My initial answer is “YOUR MOM!”, but the devs beat me to it.
More seriously, a way to get those standing tanks open. Not the 60 litre ones, the big gas storage ones.
Soldier NPCs.
I dunno why this does not seem to bea thing I have ever seen. Ex-Military would be a logical faction of those squads that were out in the field. Buildings for these groups can be tent base camps with vehicles around them. Any random building with their supplies scattered about to make the place look like they lived there a while. Group size of 1-5 with military gear.
An old complaint of mine, hard liquor as makeshift disinfectant. Take a shot before and after applying to beat the morale/pain penalty!
Why are the clothes from regular human corpses clean? I think dying violently is quite messy…
With no effect on gameplay, maybe androgynous and/or other as a gender option? We don’t need to support a broken binary structure.
How come I can’t eat a crack rock? I can drink bleach for fuck’s sake. Also eating a crack rock will do a number on you…
Make wayfarer apply to MOTORIZED vehicles.
Get blisters on your feet from boots and no socks.
High grade methamphetamine? Also meth in general needs a rework.
Also with heroin shouldn’t require a needle to use. You can quite effectively snort/eat/smoke that shit.
As far as the FILTHY tag goes, it’s meant to apply generally to highly blob-infected gore, far as I understand it. They might change that in the near-future, what with otherwise non-zombies resurrecting as zombies. As it is now, they seem to strip nude before they resurrect.
Blisters would be a nice touch for realism, but including blisters would require including calluses. Eventually your feet wouldn’t so much care about a bit of rubbing from well-fitted boots. Ill-fitted footwear can give you blisters whether you have socks on or not. I’ve seen the bloody socks that testify to that.
Heat treat metal to make it stronger similar to tailoring strengthing garments. The purpose of course being formaking sharp object like blade require sharpening with their respective sharpening tools and oil to keep them in shape.
Some form of primitive boat that doesn’t require nails to construct. Canoe boards, or just a canoe item you can activate to deploy on a water tile. Bonus points if crafting it requires a nearby fire or similar.
Chlorine gas, mustard gas, phosgene. Most zombies don’t really have any sort of defense against chemical weapons do they? If it doesn’t kill them outright they’d be blinded and unable to smell due to chemical burns, and the player could just walk up and down smash finish them off.
It wouldn’t slow them down to much since they don’t breath but the chemical burn should do some damage.
I think we need more cooling options. For the winter we have fur, wool and the thermoelectric clothing. The game has heat packs that work to heat up food but couldn’t they also be used as hand warmers? In the same way, maybe we could have ice packs. There also exists cooling vests that are often seen on F1 drivers before they race in hotter climates. You’d put it in a freezer and it would keep you cool for however many hours is reasonable. I think I read before that they wanted to improve body temp in the sense that it would spread out evenly across the body so you wouldnt have chilly hands and warm arms. Anyway…
I am aware that chainmail armor exists but I’ve had times where I had to take off my backpack that gives like 5 warmth because my char becomes “Very hot!”
I really really wish I could start this up myself but I’m a nurse, I didn’t know what json was until I started playing this game.
Favorite foods! Your character could have randomly generated favs such as really liking chocolate so when you eat chocolate you gain more morale then if it was not your favorite. But you also have foods you just don’t like such as eggs. Your character may not like eggs so instead of a morale bonus for eating omelets you have a small morale penalty. Also add nazi flags I need more materials for fire starting.
Mixed gunpowder without skill or tools from pulled cartridges. Have yet to get to that if there already exist such a thing in game. But I just remembered it from an older version.
It would be nice if you could use both of your hands and carry multiple items at once. Kinda stupid and unrealistic how you can only hold one thing at a time. Like when I’m bringing firewood back to my camp, I have to do it one stick at a time.
Would also be nice to be able to use two weapons at once, like a pistol and a knife. And maybe if directional sight/lighting gets implemented, a pistol and a flashlight.
For hauling bulk stuff like firewood, using ‘\’ to drag stuff on the ground is usually the most straightforward method, if you don’t have a huge duffle-bag or something that can handle the bulk of your items.
I think someone also recently started adding quick bundling recipes to the game for things like planks and sticks, if you’re in experimental?
We need more memes and joke references.
Oops, somehow my edit magiced to the wrong thread.
Baseball parks and recipes for baseball bats.
Regarding dual wield, it’ll have to be mod added stuff. The dev team has stated previously that dual wield might happen in the core game eventually, but it’ll be at massive accuracy penalties and basically not be a desirable option. Possibly excepting defense purposes, which would in theory allow sword and board in core gameplay.
People really don’t grasp how dual wielding works in real life.
