Asinus

Members
  • Posts

    2
  • Joined

  • Last visited

Everything posted by Asinus

  1. Currently I never drink unsafe water, because the only way to obtain it is the same way how you can turn it into safe water. As a result you usually either have safe water or no water at all. As a result, dysentery is an affliction that never occured for me and also water purification tablets I usually ignore completly. You could use them to safe some fuel and time, but I rarely do. I have a few suggestions how this could be changed, because I think this is how it is for most players: 1)Make toilet water unsafe. This feels much more natural anyway and especially in the early game I often spend days in CH or Milton without making a fire, because I have enough water from the toilets. If this water would be unsafe, the players would be forced to make a fire or to use the purification tablets or to take the risk. 2) Make it possible to eat snow. Eating snow should have the same or even higher chance for dysentery as drinking unsafe water and in addition it should increase the hypothermia risk. The amount of hypothermia risk should then be dependent on the amount of snow you used. Alternatively you could add a "Cooling down" affliction opposing the "warming up" from hot food. 3)Water could slowly lose condition, if it reaches 0% it will turn into unsafe water. It might make the inventory more confusing if you have several bottles of water with different conditions, this would make things more complicated. To keep it simple, you could add a mixing mechanic, so if you have 1l of 100% in your inventory and you pick up 1l of 50% water, you would mix it together to get 2l of 75% water. Degradation should be slow anyway, maybe something like 1% per 10 days or even less, then the main problem would be if you want to store it somewhere in a base and you come back a hundred days later. It could be also combined with number 1), so that the water in the toilets starts with a certain amount of condition and also degrades over time.
  2. What is often forgotten, a sprain in the game is actually a fall due to uneven terrain. I would suggest that if you get a sprain, the character staggers for a second, like it already does if you are at low health. Depending on how steep it is, that might be enough to slip and fall over a ledge. I think that makes goating more risky, especially on sections which are almost vertical, because staggering here could throw you completly down. And since both, the staggering mechanic and the sprains are already implemented, the additional programming efford would be low. Maybe additional fall animations would be an extra.