Turret rooms are easily detectable if you’re running with night vision and your flashlight off, they light up the walls of the room they’re in.
That would cost valuable time and might get ya killed. A solution would be for the game to check for loaded quivers when firing an arrow and give it priority until it runs dry.[/quote]
Does placing an arrow into a quiver take longer than inventory currently in the game? I see no reason why that would make sense logically. An open quiver hanging by your side is much more accessible than a pocket/backpack. Your solution is good regardless.
[quote=“bouchacha, post:3498, topic:5570”]I stopped using quivers despite the in-game benefits because they add annoyance. You shoot an arrow and kill your prey, pick up an arrow and move, but then when you try firing again the game prompts you “Hey did you want to shoot the steel bolt sitting loose in your inventory or the one in your quiver? Just checking”. Instead of just pressing ‘f’ you have to stumble through another prompt.
A simple fix would be a check at pick-up. If you pick up ammo which already exists in your quiver and the quiver has free space, just put it directly there. If the quivers are full then you store it loose in your inventory. No need to create two ‘piles’ in your inventory unless necessary.[/quote]
+1
It’s just bad when the game bothers with prompts like that. Obviously quivers should be used by default. It should be a fluid experience: shoot an arrow (automatically from quiver), pick up arrow (simple auto-pickup rule addition), automatically store picked arrows in quiver. In fact, storing an arrow in quiver should be faster than storing it in inventory.
Archery would suck far less if that arrow mess was fixed.
Would it be possible to have a default ammunition selection? Then you could just go into the option once and select an ammunition and it would automatically use that when appropriate. Choose bullets to have that bullet be reloaded, choose arrows to have them be fired, choose grenades to have a pineapple party… If it were strict then it could be used to prevent the wrong weapon from being used as it would politely inform you that grenades were not selected when you have training arrows selected and were trying to use your needle…
Or it could be priority-based. Build a list and use the most favourite ammunition when available and appropriate for the weapon that was being used…
[quote=“RAM, post:3504, topic:5570”]Would it be possible to have a default ammunition selection? Then you could just go into the option once and select an ammunition and it would automatically use that when appropriate. Choose bullets to have that bullet be reloaded, choose arrows to have them be fired, choose grenades to have a pineapple party… If it were strict then it could be used to prevent the wrong weapon from being used as it would politely inform you that grenades were not selected when you have training arrows selected and were trying to use your needle…
Or it could be priority-based. Build a list and use the most favourite ammunition when available and appropriate for the weapon that was being used…[/quote]
Combined with a list of enemies to use the ammo on, sounds like a great improvement.
The game needs nightvision cameras for vehicles.
It would be very nice if there were a way to compare craftable items. Just like shift-i to compare items in your inventory/near-by, but for the crafting menu.
I would be really happy to see a journal function in game. Items like pens, pencils, notepads could come really handy if somebody plays a continious world. Or just wants to roleplay.
This wouldn’t even probably be hard to create, considering one can already use a permanent marker to write on objects. Project Zomboid, anyone? It had a proper notepad function. Basically what one had was an empty field, with like 500 char limit, and then you could hit “next page”, and you’d get another 500 chars to write (type). Not sure if the number of pages on a notepad was limited. It could/should be. It would be nice if one could “rip out” a page. Perhaps each typed character could take like a second of game time, or 6 seconds per 6 characters. I mean, you can’t just sit and write all day. You have to eat something once in a while.
And if you are suffering from mental ailments then as the notes are saved the game can automatically insert conversation snippets with your domineering parents and requests for the audience to top snickering at you.
I would love that… i would love to write a journal which later coming characters could find
you could also write recipes on the journal and keep them there for later charcters to find
you should also be able to rip the recipe paper out of the journal (or a book) so you dont have to carry the whole book around
Gelatin, jello mixes, knox blox, instant pudding mixes and poached eggs would be nice things to find and make.
Because, well, I need another use for these bones.
Also, canned brown bread. Its amazing that a game taking place in new england doesn’t contain canned brown bread.
Maybe the ability to utilize rivers to generate power?
I Would like to have a prompt come up when trying to equip footwear or a helmet allowing me to sway said piece of gear and a time required to do so instead of it just saying i cannot do that because i am already wearing something. This is quite annoying while playing with the broken cyborg due to having to put on my earmuffs before going to sleep and taking them off and swapping back to the helmet when waking up.
How about more survival stuff… like telling the time from the sun position… more flowers that have various effects… windmills for electricity etc
Armor coverage should decrease with damage levels.
+1 to that. Also have some armor more resistant to tearing/damage/coverage reduction. Another thing to account for when choosing armor.
PS your name is hilarious to me for some reason.
The Swedish Chef connection?
The Swedish Chef connection?[/quote]
Don’t even know what that is. Disregard the things I currently find funny. I’m slightly delirooms from a fever that’s been coming back every few days.