Jump to content

Weight System


TWORDY

Recommended Posts

I will try to explain how I would see the weight system with movement improvements. 

 

>So first of all without any better armour, mods, perks, stimulants, each given player can only carry up to 40 kgs. Above 50kgs figure, there would be no possibility to even move. After breaching the 40kgs limit players stamina is depleted rapidly while running. No possibility to sprint.

 

>Up to 15kgs on a player, then the character is able to run without stamina loss. Actions like a melee attack would cost less stamina by 10% also.

A basic armour set could weigh around 5kg without a helmet etc. The more complex armour then the heavier it becomes and the more protection it usually gives. Mods might reduce the weight of armour also.

 

>Ak may weigh 3.5kg, bandage 0.05kg, basic first aid 0.15kg etc. Stacking of the items would be easier, equipment of the same quality and durability can be stacked onto one another also. Any weight might be established by the devs.

>Except for running players would have the option to sprint for a short period of time (Sprinting might be faster by 10% than running and deplete stamina faster by 25% accordingly). 

>Players might have the option to drop a Backpack. The item would work in the same manner as a chest, could be craftable and even upgraded with mods and better versions or types.

>Players could be able to craft and find Toolbelts between 6-12 slots - now 10 is a standard available.

>>>
>Ore, building materials paradox and gameplay.

>I have no bloody idea how to balance this one out. This one will never make perfect sense so I would probably have like 5-15 slots exclusively reserved in the backpack for the collected wood, ore and other building materials for gunpowder no matter what the real weight might be - so basically these objects would be weightless and only represent gathered materials by the player. 

 

This is within the devs reach.

Link to comment
Share on other sites

58 minutes ago, TWORDY said:


>Ore, building materials paradox and gameplay.

>I have no bloody idea how to balance this one out. This one will never make perfect sense so I would probably have like 5-15 slots exclusively reserved in the backpack for the collected wood, ore and other building materials for gunpowder no matter what the real weight might be - so basically these objects would be weightless and only represent gathered materials by the player. 

 

This is within the devs reach.

So you want a system that accounts for weight, but then want these materials to be weightless............

 

If you are going to request a system that accounts for weight, everything has to have a weight.  Bullets, duke casino coins, vehicles, stones, iron ore, etc etc.  

 

Sure, it is within devs reach if they want to overhaul the entire system and go back to scratch.  Then they have to add weights to all objects, add additional items to handle the weight, reconfigure SI so now it has to take into account for weight (so when a survivor dumps a ton of ore into a chest, the floor caves in on them).  Throw in all the trips back and forth to the mine to haul materials to your vehicle, then from your vehicle to your base because realistically you can only haul about 50 or so lbs at a time.

 

I am fine with the system as it is today, I don't think they need to start all over.  If this game was still in the planning stage, sure it could be considered.  But asking the devs to go to a different storage / item system at Alpha 20 (when the game is close to going gold) is a bit of a stretch in my opinion.

Link to comment
Share on other sites

The current system is quite odd, but it works.. watching some other survival games with pocket shapes and weight systems.. usually makes me ask "why would I play tetris while trying to survive? my guy can reload a gun, I'm sure he can organize his pockets by himself.."

 

If you want realism, you'd need trucks to haul build mats; not impossible even for this game, might even make for another venue for gating building. Could work, not that I want it here. Vehicles exist, they'd need to make some kind of a "building mode" to make things unmovable, but that would kinda destroy the sandboxyness of the world.

 

For a test of a "50 kg carrying capacity", you have about 50 slots of inventory. Go through the stack sizes and change them to have max stack weight of 1kg. 3 cans of food, 100 rounds of ammo, 0.001 blocks of concrete... a thousand feathers? That would give some kind of an idea, of course, that would still make one cube of concrete weigh a kilo, but even at 1 block per stack, building would be _annoying_.

Link to comment
Share on other sites

I'm fine with the way things are, but I think having a grid inventory, like other games have could be cool too. Thinking something like EFT has, with rigs, pockets, and backpacks. Maybe make weight less of the focus, and space the limiting factor. Weight could still play a role, if only mostly in stamina drain and maybe movement speed.

Link to comment
Share on other sites

My group currently is playing Undead Legacy. A fine example of a nearly realistic weight system with no compromises for materials, you absolutely need vehicles if you want to mine or get a "winters supply of wood".

 

And reactions are mixed, one dislikes the system, the three others like it for the variety and new challenge it brings, but I would suspect we all wouldn't like it as the vanilla system.

 

Edited by meganoth (see edit history)
Link to comment
Share on other sites

Considering this game has been balanced against the current encumbrance system for quite a few Alphas, I would be shocked if they started adding weight to objects.

Would we account for chests containing objects? Why wouldn't they fall through the floor in most buildings when full if using weight?
We already account for structural integrity based on block weight/distance from support allowances, so shouldn't chest weight also be considered if inventory weight is?

Where would/should you stop drawing the line?

I agree the current system seems flawed when compared to realism, but I always am willing to allow a game to ignore certain real world rules when it means realism will drastically get in the way of gameplay and fun. 

This would make micromanaging inventory take up more time than it already does and I just hate late game Diable loot fest games for this reason. I spend more time managing my inventory than I do playing the game.

Link to comment
Share on other sites

Undead Legacy's system solves without a doubt the one major flaw with the current system: Being forced to decide if the current loot run is a junk run or a goods run. Every place in the game is a mix of both since the dungeonification. The slot system forces annoying decisions like dropping 3 pieces of resource X that you kinda need, because now 1 piece of resource Y came along which you also kinda need. I personally consider the UL system to be the better and even somewhat more immersive one, but I have no problem adjusting my playstyle to the vanilla variant and ignoring the annoyed hoarder in me:D

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...