Needful things (simple additions to improve the game)

No argument on my end, but would probably require an overhaul or some hack-y code work as the agriculture system currently requires that you plant foo_seeds in order to hook into it. I had some fun with making marloss seeds plantable for that reason.

Would definitely be an improvement, but I wouldn’t call it simple.

No argument on my end, but would probably require an overhaul or some hack-y code work as the agriculture system currently requires that you plant foo_seeds in order to hook into it. I had some fun with making marloss seeds plantable for that reason.

Would definitely be an improvement, but I wouldn’t call it simple.[/quote]

Mmmm… how about a recipe where basic corn and potatoes are converted to ‘seed form.’ Make it require cutting 1 or something like that (at least for the potatoes, which should generate 1 - 4 ‘seeds’ per potato).

No argument on my end, but would probably require an overhaul or some hack-y code work as the agriculture system currently requires that you plant foo_seeds in order to hook into it. I had some fun with making marloss seeds plantable for that reason.

Would definitely be an improvement, but I wouldn’t call it simple.[/quote]

Mmmm… how about a recipe where basic corn and potatoes are converted to ‘seed form.’ Make it require cutting 1 or something like that (at least for the potatoes, which should generate 1 - 4 ‘seeds’ per potato).[/quote]

Hacky code work is hacky, but it coud work. :slight_smile:

(Typo intended.)

There so totally needs to be none seeds

No argument on my end, but would probably require an overhaul or some hack-y code work as the agriculture system currently requires that you plant foo_seeds in order to hook into it. I had some fun with making marloss seeds plantable for that reason.

Would definitely be an improvement, but I wouldn’t call it simple.[/quote]

Oh, I actually thought about implementing new crops in the same fashion as the olds ones aka you have a “food item” and a “seed item”. Sure, that’s not realistic, especially not for things like potatoes, but the whole agriculture system is pretty simple to begin with. Not that I wouldn’t like to see a more complex and realistic system, but I guess that’s not really an easy or quick fix. And a new agriculture system is probably not a top priority for most people.
However, I like DigitalPhantoms suggestion of a recipe turning harvested plants into seeds.

Ever since player armor was nerfed I started going firearms instead of melee. And tell you what, though there are still enemies and situations that can wreck you if you’re not careful – I want calibers and armor penetration to matter. There’s no real reason to use higher calibers because they are harder to come by, weigh more and have bigger recoil but small calibers take care of everything just as fine.

Like, maybe triple all monster armor values? I want to have to whip out the big guns for robots at least, but as of now, I killed a chicken walker with a single 5.56 burst!

Also, still need more ranged enemies. Spine-shooting mutant zombies, hulks throwing stuff at the player. Give zombie boars ability to suddenly charge at the player from a distance. And having more armed bandits isn’t really against the lore either.

How about making vomiting make you tired too? I threw up yesterday evening and then slept for 14 hours. Vomiting is very tiring.

I think a container system for large volume-holding items like backpacks and rucksacks would be nice. (Now that I actually know a little python, I can say this would require some work to implement.) It doesn’t really make sense that I can drop my bag yet still hold on to everything that should be inside it in my inventory. It doesn’t have to be too complicated, the simplest solution would just be, that if you drop your bag, an equivalent amount of items from your inventory = or > to the volume of container, is also dropped. More complex would be having the bag show up in the inventory (similar to how the categories work) and the items are a sub group.

Also, something a bit easier, it would be nice if you could pick up clothing/bags, always before you pick up items (so that you can put on the item and then pick up the rest). Its very annoying to try and pick up 10+ items and then the last thing you pick up is the bag, put it on, and then have pick up those items again.

I’m also on board for more household appliances, with the addition that they can be modified to run on batteries.

If we’re going to set up something like this it is definitely going to be properly implemented. The big problem with dropping random things is that you can bet by probability chance and common use that there is going to be a significant number of times where the items dropped are exactly the ones that the player wants to hold on to. :stuck_out_tongue: As such it’s definitely planned, but as you noted, it’s a fair bit of work to implement.

For a little bit of flavor(and useful directions), signs indicating distances to other cities. Some are in good state, some aren’t. Can also have advices left for other survivors, as “CRAZY SNIPER THERE, DON’T GO”, “Weird plant monsters to south, close of the river” and so on.

Use of basketballs in parks to train, giving a boost of Morale but also a little bit of Dodge. Same could apply to soccer balls, improving Throwing instead of Dodge. Also, a special message for soccer balls in case of a good throw, “You kick the ball, hitting the zombie and dealing X points of damage!”

