a-z-booka

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  1. Good job, geroken777! I've made a template for steam trading cards and a few cards. I've tried to make the template look as close to actual trading cards as I could. Download. It'll be deleted after 30 days though. [spoil] [/spoil]
  2. Yes, it does look awesome Most likely he used programmable RGB LED Strip with high LED per meter quantity, like NeoPixel 144 LED per meter strips. And Arduino. If you want to buy it.
  3. Hi! If anyone wants .gif of "loading wolf" I have a small pack of wolves: Loading wolf PSD.zip Loading wolf.zip
  4. Thanks for the reply. It's funny how I've posted these 3 topics right before the update came out. Now I need to play few hours to re-test everything and write another couple of posts
  5. Welcome to the forum! Here is what I think about your suggestions: Survival Panel. I can agree on that. I think that pressing TAB should bring up HUD for a few seconds instead of Survival Panel, or say, hitting TAB should show HUD and holding it for about half a second should show Survival Panel. As for what should be shown on the HUD, I agree that there should be time, calories and condition, but I would rather see cold level indicator instead of "feels like" parameter. Indoor Heat Sources. You mean it's like that right now? If yes, then it's surely a bug. I'm certain it shouldn't be like that. You should report it here. Searching Container Timer. Also agree. I'll add that in my opinion searching empty containers should take very small amount of time. Please take a look at what I've suggested about searching mechanics here. (6th spoiler) Repair Menu. Having a filter would be nice, but I think that intelligent sorting should be implemented. Here you can see what do I mean. I've made an explaining animated gif for that (end of GUI spoiler) Start Fire Window. It's a bug, please report it here (though it may be already reported). Stamina. A Stamina meter would be great thing to have on HUD! When encumbered. Well you should be able to run, but slower and your fatigue buildup should increase significantly. Agree about foraging. Water. Agree. Water bottles were suggested many times. Snow for melting. I don't think it should be gathered by player. At least not if you're outdoors.
  6. Hi everyone! I finally got myself to make another metric fucktonne of suggestions! I was too lazy and busy to post them sooner. Last time I've made "The Long Post" with 35 suggestions. This time I'm making a series of categorized topics. Some of them are even longer than my old post. Here's the list: [spoil] Game Mechanics Suggestions; Items Suggestions; Usability & GUI (you are here);[/spoil] Warning! This post is long! I would really appreciate if you would read the full version, but if don't have time or got bored you can always read this [anchor=summary goto=]summary[/anchor]: Please remember that summary doesn't contain explanations! Read full version for better understanding! [spoil] [anchor=general-target goto=general]Actions confirmation/canceling/interruption and general usability[/anchor]: There should be action confirmation for "Quit" and "Load" buttons. There should be more consistency in action canceling. Navigation in main menu and inventory using WASD/←↕→. Key bind to consume/use items and some key to drop them. Key bindings for inventory categories and some actions. Pressing Esc or Tab should close drop-down lists instead of current dialog window. Bandages, antiseptic, flares, lantern fuel should be stack-able. Player should be able to walk while drinking or eating (but not while opening a can). [anchor=gui-target goto=gui]GUI[/anchor]: "Log" & "Map" buttons should be placed in the top-right corner of a main screen. "Prev/Next Day" labels on log screen should be made active part of the buttons. Player should be able to start treatment directly from "First Aid" screen. "Category" drop-down list should be replaced with symbolic panel. "Sort By" should be be replaced with a group of easy-to-see intuitive sort prioritizers. Item list should show condition and weight of selected and hovered items. Hovered items should get highlighted. Inventory should also display current condition parameters. Item list sorting on "Harvest" and "Repair" screens should be revised and they should be connected by a switch. "Start Fire" screen still misses appropriate sorting.[/spoil] Please use this questionnaire for your answers: (press SELECT ALL and paste it in your message) Questionnaire: [spoil] [x]/[+] yes; [ ]/[-] no; [/]/[...] your suggestions; [?] requesting details; [] 01. Action confirmation for "Quit" and "Load" buttons. [] 02. Tab should close dialogs and cancel placing actions as pressing Esc does. [] 03. Navigation using WASD/←↕→. [] 04. Key bind to consume/use items and some key to drop them. [] 05. Key bindings for inventory categories and some actions. [] 06. Esc or Tab should close drop-down lists instead of current dialog window. [] 07. Bandages, antiseptic, flares, lantern fuel should be stack-able. [] 08. Player should be able to walk while drinking or eating. [] 09. Player should be able to start treatment directly from "First Aid" screen. [] 10. "Log" & "Map" buttons should be placed in the top-right corner of a main screen. [] 11. "Prev/Next Day" labels on log screen should be made active part of the buttons. [] 12. "Category" drop-down list