health gain from food should be rebalanced currently you can easely gain a lot of health in one day just by eating a lot of healthy food. (you drink 20+ liters of milk in a day and your health stat goes up by twenty)
You know your health stat goes back down just as quickly, right? The âhealth statâ isnât as OP as you think it is in terms of âHealth Bars Recoveryâ.
low damage? A sling using standard rocks deals like 1.8 times the damage of a compound bow (that I found in a garage in the fourth house I looted at the edge of a city) set to medium draw weight (I have 10 strength) with aluminum broadheads when I have a 4 in archery and a 2 in throwing.
28-34 compared to 15-24 on standard hits (no crits of grazes) on zombies from my experience on one specific survivor
Zombie drops should become scarcer and the items more damaged as time goes on. This is becease these items woud be exposed to the elements contantly and would weardown as the zombie moves around, stubles and bumps/scraps against things.
Implement normal pests as a function that could spoil your food or make it dissapear unless it is canned. The ways to fight this would be by getting a cat, using (homemade) poison or using traps (for bonus meat)
In my opinion, the limited area of the game for the time element is not infinite, so the events or work that need this element become fuzzy.
what do you mean, the worldspace is (technically) infinite, as is the time you could theoretically play.
thereâs people who live and play for months to years in game with no problem.
you just attach a modifier to food items that they decay in volume over time if not stored properly.
Allow us to use soft drinks and alcoholic drinks in certain cooking recepies. As these can and are used to make dishes with.
I donât think they are different from any other comestible, so all you need to add some recipes with beverages as ingredients.
Fridges and Stoves, and potentially other world objects like them, not being able to be turned back on is kinda unrealistic. As it stands, stoves and fridges are simply fancy shelves, with the former acting as a de-facto brazier. It makes little sense that you can attach a mini-fridge back to a car battery without a problem, but reattaching a fridge is out of the question.
We should be allowed to modify Gas/Filter Masks to accommodate mutant anatomy.
(this is as ârealisticâ as the whole concept of mutations-with-a-snap-of-a-finger is, mind you)
You can craft gasmasks to fit mutant anatomy.
âmodify.â
As in, getting an existing mask and refitting it to fit mutated anatomy.
If I mutate âursine muzzleâ for example, I canât wear anything other than âXL Survivor Maskâ, which requires to be crafted from scratch.
If I am a rodent (Rodent muzzle) and âtinyâ, I can also wear an âXL Survivor maskâ, which cannot be downsized. All the ones that can be downsized, cannot be worn because âreasonsâ.
Committing suicide using âShift + Qâ shouldnât be very easy to do. A certain parameter is needed to commit suicide by the press of âShift + Qâ, such as having especially low morale or being dangerously surrounded, or having any firearm with a sufficient ammunition. And a certain type of suicide should takes some time instead of happening instantly.
Having a trait called âDepressionâ helps with suicides.
eh~ as a normal human being with very few mental problems, if i decided one day i wanted to off myself and noooothing was gonna stand in the way, iâm pretty sure that i could kill myself with literally nothing to hand.
I wouldnât say it would be realistic, but a fast travel system would be nice.
Hop in a vehicle, input a map tile and youâll go there without having to actually drive there physically.
Driving is one of the more tedious things in the game imo, but a system like that would be nice.
Then again I understand not doing it with land vehicles due to the amount of obstacles, but as a guy who recently tried messing around with helicopters, I think that fast/auto travel would seriously benefit the overall experience and reduce the amount of jank that you have to put up with.
Apart from the trouble of implementing it (and I think getting companions and NPC to learn how to drive is both more important and a step along the way), youâd then get various complaints about running out of fuel âwithout being warned properlyâ, stopping for each and every uninteresting critter/not stopping for sightings of interesting/dangerous critters, etc.
We donât currently have the code to support working furniture style fridges and stoves. We know roughly how we want to implement appliances and powered buildings, but thereâs a lot of complicated code that needs to be written. Kevin wants to work on this, which is good, but heâs super busy, so thereâs no definite plan for when it is going to happen.
Is the development team understaffed? Maybe we can publish recruitment notice in this forum to screen out the right person with programming ability to help you. Of course, this is voluntary and free
The project is open, so anyone can contribute. However, all âpull requestsâ (Githubâs weird term for âplease accept this submissionâ) have to be approved and incorporated by someone from the limited team of trusted core members, and they all have their own pet projects which means things can be left hanging for months without any indication of anyone looking at it at all. The code (and data) also has to meet extreme requirements when it comes to formatting and coding practices, as well as somehow make it through test suites that seem to reject code 90% of the time for reasons unrelated to the actual code submitted (once all reasons emanating from the code changes have been handled).