As someone who has fought for 1000’s of hours with melee weapons, including shields, dual blades, etc, here are some of the basics:
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Two swords is primarily a defensive method. You’re mostly using that off-hand weapon to parry enemy attacks while you strike with your main hand, or switching it up to keep your opponent guessing. The main stylistic advantage would be bonus parry/block actions, not attack speed.
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Two swords lets you take advantage of and/or create more openings in your opponent’s defense, but it isn’t anything like ‘double’. In CDDA terms it would probably be more like hit bonuses and the occasional free offhand attack action.
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At any given moment, one of your weapons is ‘main’ and the other is ‘off’, and the off doesn’t have your weight behind it. You can switch back and forth almost at will once you’re sufficiently skilled, but they are never really ‘equal’. In game terms the player ideally would be able to switch main/off weapon as a free action once their martial skill is sufficiently high, to allow for maximum flexibility in combat. Attacks from your ‘off’ weapon are always weaker due to the lack of weight behind them.
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There’s generally less encumbrance, as long as you wield something reasonable in your off hand, like a short blade or pistol - and yes, gun and sword would be a VERY attractive style in the Z apocalypse. Point blank pistol fire from behind the guard of your own blade can be remarkably effective as you can prevent your enemy from easily spoiling your aim (and it doesn’t take much aim to hit a target at 5’).
Things that dual wielding does not do:
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Accuracy Penalties. I don’t even know where this idea came from - probably D&D. It is a physically difficult style to master, and not great in the hands of novices, but this comes much more from poor defenses, and a tendency for novices to quickly forget the off-weapon is even there - but it in no-way inhibits the accuracy or speed of your main hand attacks. So you wouldn’t get your full parry action bonuses and your off-hand attacks of opportunity would be rather infrequent until fairly high up in the martial style, for example.
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Double Attacks. Just, no. In game terms you get occasional bonus off-hand attacks or something, and of course you could have both piercing and bashing weapons on tap at once for dealing with different enemy types. Dual wielding grants offensive flexibility, but mostly adds to your ability to protect yourself while fighting, NOT to spaz around flailing your blades faster.
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Dual wielding with a reasonably weighted off-hand weapon is in no meaningful way inferior to a single one-handed weapon. Even for a novice. The worst that generally happens is you don’t use the off weapon and it hovers uselessly at your side, occasionally catching a blow by luck. It in no real way inhibits your ability to fight with your main weapon.
Historically speaking, running into battle with a single one-handed weapon was not done. People went into battle with shields, offhand throwing spears, 2H pole weapons, 2H katanas - hell, pick up a goddamn rock to throw - pretty much anything BUT the classical arming sword in one hand, because that was essentially a suicidal disadvantage. You have two hands - use them.
Of course, CDDA pretty much treats the survivor as if they only have one hand, so a bunch of rather fundamental inventory management systems would probably have to change in order to even begin to support all these ideas and it would be a massive overhaul. I wouldn’t hold my breath.
But I do think that properly implemented the off-hand would allow for a much wider range of fun fighting styles in the game, having off hand shields, blades, or guns would be quite entertaining.
I agree with Vastin here. If you ever played VR, especially shooters, you probably tried out dual wielding pistols and tested out.
For those of you who haven’t tried I’ll relay a bit of experience that I found out.
If you duel wield guns akimbo style, you’ll find out that you use your dominant eye for shooting noticeably, to the point where it’s easier to shoot when you drift your off hand towards your dominant eye.
It’s very difficult to even attempt to shoot with the off-hand, all in all? Widely impractical.
Yes, dual wielding two firearms is rather impractical. One of them is going to be in pure spray-n-pray mode, at best. Your effective rate of fire is generally going to be far better just focusing on a single gun with a high rate of fire and keeping it on target with a proper grip - though having several backup guns to switch to rather than swapping mags is totally viable. The problem here is that ultimately you have two hands - but only one line of sight.
In my experience with gun & sword, I was either firing at longer range, with the gun as my primary weapon, and the sword essentially out of play - OR I was firing the gun at 5-10’ range, with split attention to the sword as my defense to hold an opponent at bay and the gun as my offensive focus - doesn’t take a lot of aim time to line up an enemy at that range. I was comfortable firing with my off hand as long as the ranges were short and/or I could bring it up to aim properly.
Interestingly, it was if anything more effectively psychologically than it was physically, as your opponent can become stuck in this short-mid range band, hovering out where you might still miss, but knowing they are guaranteed to be shot on the way in if they try to engage you directly. It often trapped opponents in this very hesitant decision loop, giving me time to maneuver and make my own decisions.
Or course, zombies don’t give a crap, so mostly you’d be killing little zeds with your sword and then popping the bigger ones with a couple quick rounds as they approach to soften them up before finishing them off in melee.