should be replaced with symbolic panel. [] 13. "Sort By" should be be replaced with a group of sort prioritizers. [] 14. Item list should show condition and weight of selected and hovered items. [] 15. Hovered items should get highlighted. [] 16. Inventory should also display current condition parameters. [] 17. Item list sorting on "Harvest" and "Repair" screens should be revised. [] 18. "Harvest" and "Repair" screens should be connected by a switch. [] 19. "Start Fire" screen still misses appropriate sorting. [/spoil] . [anchor=general goto=]Actions confirmation/canceling/interruption and general usability[/anchor]: [spoil][tab=30]There should be action confirmation for "Quit" and "Load" buttons. [tab=30]Right now there is none. Which means that if you've pressed it by mistake you'll loose all unsaved progress and it can be ~15-20min of real time. Though this issue has a low probable occurrence rate, it is still a really big oversight IMHO. Of course you don't loose your entire progress, but still, it kills game immersion completely and you're forced to redo your progress. [tab=30]There should be more consistency in action canceling. [tab=30]Pressing Esc or Tab should give equal result in most of canceling scenarios, meaning that pressing e.g. Tab should close "Sleep"/"Empty Container"/"Open Can" dialogs and cancel bedroll/lantern/fire placing actions as pressing Esc does. [tab=30]So practically Esc and Tab should perform almost the same actions (except Tab shouldn’t close "Start a Fire" dialog), but have different "end points" ("main menu" for Esc; "action board" for Tab). [tab=30]Navigation in main menu and inventory leaves much to be desired: There should be possibility to navigate any menu using WASD/←↕→; Holding ↕ should continue scrolling; There should be some key bind to consume/use items and some key to drop them (Enter/Spacebar/Double click, CTRL+KEY to drop); There should be key bindings not only for inventory (I) but also for inventory categories (Food & Drinks, Clothing, First Aid) and some actions (Start a Fire, Harvest/Repair); [tab=30]Pressing Esc or Tab should close drop-down lists instead of current dialog window. [tab=30]This one bothers me from the day I started playing this game, but I didn't write about it before as I thought that it's obviously needs to be fixed. In my experience in every software, game or website pressing Esc means closing the drop-down list that is in focus. E.g. in Windows OS pressing Esc closes every drop-down menus and context menus but it doesn't close the windows. [tab=30]People are (well, at leas I am) so used to it that it is just intuitively expected, and when you get closed dialog instead of drop-down list it is a bit annoying. [tab=30]Bandages, antiseptic, flares, lantern fuel should be stack-able. [tab=30]It'll ease up the inventory navigation and understanding how much stuff do you have. [tab=30]Player should be able to walk while drinking or eating (but not while opening a can). [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=general]Back to paragraph start[/anchor].[/spoil] . [anchor=gui goto=]GUI[/anchor]: [spoil][tab=30]"Log" & "Map" buttons should be placed in the top-right corner of a main screen. [tab=30]Logic: [tab=30]"Info-screens" now have their own place on main screen, letting all the "action-screens" to be placed in one consistent group. "Log" & "Map" screens are info-screens. You can't perform any action with their help, only get information. Other screens (snow shelter; inventory; etc.) are action-screens. http://imageshack.com/a/img911/458/heTXkM.jpg [tab=30]"Prev/Next Day" labels on log screen should be made active part of the buttons. http://imageshack.com/a/img909/1377/5Fqik1.jpg [tab=30]It's intuitive. [tab=30]Player should be able to start treatment directly from "First Aid" screen. [tab=30]Here is an illustration of how it can look like: http://imageshack.com/a/img538/7792/QVLYZu.gif [tab=30]This animation also shows a first aid mechanics suggested in my Game Mechanics Suggestions topic. [tab=30]"Category" and "Sort By" drop-down lists in "Inventory" screen should be revised. [tab=30]"Category" drop-down list should be replaced with symbolic panel. 1St Symbols are faster to perceive. 2Nd Introducing the panel will reduce amount of clicks needed to get wanted category. [tab=30]"Sort By" should be be replaced with a group of easy-to-see intuitive sort prioritizers. [tab=30]Item list should show condition and weight of selected and hovered items. [tab=30]Hovered items should get highlighted. [tab=30]Inventory should also display current condition parameters (at least hunger and thirst). http://imageshack.com/a/img538/5504/nk4JeC.gif [tab=30]Item list sorting on "Harvest" and "Repair" screens should be revised and they should be connected by a switch. [tab=30]In case of "Repair" screen the list of items should be arranged like this: [sortByPercentage(Clothing you are wearing)] – you mostly repair what you wear. [sortByPercentage(Tools)] – they don't get repaired so often. [sortByPercentage(Unequipped clothing)] – usually are for harvesting. [tab=30]Tools list should be sorted by name. When a player chooses item to repair, appropriate tool should be chosen automatically (with lowest %). [tab=30]"Harvest" screen list of items should be sorted in this way: [sortByName(Materials)] [sortByName(Unequipped Clothing)] [sortByName(Tools)] [sortByName(Clothing you're wearing)] [tab=30]As the item condition isn't relevant for harvesting the primary sorting parameter should be "name" though item condition should still present in the list. http://imageshack.com/a/img633/7498/u0Cryk.gif [tab=30]"Start Fire" screen still misses appropriate sorting. [tab=30]There is an alphabetic sort in fireplace/stove menu but in "Start Fire" everything is still being sorted by the order in which it was picked up by a player. Fuel, tinder etc. should be sorted by name. The tinder should be sorted from Z to A, so that the tinder plug will always be on top of the list. [tab=30]I've some suggestions about starting a fire in Game Mechanics Suggestions. [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=gui]Back to paragraph start[/anchor].