Pimprle

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Wolfbait

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  1. 5% loss is nice, but key thing is to make spawning ejected cartridge after its animation (it ejects to right side), not directly under your foot, like now. Also like in Road to Vostok, manual cycling would be nice detail (tap R after shot will cycle action of rifle, double tap will reload the rifle).
  2. Carefully minded. But knife would be too easy. I would leave that stone hatchet as worse version of crafted hatchet. It can help you, but it should not be too good. Crafting makeshift instead real hatchet and knife in forge is better for atmosphere. It looks its made by hand. Removing condition would be nice, like matches and some of processed food, to easy stack same items. Magnifying glass condition would affect start fire success. (result probability of succes with 100 % glass x cond of glass). Maybe little bit sensitive for lighting, like requiring direct sight to the sun and clean weather. Rifle for interloper is not fauvorite choice, unless you mean broken rifle with like 3 casings, which you can repair and reload 3 cartridges in total.
  3. Pimprle

    Ten thoughts

    I dont, sorry. But is here at 0:38, however i dont think it was exactly the same.
  4. Pimprle

    Ten thoughts

    Point 4 is or was in game for some time.
  5. Much easier to make a fire place as container, where you load fire stuff and then calculate its probality for success. No positioning of course, but you can add more tinder, or more fuel from start to secure fire and its longer duration.
  6. I think that rifle variants are nice and usefull, but maybe it would be worth to make at least Curators rifle as different type than bolt-action? Like break action single shot, where fired casing is automatically extracted, but only when rifle is better than 50 % cond. Otherwise, manual extraction by hand is needed. That means rate of fire is changing due its condition. Like different stats are nice, but all of them are bolt actions, which is little bit boring.
  7. I would make activation of single action, when you aiming and then double click. Character will cock the gun, unaiming will decock automatically. When you decock and your cylinder is not full, you loose possibility to use one chamber, because that round is skipped already. Simulating revolving cylinder.