# Nothing shakes, nothing rattles - Sound & Items carried

**URL:** https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397
**Category:** The Drawing Board
**Created:** [May 2, 2018, 12:58pm UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397 "2018-05-02T12:58:26Z")
**Posts on this page:** 10
**Page:** 2

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### Author: ![Litppunk](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/litppunk/32/409_2.png) [@Litppunk](https://discourse.cataclysmdda.org/u/Litppunk)
#### Post date: [May 20, 2018, 2:46am UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/21 "2018-05-20T02:46:12Z")

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^ exactly. There are ways it COULD be done, but none of them that would result in anything satisfing are “easy” the ideas ive thought of all come out to rewriting a majority of the objects that would be less than “full cover”

The ‘simplest’ that seems remotely feasible off the top of my head would be giving objects a ‘opacity’ rating that could work in conjunction with the field of view and brightness systems that is already in place, with higher levels of opaqueness ‘blocking’ vis for increased levels of ‘stealth bonus’ for the equation but

- 20 tables arn’t going to block vision any more than 1

- that would still give you constant “roll for detection” going both ways. Which with a large horde nearby, the most necesary time to be able to hide like this, that could possibly slow the game to an agravating degree I would think.

- that would still require a lot of rewritting to implement, and be more difficult then it sounds

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### Author: ![darktoes](https://avatars.discourse-cdn.com/v4/letter/d/b9e5f3/32.png) [@darktoes](https://discourse.cataclysmdda.org/u/darktoes)
#### Post date: [May 20, 2018, 3:39am UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/22 "2018-05-20T03:39:40Z")

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Would it be easier to just have it halve the vision range for nearby creatures if you’re sneaking/crouched? Maybe remove nightvision and halve your walking noise?

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### Author: ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)
#### Post date: [May 20, 2018, 6:42am UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/23 "2018-05-20T06:42:21Z")

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Sure it’d be easier, but it would also not be an interesting or fun stealth system. The thing that’s fun about stealth systems is using your environment to your advantage, not hitting a “you can’t see me” button.

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### Author: ![darktoes](https://avatars.discourse-cdn.com/v4/letter/d/b9e5f3/32.png) [@darktoes](https://discourse.cataclysmdda.org/u/darktoes)
#### Post date: [May 20, 2018, 11:49am UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/24 "2018-05-20T11:49:51Z")

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Alright so we don’t like the easy option or the realistic one, for good reasons. What’s a good compromise then?

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### Author: ![dissociativity](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/dissociativity/32/4967_2.png) [@dissociativity](https://discourse.cataclysmdda.org/u/dissociativity)
#### Post date: [May 20, 2018, 12:03pm UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/25 "2018-05-20T12:03:49Z")

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make camo more useful depending on the tile you’re on making it harder for at least animals and zombies/monsters to spot you?

this may just be old whalesdev cataclysm stuff but from memory there was an inconspicuous trait that reduced the one\_in(x) of things spotting you before?

I’m sadly only familiar with the 5+ year old code lol

anyway, have a stealth action do the same, perhaps camo, urban when on (and next to) urban tiles, standard for forests, ect?, perhaps wearing items with a shiny tag during the day, especially sunny can make you more easily spotted?

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### Author: ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)
#### Post date: [May 20, 2018, 4:32pm UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/26 "2018-05-20T16:32:40Z")

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> [@dissociativity](#):
>
> this may just be old whalesdev cataclysm stuff but from memory there was an inconspicuous trait that reduced the one\_in(x) of things spotting you before?

There is no one\_in(x) chance of being spotted, you’re either visible and spotting is automatic, or you’re out of range.  
Probably what you’re thinking of is the effect where the dynamic spawn system used to place monsters near you periodically when you weren’t moving, and inconspicuous made that happen less frequently.

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### Author: ![darktoes](https://avatars.discourse-cdn.com/v4/letter/d/b9e5f3/32.png) [@darktoes](https://discourse.cataclysmdda.org/u/darktoes)
#### Post date: [May 20, 2018, 10:37pm UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/27 "2018-05-20T22:37:05Z")

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> [@kevin.granade](#):
>
> the dynamic spawn system used to place monsters near you periodically when you weren’t moving

That… sounds awful. And terrifying.

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### Author: ![Litppunk](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/litppunk/32/409_2.png) [@Litppunk](https://discourse.cataclysmdda.org/u/Litppunk)
#### Post date: [May 21, 2018, 12:17am UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/28 "2018-05-21T00:17:35Z")

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What was the reasoning for that? The possibility that you had cheated the game and surrounded yourself with walls at a significant enough distance to not allow zimbies to get aggroed enough to push it down?

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### Author: ![kevin.granade](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/kevin.granade/32/1316_2.png) [@kevin.granade](https://discourse.cataclysmdda.org/u/kevin.granade)
#### Post date: [May 21, 2018, 4:30am UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/29 "2018-05-21T04:30:39Z")

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Keep in mind that only triggered when you were in a spawn zone, so outside of towns, triffid groves, fungal areas and swamps, it would just spawn random wildlife.

The rationale was to avoid killing everything in sight while e.g. standing in the middle of a zombie-infested town and then being able to sleep or craft a long as you like as long as you dont move. This was a particular issue with the way dynamic spawns work, it really doesn’t make sense at all the way things work now.

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### Author: ![Fuscosco](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/fuscosco/32/1327_2.png) [@Fuscosco](https://discourse.cataclysmdda.org/u/Fuscosco)
#### Post date: [May 27, 2018, 2:14am UTC](https://discourse.cataclysmdda.org/t/nothing-shakes-nothing-rattles-sound-items-carried/15397/30 "2018-05-27T02:14:33Z")

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Want to point out that items found in cardboard boxes are typically packaged thusly to prevent them being crushed. We can has tag for items like this to prevent the removal of them to save space?

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