[/spoil] Associated Posts: Game Mechanics Suggestions; Items Suggestions; Usability & GUI (you are here);
  7. Hi everyone! I finally got myself to make another metric fucktonne of suggestions! I was too lazy and busy to post them sooner. Last time I've made "The Long Post" with 35 suggestions. This time I'm making a series of categorized topics. Some of them are even longer than my old post. Here's the list: [spoil] Game Mechanics Suggestions (you are here); Items Suggestions; Usability & GUI;[/spoil] Warning! This post is incredibly long! I would really appreciate if you would read the full version, but if don't have time or got bored you can always read this [anchor=summary goto=]summary[/anchor]: Please remember that summary doesn't contain explanations! Read full version for better understanding! [spoil]Major suggestions: [anchor=Damage goto=Damage-target]Damage & First Aid[/anchor]: More different injuries: frostbite (permanent damage), broken leg (permanent), cold, lacerated wound. First aid mechanics should be stepwise. Severity of Blood Loss affliction should be gradual and depend on damage taken. Damage dealt by a wolf should be gradual. Players clothing should get damaged during wolf attack. Compression bandage and rest should be the treatment for sprained ankle. [anchor=fire goto=fire-target]Fire, Food & Drinks[/anchor]: More information on failed attempts to start a fire. Accelerant should be measured in liters not in units and starting a fire shouldn't consume 0.3l kerosene. Player should be able to start a fire without any tinder or accelerant having only wood and matches. Chance of success formula should be different. Some food, water and drinks should become frozen after some time outdoors. Possibility to marinade, smoke-dry and dry-salt a game. Victuals that need to be cooked before they can be consumed (noodles, grains). Caffeinated drinks which will reduce fatigue. Thermos. [anchor=rest goto=rest-target]Resting mechanics[/anchor]: Make sleep time limited by fatigue level. Alternative to sleep (rest by waiting). Players sleep should be frequently interrupted if his condition is bad. [anchor=cancel goto=cancel-target]Action canceling[/anchor]: Actions should be interruptible (Eating/Drinking; Starting a Fire; Repairing/Harvesting). [anchor=time goto=time-target]Time[/anchor]: Should go slower indoors. [anchor=search goto=search-target]Searching Mechanics[/anchor]: Searching a container should take 15-20 seconds of in-game time regardless of its contents. [anchor=maintain goto=maintain-target]Maintenance, Repair, Crafting, Wear-out[/anchor]: Player should only be able to maintain his tools in good condition. Repair only using workbench. "Scrape Metal" shouldn't be universal. There should be different kinds of it. [anchor=harvest goto=harvest-target]Harvesting & Foraging[/anchor]: Harvesting should be affected by the tools you have. Harvesting metal stuff must require tools. Different kinds of cloth (Wool/Cotton/Polyester fabric). The amount of yielded cloth should be affected by item condition and weight. Player should be able to forage cloth and other crafting items indoors. [anchor=liquid goto=liquid-target]Liquids storing system[/anchor]: Empty plastic bottles must be added. Empty metal containers should be harvestable. [anchor=fight goto=fight-target]Melee Fight & Rifle Shooting[/anchor]: Player can prevent wolf attack using tools (prybar, hatchet, knife). It should be possible to unload a rifle. Rifle should misfire once in a while if in a bad condition. It should have longer effective range. There should be a rifle scope somewhere. [anchor=minor goto=minor-target]Minor suggestions[/anchor]: Some doors should be locked. Drop backpack (everything except hatchet, knife, rifle, lantern, 1 flare, clothes). Journal to make notes & Map. Ability to wear a second sweater and wool socks over cotton. If player didn't find any clothing on a corpse he should get ragged clothes that can be harvested for cloth. Cannibalism. It should be up to players morale whether do it or not. Ice fishing. Ice-holes are source of unsafe water (freeze over time). Unload rifle. Characters complain too much.