to cremate a corpse with just a car cigarette lighter, I will be disturbed and impressed in equal measure
  14. Sometimes I like to have multiple playthroughs going at once (to try different mod sets, etc), but if I try to rename the different save files to keep track, they become unusable (unless changed back to the standard format). It would be nice to able to make different saves easily distinguishable with unique names, tags, subfolders, or some other method. (If I'm missing something in the current build that easily allows this, someone please educate me .)
  15. I just assumed the teacher would have a harder time explaining / demonstrating if they were, say, in the next building over, or busy juggling chainsaws or something. My thought was that it would be a temporary bonus gained while the teacher was actively explaining / demonstrating to the student, to help distinguish from the constant / permanent bonus given by books. I like the theoretical / practical distinction. Edit: Your comment does have me thinking, though, that since the bonus only lasts while the teacher and student are both actively engaged, the bonus would need to be *much* higher than that from books, in order to be worthwhile.
  16. In addition to weight, each container and item should have a general size value (small, medium, large, etc), or maybe "longest dimension" numeric value, to minimize instances where items that are very light but very long / bulky can't be stuffed in containers obviously too small to hold them (e.g., a spear in a glove compartment). Right now I just generally try to avoid creating these situations, but it would be nice to have it built in to an extent.
  17. As an alternative to carrying (mainly with lower-strength characters in mind), maybe dragging corpses (requiring less strength but substantially slowing movement) could be an option. To take it a step further, dragging could be facilitated with a tarp -- roll a corpse or two onto the tarp, and drag the tarp along with the corpses on it. Maybe that's getting too overly-detailed to be practically implementable, but basic dragging (above) seems like it should / could be a thing. (As an aside, moving *other players* around by dragging might eventually be something to consider, if the damage / injury mechanics are ever expanded to include players being knocked unconscious or rendered immobile by wounds.)
  18. Seems characters ought to be able to teach each other skills, as an alternative (or supplement) to skill books. Might look something like this: A player who is substantially better at a skill (maybe 4+ levels higher?) would be given the option to right-click a close-by lower-level player and select "Teach [Skill]." This would give the "taught" player an XP bonus similar to / in addition to any skill book XP bonus. The effect would end when the "teacher" engaged in any significant activity, or the teacher / student moved a certain distance apart. Balance could be tweaked by adjust the XP bonus and/or the minimum difference in skill level.
  19. I like the idea, but am just wondering where the fuel for the power plant(s) would come from. Realistically, even if you could transport enough fuel from the gas stations, it wouldn't last very long (and I'm not sure power plants use the same type of fuel that runs cars). Barring some story-driven way to arrange importation of fuel from off-map, I can't see it working for more than a few days.
  20. One potential issue from a lore / realism perspective: I think "Red Bull" was about the earliest energy drink marketed in the United States, and I don't think it was released in the US until 1997. So, particularly in a more rural area like Kentucky, I don't know if energy drinks would realistically have been available. Might be better to leave this one in the world of mods so that people can choose how important the realism factor is to them ...
×
×
  • Create New...