Arrows Added To Target's Inventory

It’s something that has bugged me for a while: arrows and bolts should not immediately plop to the ground as though the zombies ripped them out or just sort of bounced off. Sustained battles should not be possible by running around mid-combat and picking up all the shots that impacted and fell off the target. They should impact, get stuck, and only be retrievable when you loot the corpse.

Also, I feel like there should be a chance to inflict bleeding. Maybe a special kind of arrow increases that chance. Just a little bit of extra realism for game hunters.

Enemies don t bleed ever afaik.
That should be added beforehand.
A lot of weapons should make various enemies bleed then.

[quote=“Wally-kun, post:1, topic:9960”]It’s something that has bugged me for a while: arrows and bolts should not immediately plop to the ground as though the zombies ripped them out or just sort of bounced off. Sustained battles should not be possible by running around mid-combat and picking up all the shots that impacted and fell off the target. They should impact, get stuck, and only be retrievable when you loot the corpse.

Also, I feel like there should be a chance to inflict bleeding. Maybe a special kind of arrow increases that chance. Just a little bit of extra realism for game hunters.[/quote]

Yeah some arrows aren’t entirely lootable from the body but bounce off. Do support the bleed effect, which should be applicable to other weapons.

The problem is monsters don’t really have an “inventory” right now. When they die, the game pulls their list of things they can drop and randomly picks items from that list. Without expanding monsters to include this, this suggestion would be very difficult. Adding an inventory to every monster shouldn’t be too hard, NPCs have an inventory, so that inventory could probably be moved to to the class above monsters and players. That could be a good step towards having monster defenses based on the items they’re carrying rather than some hardcoded values.

You could, with said method, also have a better variety of Monsters/zombies, and you could limit zombie scientists and therelike to a finite amount of manhacks & Acid grenades(acid bottles, still, they throw them nonetheless :P)

For example, police zombies and army zombies could have a variety of armor and/or weaponry on them, whcih would actually protect, and maybe encumber them ; on a similar note, intelligent nether creatures could potentially pick up stuff for further investigating, or they could even try to shoot you with a ranged weapon…or activate a grenade by accident and not throwing it, hehe. would make some sense, right?

EDIT:
Something else - this idea would also mean that arrows and bolts can get STUCK in the player, and they would require some tools (preferably a scalpel or something similar) to get them out - that could be a new kind of special wound you could get on your limbs/torso. It would inflct pain and hurt you when you move a lot/do certain actions (depending on limb.). When you remove the arrow/bolt the wounded limb starts to bleed, which you need to treat afterwards too. This would make bow-wielding npcs quite dangerous.

Actually, they do have one, it’s just that not a lot of the stuff in the game uses it. Drops are generated on death.

Technicians with their magnet attack do use it and searchlights use it for their hacky AI (they remember their AI settings in a pseudo-item).

This was actually implemented a long time ago, evidently it broke at some point.
It also had a bad side effect of any items stuck in the zombie evaporating if it left the map.

So, it >is< technically still in the code, just…inactive?

Do you think it would take long to check the code as to why it doesn’t work anymore, and fix it?