[/spoil] Please use this questionnaire for your answers: (press SELECT ALL and paste it in your message) Questionnaire: [spoil] [x]/[+] yes; [ ]/[-] no; [/]/[...] your suggestions; [?] requesting details; [] 01. Frostbite (permanent damage). [] 02. Broken leg (permanent). [] 03. Cold. [] 04. Lacerated wound. [] 05. Stepwise first aid mechanics. [] 06. Severity of Blood Loss affliction should be gradual. [] 07. Damage dealt by a wolf should be gradual. [] 08. Wolf attacks damage players clothing. [] 09. Compression bandage and rest as a treatment for sprained ankle. [] 10. More information on failed attempts to start a fire. [] 11. Accelerant should be measured in liters. [] 12. Starting a fire should consume less kerosene. [] 13. Start a fire without any tinder or accelerant (only wood and matches). [] 14. Chance of success formula should be different. [] 15. Food and drinks freezing. [] 16. Possibility to marinade, smoke-dry and dry-salt game. [] 17. Victuals that need to be cooked before they can be consumed (noodles, grains). [] 18. Caffeinated drinks which will reduce fatigue. [] 19. Thermos. [] 20. Make sleep time limited by fatigue level. [] 21. Alternative to sleep (rest by waiting). [] 22. Players sleep should be frequently interrupted if his condition is bad. [] 23. Actions should be interruptible. [] 24. Time should go slower indoors. [] 25. Searching containers should be revised. [] 26. There must be illumination required for Harvesting and Repair. [] 27. Player can only maintain his tools in good condition. Repair only using workbench. [] 28. Different kinds of "Scrape Metal". [] 29. Different kinds of cloth (Wool/Cotton/Polyester fabric). [] 30. Harvesting should be affected by the tools you have. [] 31. Harvesting metal stuff must require tools. [] 32. The amount of yielded cloth should be affected by item condition and weight. [] 33. Player should be able to forage cloth and other crafting items indoors. [] 34. Empty plastic bottles must be added. [] 35. Empty metal containers should be harvestable. [] 36. Player can prevent wolf attack using tools (prybar, hatchet, knife). [] 37. It should be possible to unload a rifle. [] 38. Rifle should misfire once in a while if in a bad condition. [] 39. Rifle should have longer effective range. [] 40. There should be a rifle scope in game. [] 41. Some doors should be locked. [] 42. Drop backpack [] 43. Journal to make notes & Map. [] 44. Ability to wear a second sweater and wool socks over cotton. [] 45. Ragged clothes that can be harvested for cloth. [] 46. Cannibalism. [] 47. Ice fishing. [] 48. Ice-holes as a source of unsafe water. [] 49. Unload rifle. [] 50. Characters complain too much. [/spoil] Major suggestions: [anchor=Damage-target]. Damage & First Aid:[/anchor] [spoil][tab=30]It would be great if damage and first aid systems would be like in game Call of Cthulhu: Dark Corners of the Earth. But otherwise these are my suggestions: [tab=30]There should be more kinds of injuries player can suffer: [tab=30]1) Frostbite. [tab=30]After continued freezing (more than 15% of condition) player gets 1% permanent condition damage for each 5% that he lost (3% for 15% and 1% for each next 5%). [tab=30]2) Broken leg. [tab=30]A permanent condition damage which player gets if fell from a significant height. It also makes him crippled (like sprained ankle). [tab=30]3) Cold. [tab=30]It would cause dizziness which means increased fatigue, and after 2 days pneumonia (decreases your condition). The more time player spends freezing the more likely he'll get a cold. To treat it a new kind of medicine should be introduced. I suggest to name it 'Antiflucold' or 'Antivirus' ('Afluvir'/'Aflucold'). But if you want to stick to current naming policy by medicine category then it should be named 'Antiviral'. The treatment should also include few hours of rest. [tab=30]4) Lacerated wound. [tab=30]Player can get it in a fight with a wolf in case if it has dealt more than 33% damage to your condition. It should be treated by applying antiseptic (0.15l) -> stitching up the laceration with sewing kit (-1%) -> making a bandaging -> taking painkillers (optional). Obviously ability to stitch up the wounds using sewing kit should be implemented. [tab=30]First aid mechanics should be stepwise. [tab=30]Which means if player got attacked by a wolf and need to disinfect the wound and make bandaging, he must do the disinfection first and than apply a bandage. If he doesn't have antiseptic he can still bandage the wound but afterwards he'll have to redo the bandaging. [tab=30]If player applied antiseptic and a bandage but didn't stitch up the wound he'll still have small infection risk. If he applied antiseptic and stitched the wound up but didn't have a bandage, then he'll have minimal blood loss, which can heal by itself in a few hours. All these actions should be available in first aid menu. http://imageshack.com/a/img538/7792/QVLYZu.gif [tab=30]Severity of Blood Loss affliction should be gradual and depend on damage taken: Minimal Blood Loss. Player gets it as a result of a wrongly treated lacerated wound. Mild Blood Loss. As a result of a bite wound. Moderate Blood Loss. Result of a lacerated wound. Severe Blood Loss or Massive Bleeding "debuff". [tab=30]In case if player got more than 60% damage to his condition, the "bleeding component" of the lacerated wounds becomes "massive bleeding". It means quicker blood loss and has to be treated by both stitching up the wound and applying bandage, otherwise it'll be reduced to minimal blood loss. [tab=30]Damage dealt by a wolf should be gradual: if player lost only 15% of your condition then you get usual damage like it is now; 15 – 33% and he gets 2 separate wounds, which have to be treated separately; 34 – 45% => one of the wounds becomes lacerated wound; 46 – 60% => both wounds become lacerated; 61 – 70% => player gets a massive bleeding "debuff" for one of his wounds; 71 – 99% => player gets a massive bleeding "debuff" for both of his wounds; [tab=30]Players clothing (jackets and pants) should get damaged during wolf attack. [tab=30]Antiseptic bottles should stack like water bottles do. [tab=30]Compression bandage and rest should be the treatment for sprained ankle. [tab=30]You can't heal sprained ankle by taking painkillers. It's treated by applying compression bandages, icing, rest, and elevation of the ankle higher than heart. [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=Damage-target]Back to paragraph start[/anchor].