You realise I’ve already covered this, right? And that you could haved use the eldritch technologies of this “message board” to give you context beyond one, specific post?
Whatever, let’s review:
1: All worn equipment can already degrade, except boots, gloves and masks are pretty much immune since they’re targeted so rarely.
Changes suggested:
Make repairing gear easier by making it take 1-2 hotkeys instead of a menu.
Stop armour from disappearing when “broken”, but possibly give it sensible protection/storage/warmth penalties the more damaged it is.
Possibly tweak damage chances to increase wear and tear and damage on hands, feet and faces and the items protecting them.
2: Certain weapons, which should probably need the most maintenance, instead take the least. Katana are far more fragile than baseball bats, but only one of those can take damage.
Changes suggested:
Make repairing weapons easier by making it take 1-2 hotkeys, and remove things like “Basic Repair Kits” and “Gunsmith kits” in favour of just using intuitive tools and materials.
Make Sturdy weapons degrade slightly more frequently in combat.
Make wooden Baseball bats craftable from logs.
Make firearms have a chance of degrading when firing them, rather than effectively never.
Stop weapons from disappearing when “broken”, and instead offer opportunities to repair them.
3: Items currently spawn into the game world either: Old, rotten, torn, dirty, or broken (pretty much everything except certain inventory items). You will almost never see a damaged toolbox, even if it was being carried in the hands of a zombie where everything else was broken.
Changes suggested:
Make repairing weapons easier by making it take 1-2 hotkeys, and remove things like “Basic Repair Kits” and “Gunsmith kits” in favour of just using intuitive tools and materials - potentially including just “Duct Tape on its own” for simple items.
Make the majority of items appear in the game world randomly damaged to simulate wear and tear since the apocalypse started. - Just like food, increase the number of broken and damaged (rotten) items over time.
Bonus suggestion: Have more “already wrecked” map squares. A house where windows are broken, walls and roof collapsed, or it has been in a fire and items (and zombies) spawned are burnt, damaged, and buried. Have these “ruined” locations be more common as the game progresses to give the impression that the world does not revolve around the player.
4: Tools never degrade, unlike armour, weapons, electronics (through batteries), cars, food, or buildings.
Changes suggested:
Make repairing weapons easier by making it take 1-2 hotkeys and simple, intuitive tools.
Make simple tools like stone knives degrade over time, while advanced tools will effectively never degrade.
Make crafting beyond your skill level have the chance to damage tools and well-being of the player, so as to introduce more risk into a less restricted crafting system (covered elsewhere).
5: Items in inventory or in play are effectively invincible.
Changes suggested:
- When the game is changed to move items to specific containers, make fragile items take damage if the player experiences massive trauma to that container - Much like falling on your keys, punched into a wall by a hulk can break the glass bottle of hydrogen peroxide you hit with your backpack.
- Change animal behaviour so they will actively seek to steal food and resources from the player, rather than just being wandering meals and zombie distractors. - They will attempt to break into a dropped bag, damaging items in their way, and damage food items while they “eat” them, lowering nutrition etc until destroyed and consumed.
Done. Entropy is now in Cataclysm, Repairing items sucks less and uses the same tools and materials you craft with anyway, system is minimally intrusive and can be modular to allow parts of the game players dislike to be removed.
[quote=“Thwap, post:54, topic:12277”]Am I seriously seeing someone talk about needing to oil guns and sharpen hacksaws? It’s asinine the way this game is being stomped to death in the name of realism these days.
The stupid boom cranes, filthy clothing, gun magazines, etc etc etc it’s just been getting worse for months now. The game now is just the game six months ago plus nerfs and tedium.[/quote]
The game doesn’t have to be sacrificed on the altar of realism, but just because something is realistic does not mean it has to be tedious.
You already need to repair guns. The only difference is that currently you use electrical current and a rare item, and they spontaneously disintegrate if they reach 0 HP. If my suggestion was “replace ammo of firearm repair kits with oil instead of batteries” then this would be more or less identical, except it would still more tedious than what I am actually suggesting, which would make repairwork less of a chore across the board.
Filthy clothing certainly needs fixing because the whole thing is very clunky and instrusive. As I’ve suggested in this thread, it should just be incorporated into general clothing maintenance in place of “reinforcing”, which is pretty pointless now anyway.
Gun magazines are really quite inoffensive now they’ve started spawning in the majority of firearms. I don’t mind very rare weapons being “broken and useless”, which is basically what having no clip is, any more than I mind vehicles spawning without wheels, battery or engine. When you can get spare magazines it can actually be pretty cool being able to reload quickly.
“Jacks” would be honestly be fine, except most scissor jacks that cars carry can’t even be used to change their own tyres, and considering there are 50 ton capacity bottle jacks for sale on Amazon right now for under $100, the current 6t limit one “and then ridiculous crane” is pretty daft.
So you’re right. This is a game first and foremost, “realism” should take less effort for the player than boiling water. Let’s try fixing jacks:
Scissor Jacks: 2t. Very Common Item found in cars.
Bottle Jacks: 6t, 10t, 50t versions available in garages, heavy vehicles, hardware stores, gas stations. 50t one is 28kg, so it’s pretty heavy, but just keep it in your car?
Construction Menu: Pulley System furniture: 4t jacking/lifting, needs a tree, a steel chain, some rope, some rocks and some scrap metal.
Mechanical Crane furniture item: Found in most garages. Infinite lifting/jacking weight.
Removing tyres from vehicles does not need a jack.
Tow truck crane: Specialised vehicle part with lifting weight up to 10t. Tow trucks added to potential vehicle spawns, only works while engine is running and crane is switched on.
Done. No tedious crafting a boom, attaching it, removing it, etc, all but absurdly heavy lifting is handled by having a single tool in your trunk, which plays will probably find in the same locations as welders. Worst case and you can’t find a jack, you have options available around town or wilderness to improvise, just as you do with welding equipment (makeshift jacks are a joke).
It’s now effectively a technology gate that gradually opens up bigger vehicles to the player, just like better tools open up better crafting options.
And the final test?
Boiling Water: You must find heating implement, container, water, sufficient quality Boiling Tool.
Making Car: You must find welding tool, sufficient quality Jacking Tool, appropriate vehicle parts.
Success. This feature is less complicated than boiling water.