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Everything posted by jdifran

  1. My suggestion is that "brass junk" covers all those miscellaneous items and could be smelted directly like they can, or scrapped at a loss to "raw" brass. If a radiator is worth 100 brass, then scrapping a car or AC would give you 100 "brass junk". If its stack size is set smaller than for raw brass, we still have the inventory management issue, but it's probably not as much of a nuisance because we won't need separate slots for radiators, doorknobs, candlesticks, etc.
  2. How is "indoors" defined by the game? Is this something POI designers have to indicate, or does the game calculate what is considered indoors based on geometry? Do changes to POIs change this? Curious about whether expanding/modifying POIs or building my own base on open land creates new indoor areas.
  3. I think a bunch of different items that cannot be used in any recipe or as decoration and only exist to be scrapped into one of the base raw materials are essentially the same item. Making more of them is a waste of developer resources. They should all just be consolidated into "brass junk", "lead junk", "iron junk", etc. Each of these items represents various things and the icon should look like a pile of miscellaneous items of that material. Salvage a door, get a little brass junk. Salvage an A/C and get a lot of brass junk, iron junk, plus the other assorted ingredients that can actually be used in recipes. Salvage a sink, get a little brass junk and a little lead junk. You get the idea. If the devs don't want to lose the inventory management challenge, they could make the stack size fairly small on the "junk" items so you are still be tempted to scrap it at a loss to the raw material (which would have a much larger stack size) to free up inventory slots.
  4. Brass doesn't exist in nature, so they'd have to add copper and zinc ore (which they've already said they don't want to do). And by mid levels I'm swimming in brass and often have so many dukes I can afford to just smelt them. From a gameplay standpoint, these useless items are just extra clicks that add nothing of interest to the game other that cluttering your inventory. And what's the point in wasting developer resources creating models, icons, and xml for objects like this that serve no gameplay purpose other than to be smelted or scrapped? Sure, you can install a harvested brass faucet on your sink, so maybe keep that. Radiators should probably stay but also be required in vehicle recipes, imo. At least, all of those items could be replaced with a single "brass junk" item or a "lead junk" item with an icon that looks like a small pile of miscellaneous items. They'd be different from "brass" or "lead" and would scrap to these (at a loss) like the other items.
  5. I think any loot item that has no use in any recipe and exists only to be scrapped should be removed and the scrap brass, lead, etc., should be found instead.
  6. I think it would be more realistic to have vehicles perform better on roads and gravel than off-road (run a little faster, use less gas, take less wear-and-tear). The bicycle (since it's clearly not a mountain bike) should certainly go faster and use less stamina if you're on a road. It would introduce some interesting choices between cutting across the landscape and taking more damage, or sticking to the roads and taking less. Maybe the reward for getting the 4x4 would be that it suffers no penalty for going off-road?
  7. So how is a sneak attack with a knife ever supposed to be effective if they always wake up before you can get within 1m? Is the knife reach actually longer than 1m?
  8. Is it expensive to check if all of the voxels directly above the target voxel are empty? Seems like that would be a reasonable "am I outside" check.
  9. Fair enough, reduce the number of items by 1 and make it 10 cornmeal. And as I and others have suggested, the airdrops should either spawn a swarm of zombies when it lands, or (like buried treasure quests) when you open them. Personally I think that the swarm should be gamestaged, too.
  10. Sort of an opposite problem: Maybe have airdrops have more than a single unit of cornmeal? 99% of the time it gets dropped because who's going to tie up an inventory slot for one cornmeal early game? One can of rations or pasta or chili is worth eating immediately or carrying home. One cornmeal is just silly.
  11. Any chance we can get helmet lights or flashlights with low/medium/high intensities? Hit "F" to cycle through them?
  12. You didn't specify a year. Careless.
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