[/spoil] . [anchor=fire-target]Fire, Food & Drinks[/anchor]: [spoil][tab=30]Fire. [tab=30]Player should get more information on his failed attempts to start a fire: match got broken, tinder got blown out, wood doesn't kindle. Depending on the reason of failure the player should get different "results": match got broken – no tinder/accelerant consumption, tinder blown out – no tinder consumption. Moreover: if the wind had blown out the fire, player should be able to collect some "Burned Wood" and "Charcoal" (which should be introduced to the game). [tab=30]Accelerant should be measured in liters not in units and starting a fire shouldn't consume this much kerosene, at least not if the chance of success bonus is left the same. It should be about 0.05l instead of 0.3l. You can burn down a house with 300ml of kerosene. [tab=30]Player should be able to start a fire without any tinder or accelerant having only wood and matches (but not a fire striker). Of course the success chance should be very low, but it should be possible. Also player should be able to start a fire using a flare. [tab=30]There should be "base chance of success", "combo bonus" and "skill bonus". [tab=30]Like this: Reclaimed Wood 10% base chance; Fir Wood 13% base chance; Cedar Wood 20% base chance; Cardboard Matches 2% base chance; Wood Matches 5% base chance; Tinder Plug/Newspaper 35% base chance; Accelerant/Kerosene 15% base chance; Using Tinder and Accelerant = 20% combo bonus; Skill bonus: from 0 to 35%; [tab=30]Successfully started fire gives player +1% to the skill bonus. Skill bonus only applies if player uses tinder or accelerant. [tab=30]So, let's say a player has 0% skill bonus and he wants to start a fire using fir wood and cardboard matches. He will get 13+2 = 15% chance of success. If he'll use tinder it'll be 13+2+35 = 50%. With accelerant +15+20 = 85%. With accelerant but without tinder 13+2+15 = 30%. [tab=30]If he would have 35% skill bonus then it'll be 15 (wood only), 85 (+tinder), 100 (tinder, +accelerant), 65% (accelerant, -tinder) respectively. [tab=30]Food & Drinks. [tab=30]Some food, water and drinks should become frozen after some time outdoors. [tab=30]In order to consume them player will have to warm them up. [tab=30]Stuff that should freeze: meat, canned food, water, soda. [tab=30]Shouldn't freeze: crackers, chocolate, energy bar, beef jerky, MRE. [tab=30]There should be possibility to marinade, smoke-dry and dry-salt a game. [tab=30]For dry-salting player will need only salt, but in order to smoke-dry meat or fish he'll need to craft an improvised smoker first. Smoker should have the interface of a stove. [tab=30]Also there should be a variety of spices which can be used by cooking, smoke-drying and dry-salting. Using seasoning will further reduce food spoiling speed. [tab=30]There should be victuals that need to be cooked before they can be consumed. [tab=30]E.g. noodles, grains. You can see the list of my food and items suggestions in this topic. [tab=30]There should be caffeinated drinks which will reduce fatigue. [tab=30]E.g. drinking 0.25l coffee should reduce it by 5%. [tab=30]Thermoses must be added to the game. [tab=30]They should be indestructible, weight 0.5-1.25kg and store 0.75-2l, keep drinks hot (>45°C) ~24h. They allow player to store boiled water/coffee/cacao, drinking which (0.1l) warms him by 6.5% of cold scale. Instead of quality parameter thermos should have temperature parameter, when the temperature drops < 43°C water stops warming you up. [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=fire-target]Back to paragraph start[/anchor].[/spoil] . [anchor=rest-target]Resting mechanics[/anchor]: [spoil][tab=30]In my opinion there should be a limit for how long a player can sleep. Right now player can sleep 12h then wake up and get back to sleep for another 12h and so on. This situation is not just unrealistic, but it also can be exploited in order to prolong survival for a significant amount of time, because of reduced thirst and hunger buildup during the sleep: [tab=30]Thirst bar in v.156 "equals" 0.66l of water, gets filled in about 8h if player is awake and in ~12h if he is sleeping. So if he is sleeping all the time he only needs 1.33l of water per day instead of 2l. [tab=30]I suggest to make sleep limited by fatigue level: Player shouldn't be able to go to sleep until his fatigue level will reach 30%. Player shouldn't be able to sleep more than it is needed to get fully rested plus 2 extra hours. [tab=30]But as sleep is essential to the healing of some afflictions it has to have an alternative. So should the sleep time become limited, ability to rest by waiting should be added to the game. "Waiting" should be less effective against fatigue and should have normal thirst/hunger buildup speed. [tab=30]Players sleep should be frequently interrupted if his condition is bad (<40%). If condition is critical (<15%) he shouldn't be able to sleep until he applies all necessary treatments. [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=rest-target]Back to paragraph start[/anchor].