Since we have riot helmets, riot shields. Wearable in hand, heavy encumbrance but 95% coverage and high cut and bash defense. Maybe could trigger Blocks, or be something wieldable.

Some buildings in sewers. Perhaps a hastily made hideout of a survivor who didn’t lasted long, with what killed it not too far?

How about a “tutorial” on how to make generate-able buildings, so people could submit “realistic” creations to add to the game, this isn’t really a suggestion to add to the game but a thing to add to the forums.

[quote=“Murphy, post:646, topic:5570”]Ever since player armor was nerfed I started going firearms instead of melee. And tell you what, though there are still enemies and situations that can wreck you if you’re not careful – I want calibers and armor penetration to matter. There’s no real reason to use higher calibers because they are harder to come by, weigh more and have bigger recoil but small calibers take care of everything just as fine.

Like, maybe triple all monster armor values? I want to have to whip out the big guns for robots at least, but as of now, I killed a chicken walker with a single 5.56 burst!

Also, still need more ranged enemies. Spine-shooting mutant zombies, hulks throwing stuff at the player. Give zombie boars ability to suddenly charge at the player from a distance. And having more armed bandits isn’t really against the lore either.[/quote]

Your stats/skills, what range, and what weapon? They should be somewhat resilient at range, but a point-blank burst should be pretty effective (aim for the actuators, etc).

Here’s another minor annoyance, in the advanced inventory menu “/”, pressing E allows you to see info on the item, but you cannot scroll with that on (i.e you have press it again and again to view subsequent items) making this togglable would be so much better.

[quote=“KA101, post:652, topic:5570”][quote=“Murphy, post:646, topic:5570”]Ever since player armor was nerfed I started going firearms instead of melee. And tell you what, though there are still enemies and situations that can wreck you if you’re not careful – I want calibers and armor penetration to matter. There’s no real reason to use higher calibers because they are harder to come by, weigh more and have bigger recoil but small calibers take care of everything just as fine.

Like, maybe triple all monster armor values? I want to have to whip out the big guns for robots at least, but as of now, I killed a chicken walker with a single 5.56 burst!

Also, still need more ranged enemies. Spine-shooting mutant zombies, hulks throwing stuff at the player. Give zombie boars ability to suddenly charge at the player from a distance. And having more armed bandits isn’t really against the lore either.[/quote]

Your stats/skills, what range, and what weapon? They should be somewhat resilient at range, but a point-blank burst should be pretty effective (aim for the actuators, etc).[/quote]
Yes it was point-blank (got close since I wanted to photograph it).
12 dex, 10 per, high skill (think it was 6-7). Silenced Steyg AUG, reloaded 5.56 NATO.
But I’m not convinced that any small arms would be able to hurt it that badly, no matter the skill and distance.

OOoh ooh! I know! HEELIES. To be exact, Survivor boots with heelies on them. Not as fast as dedicated skates, probably a slightly higher chance of tripping when you move, but you’d be able to fight in melee more effectively than with rollerblades.

Less an addition to the game and more a simple “fix” (IMHO): change the recipes for the sealed yeast flask to use a normal glass jar instead of a glass flask. Glass flasks are rather uncommon and I see no reason why you’d specifically have to use flasks.

Yet another small issue (YASI), there should be a few more items with bolt turning quality. As it stands there is only the wrench (and then the other multiple quality tools, like multitool, toolbox which remove the need to carry tools entirely).

Something like pliers or even bolt cutters can be used to un-turn bolts (if with severe time penalties), even a good pair of scissors can sometimes work.

I kind of wish that products could be modified based upon the ingredients. Letting poor tools produced damaged goods, having a single recipe entry for multiple similar meals that could produce the various meals based upon the specific ingredients. Such as one recipe for both vegetable and mat soup that produces either one depending upon whether meat or vegetable was used… Maybe recipes that could also add attachments or have active timers depending upon how they are crafted…

Still, no doubt this would be prohibitively complicated, and would be precarious unless the crafting menu was adjusted to allow the user to choose ingredients…

this aint always true tbh… you can still make an omelette with a shattered frying pan as good as with a reinforced one.
Otoh, a broken wrench might case several problems down the line.

Maybe using poor tools should increase a recipe’s difficulty → indirectly reduce the success chances for that recipe?

what kind of attachements? timers, we have already (find a food cooker)

E-Ink memory cards with videos on them.
Quicker than reading but it’ll make some noise unless you use headphones of some kind.