[quote=âdwarfkoala, post:85, topic:4531â]Iâd like a system where when you look at a gunâs information screen, it displays
Damage: ||
Dispersion: ||||
Recoil: ||
and so forth, maybe with the actual values in parentheses next to the actual display. That way you can easily get an idea of how the stats for a weapon upon looking at the information screen.[/quote]
[quote=âDominae, post:67, topic:4531â]Boy did this devolve into scream-fest chest pounding fast. Man.
My thoughts -
I personally like a more ârealisticâ-seeming world where all kinds of terrible crap went wrong and weâre facing the end-of-days but we arenât living in a cartoon or video game world. So, weird, video-game-crazy Dead Rising-style stuff is just silly to me and I dislike it. Currently, that means I ignore (as was screamed in a prior post) a chunk of content because I donât want to play with it. Iâd choose âCrazy Weapons: Offâ if it was an option at world-gen. Futuristic stuff is cool, exotic stuff can be neat (tho Iâd argue how âexoticâ is New England really, even some years in the future?) but just downright âwtfâ stuff? No thanks. But that is a different discussion I guess.
As for guns ⌠I agree with the âthere are so many and yet so fewâ argument. There is a crap-ton of different kinds of firearms, and ammo variants, yet they all pretty much do the job exactly the same. Pull trigger, zombie dies. Do the different stats actually do anything? Is having 21 points in blah-blah better than 18 points in it currently? Is there a noticeable difference to the statistics? Should there be then? If there isnât, why bother having tiny variations in stuff?
Everyone saying âjust make a pile of guns and a pile of ammo, pick one up then the other highlightsâ: this is fine if youâve found shopping carts of the crap and toted it back to base. If you rush a gun store with zombies on your heels thinking youâll fight your way back out, how long is someone supposed to look through option screens and item details before they are able to grab items to fight back the horde? Every step counts ⌠theyâre gaining on you âŚ
Run run run ⌠kick in the door ⌠OMG guns, thank god ⌠uhm ⌠well ⌠this is a H&K something ⌠err ⌠ok, so ⌠inspect this one ⌠Remmington ⌠that takes ⌠wait ⌠no ⌠thats not the right ammo ⌠hmm ⌠Time Out zombies, I need to fumble with menus. If I walk over and pick them up one by one, and walk to the ammo to see if it fits Iâm zombie-chow. Now what?
⌠or worse ⌠if too many options are spawnable, it is very much the reality that all the guns and all the ammo that spawned will STILL not give you a combo that fit together in that store.
I find a gun or two, and then just carry it the entire game for emergencies; usually Iâll keep a couple for different targets (a shotgun, a SMG). I donât see enough difference in the stats to warrant bothering to look at them too closely. I load every other gun I find into a shopping cart and horde them âjust becauseâ, but I play melee usually anyway so I donât get too into the gun thing.
⌠adding the caliber to the right of the item name when looked at quickly, would go a long way:
If I hit (v) to check loot in the gun store, have it say:
Glock 19 (9mm)
Let the item inspection screen say:
Glock 19 (9mm)
Stats: ## Stats: ##
Stats: ## Stats: ##
Stats: ## Stats: ##
⌠making it so ammo spawned checks the gun and theres a very good chance itâll match (so a gun store has 3 guns and 4 ammo spawned, make it give a really solid chance the ammo will match the guns).[/quote]
Iâm referring to requests like these. Thereâs nothing intrinsically wrong with wanting easier displays, and several people have suggested very reasonable ways to do it.
And for heavenâs sake, Iâm agreeing with you. You were calling for a mechanic rebalance right at the top of this very page.