[/spoil] . [anchor=cancel-target]Action canceling[/anchor]: [spoil][tab=30]Actions should be interruptable (with different outcomes). [tab=30]Right now player can only interrupt container searching, but I think that player should be able to interrupt some of the actions. Player should be able to slop eating/drinking, starting a fire, repairing etc. [tab=30]I'll just give some examples of how I see it: Eating/Drinking. This one is simple. Opening a Can. Doesn't need canceling. Starting a Fire. Can be canceled only before progress bar will reach 15%. If player cancels the action he'll get all the components back, except for the match. It should prevent situations when you forget that you need to repair your hatchet and accidentally use your last fir wood as a fuel. Repairing/Harvesting. Repair can be canceled before the progress bar will reach 15%. Harvesting can be canceled at any time. In case of "Repair" player gets "full refund" but in case of "Harvesting" he gets everything back only if he canceled the action before it got to the 15% point. Canceling the action after that point will result in damaging the processing item by the action completion percentage. When the item has less condition percentage than action completion percentage the harvesting process becomes uninterruptable. [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=cancel-target]Back to paragraph start[/anchor].[/spoil] . [anchor=time-target]Time[/anchor]: [spoil][tab=30]Time is still going way too fast indoors. If I remember correctly it was x12 of real time in v.136 now it's x20 if I'm not mistaken. It was brought up many times already but for the sake of consistency of this post I'll say it one more time: time should go slower indoors (x5 would be great for instance). [anchor= goto=summary]Back to summary[/anchor].[/spoil] . [anchor=search-target]Searching Mechanics[/anchor]: [spoil][tab=30]Current searching mechanics is a bit odd: it takes 5s to search a medicine shelf (not empty), which in game time equals 1m 40s, and it takes 3s to search an empty cabinet (1m game time). Isn't it a bit too long? IRL if you open a cabinet you can instantly see if there is something of interest in it, and it takes about 10-30 seconds to take everything. You don't stare in an empty cabinet for 1 minute. Even if this is a dish cabinet, especially if it is, you don't waste 1min to find food in it, you just move few plates to the side to look behind them and close the thing. 10 seconds. [tab=30]Long story short: searching a container should take 15-20 seconds of in-game time regardless of its contents (3 or 1 second IRL, if time speed is x5 or x20 indoors). [tab=30]After searching is done player should be shown all items found. During this time the time counter should be stopped, but every time player takes something it should be incremented by 10 in-game seconds. http://imageshack.com/a/img661/6045/d2Ni4Q.jpg [anchor= goto=summary]Back to summary[/anchor].[/spoil] . [anchor=maintain-target]Maintenance, Repair, Crafting, Wear-out[/anchor]: [spoil][tab=30]There must be illumination required for Harvesting and Repair. [tab=30]Right now you can just sit in a full darkness repairing your shoes using 6th sense. [tab=30]Player should only be able to maintain his tools in good condition (hatchet, rifle, etc). In order to repair them after they break he must use workbench. For hatchet, knife and all other sharp tools maintaining means sharpening them with a whetstone. For rifle it means cleaning and greasing up. Etc. [tab=30]There should be different crafting components, "Scrape Metal" shouldn't be universal or even be completely revised. [tab=30]Instead of universal "Scrape Metal" there should be different kinds/groups of it: Screws, nuts, bolts and nails. Metal plates/tubes (thin and heavy). Small metal parts. Wires. Gears (?). [tab=30]Besides this "Scrape Metal" should only be used as a secondary component in repairing. Primary components should be obtainable mostly as a result of tools breakdown/harvesting or can be found in game world. [tab=30]E.g.: after hatchet's handle gets broken you receive hatchet head and reclaimed wood. To repair the hatchet you'll need to use a workbench. First you'll have to craft a new handle and then put all together using hatchet head, new handle and "small metal parts" or nails. [tab=30]Wear-out and yield: Prybar should be "wearproof" but not harvestable. Lantern should yield thin metal plates, small metal parts, small metal flask with kerosene in it and glass-shade (can be broken into glass shards). Can opener: gears, small metal parts. Hatchet: hatchet head, reclaimed wood. Knife should yield manufactured blade. Rifle: not harvestable. Prybar: not harvestable. [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=maintain-target]Back to paragraph start[/anchor].[/spoil] . [anchor=harvest-target]Harvesting & Foraging[/anchor]: [spoil][tab=30]Harvesting should be affected by the tools you have. Harvesting tools and metal stuff must require "Simple Tools". [tab=30]In case of harvesting clothing it should be like open a can: you can do that by your hands or if you have a knife or scissors you can use them. Using tools decreases time and calories consumption. [tab=30]In case of metal stuff player must have some tools in order to dismantle it. [tab=30]As well as in case with "Scrap Metal" there should be different kinds of cloth: Wool fabric (light/heavy). Cotton fabric (light/heavy). Polyester fabric (fleece/heavy duty). [tab=30]The amount of yielded cloth should be affected by item condition and weight. [tab=30]Yield examples (max): Ski jacket: fleece fabric x2, heavy duty polyester x3. Cotton underwear: light cotton fabric x2. Jeans: heavy cotton fabric x2. Cargo pants: heavy duty polyester x2. Thin wool sweater: light wool fabric x2. Heavy wool sweater: light wool fabric x3. Heavy winter coat: heavy wool fabric x3. Wool/cotton socks: light wool/cotton fabric x1. [tab=30]Player should be able to forage cloth and other crafting items indoors. [tab=30]It should be implemented as independent action "Search the House". It should start as foraging wood (screen goes black), but after that player gets "Found Items" screen (like in paragraph "Searching Mechanics"), where he can choose what to take. [tab=30]So practically in this case the house plays role of container. Items left in house can be accessed through "Search the House" dialogue screen. [tab=30]There should be mostly light cotton fabric which can be used only for repairing cotton socks/underwear or making bandages. Though it should be possible to find light wool fabric. In case of scrape metal it should be all kinds of scrape metal plus different unique crafting parts which player can not craft by himself (like hatchet head). [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=harvest-target]Back to paragraph start[/anchor].[/spoil] . [anchor=liquid-target]Liquids storing system[/anchor]: [spoil][tab=30]Empty plastic bottles must be added to the game (weight: 0.1kg, capacity: 1-2.5l) and they should be suitable not only for water, but also for lantern fuel/kerosene. So basically player should be able to pour liquids from one container into another. [tab=30]Empty metal containers should be harvestable and yield thin metal plates. It would ease the navigation through the backpack, choosing what to drop. [anchor= goto=summary]Back to summary[/anchor].[/spoil] . [anchor=fight-target]Melee Fight & Rifle Shooting[/anchor]: [spoil][tab=30]Player should be able to prevent wolf attack using tools (prybar, hatchet, knife). [tab=30]There should be a "melee weapon" slot for tools that player can use to defend himself. If the tool is equipped (in hands) in the moment of wolf attack, player gets a chance to hit him. [tab=30]In case of success player will hit the wolf thus interrupting his attack. Depending on the weapon used plus players fatigue (damage dealt) and players condition the wolf will either run away or try to attack again. Additionally if players condition is lower then, let's say, 70% or if he has sprained ankle he will fall as he does now during wolf attack. [tab=30]If player missed the opportunity then he will have to "hammer the buttons and wiggle the sticks". [tab=30]Rifle: It should be possible to unload a rifle. Rifle should misfire once in a while if in a bad condition. It should have longer effective range. There should be a rifle scope somewhere. [anchor= goto=summary]Back to summary[/anchor][/spoil] [anchor=minor-target]Minor suggestions[/anchor]: (will be implemented anyway or just not that important) [spoil] Some doors should be locked. Player will need a crowbar or hatchet to open them. Drop backpack. It should drop everything except hatchet, knife, rifle, lantern, 1 flare, clothes player wears. Journal & Map. "Log" should be extended by journal where player can write down his thoughts and all notes/tasks will be gathered. Also player should definitely have a map. It shouldn't show player position and player should be able to draw and place marks on it. Layers of clothes. Ability to wear a second sweater and wool socks over cotton. Ragged clothing. Every time player didn't find any clothing on a corpse he should get ragged clothing — a pile of clothing that represents unfit or/and torn apart clothing that can be harvested for cloth. Weight 0.75 kg, yield 1 to 3 units of cloth depending on quality percentage (100-67% -> 3 pieces, 66-33% -> 2, 33-1% -> 1); Cannibalism. It should be up to players morale whether do it or not. Ice fishing. It will require a hand ice auger or a hatchet and a fishing rod (and maybe a tiny piece of food as a bait). Player can use ice-hole as a source of unsafe water (it'll be frozen in 36min of game time). Unload rifle. Shut them up! Characters complain too much when they have sprained ankle. Really annoying. Especially when they say "Hurts a bit". Well if it hurts "a bit" why so much noise then? [anchor= goto=summary]Back to summary[/anchor]. [anchor= goto=minor-target]Back to paragraph start[/anchor].[/spoil] Associated Posts: Game Mechanics Suggestions (you are here); Items Suggestions; Usability & GUI;
  8. Hi everyone! I finally got myself to make another metric fucktonne of suggestions! I was too lazy and busy to post them sooner. Last time I've made "The Long Post" with 35 suggestions. This time I'm making a series of categorized topics. Some of them are even longer than my old post. Here's the list: [spoil] Game Mechanics Suggestions; Items Suggestions (you are here); Usability & GUI;[/spoil] Please use this questionnaire for your answers: (press SELECT ALL and paste it in your message) Questionnaire: [spoil] [x]/[+] yes; [ ]/[-] no; [/]/[...] your suggestions; [?] requesting details; [] 01. "Scrape Metal" should be divided into groups. [] 02. Cloth also should be divided into different kinds. [] 03. Glass shards that can be crafted into a lens. [] 04. Wristwatch. [] 05. Stormproof and Fireplace Matches. [] 06. Zippo Lighter. [] 07. Dynamo flashlight. [] 08. Utility Knife. [] 09. Termos. [] 10. Kerosene stove. [] 11. Binoculars. [] 12. Bear traps. [] 13. More victuals on carcasses (liver, heart, brains, bone marrow). [] 14. Victuals that have to be cooked before consumption (noodles, grains). [] 15. Jams, Honey, Butter, Cookies. [] 16. Alcohol. [] 17. Coffee. [] 18. Cocoa. [/spoil] . Crafting resources: [tab=30]Instead of universal "Scrape Metal" there should be different kinds/groups of it: Screws, nuts, bolts and nails. Metal plates/tubes (thin and heavy). Small metal parts. Wires. Gears (?). [tab=30]Cloth also should be divided in categories: Wool fabric (light/heavy). Cotton fabric (light/heavy). Polyester fabric (fleece/heavy duty). [tab=30]Glass shards that can be crafted into a lens. [tab=30]More about how I see it you can read here . Wristwatch. [tab=30]Press tilde to look at wristwatch floating in front of you. =) Now you don't have to stop every time you want to see what time is it. . Stormproof Matches. [tab=30]Very rare. Have 15% base chance of success in starting a fire. [tab=30]More on fire mechanics here . Fireplace Matches. [tab=30]Rare. Have 10% base chance of success in starting a fire. [spoil][/spoil] . Zippo Lighter [tab=30]Can be used to start a fire and as a source of light. . Dynamo flashlight. [tab=30]Directional light source powered by mechanical force. Weight ~0.25 kg, 1 minute of work gives 30 in-game minutes of light burns calories while recharging (~30 for 100% charge). I know that there was an "immense geomagnetic storm", but may be this simple flashlight could survive it?[spoil][/spoil] . Utility Knife. [tab=30]Small kitchen knife. Not as rare as hunting knife, but not as durable and deals less damage.[spoil][/spoil] . Termos. [tab=30]Should be indestructible, weight 0.5-1.25kg and store 0.75-2l, keep water hot (>45°C) ~24h. [tab=30]Allows player to store boiled water and other hot drinks, drinking which (0.1l) warms him up by 6.5% of cold bar. Instead of condition parameter thermos should have temperature parameter, when the temperature drops below 43°C contents stops warming you up. . Kerosene stove. [tab=30]Small portable kerosene stove. It does what stoves do =)[spoil][/spoil] . Binoculars. [tab=30]Useful in hinting and scouting. . Snowshoes [tab=30]Provide small speed boost on snow. . Bear traps. . Food & Drinks: [tab=30]More on food & drinks mechanics here. [tab=30]Liver, heart, brains, bone marrow. [tab=60]Can be harvested from animal carcasses. [tab=30]Noodles. [tab=60]Must be cooked before consumption. [tab=30]Grains. [tab=60]Rice, oatmeal, semolina, millet, buckwheat, etc. Also must be cooked first. [tab=30]Cereals. [tab=30]Canned corn. [tab=30]Jams, Honey, Butter, Cookies. [tab=30]Hard Cheese and Smoked Sausages. [tab=60]Gouda, Cheddar, Salami, Pepperoni. They can preserve for a long time. [tab=30]Alcohol. [tab=60]Can be used as antiseptic. Drinking it gives only negative effects like dizziness and discoordination. [tab=30]Coffee. [tab=60]0.25l reduces fatigue by 5%. [tab=30]Cocoa. [tab=60]Can be eaten or infused and drunk. [tab=30]Sugar. Associated Posts: Game Mechanics Suggestions; Items Suggestions (you are here); Usability & GUI;
  9. Omg guys, isn't it obvious that the dam was in the demolition process? Look for yourselves: the doors are knocked out, lots of crates standing chaotically, fallen lamps in turbine room. Did you see any power lines coming to the dam? I didn't. Besides, there is no water in reservoir, it's drained! What happened? Geomagnetic storm happened. It's the only thing that can cause the aurora. As for it's magnitude and duration: this is a game! It can't be completely realistic in every detail. This is just a game setting. Real geomagnetic storm goes on for less then a day but it can take few more days for geomagnetic field to return to its calm state. But in game we have faced an unmatched, sci-fi scale, immense geomagnetic storm, whose active phase lasted for days thus completely destroying all the radio towers and other means of communication. Now there is a chaos in the world and we crashed in the farthest of its corners. Nobody just have time for us, we're on our own. So we must survive, wading our way through the Northern Wilderness towards "The City" to find safety in what is rest of the civilized society. To fry all the electrics you would need nuclear EMP, even the strongest geomagnetic storm would leave small electronics in tact (mobile phones, laptops, radio receivers). But it would destroy the infrastructure needed for them to be useful. It would overload the power lines, disrupt navigation and communication, but you could still play angry birds. As for the bunker: it is at least 40 years old, judging by all the tree roots. It was probably build in cold war period and was never properly maintained afterwards. That is why it doesn't have electricity.