I know nothing; I'll refrain from voting.
I can guess that when the changes drop, I won't really like it at first, then I'll get used to it, and sometime after that I will be in a position to vote on this.![]()
My biggest fear is that I may end up feeling constrained to a specific set of gear... which is completely silly because I will happily wear a full set of Padded for entire playthroughs, for about 9/10 of my playthroughs...![]()
Nobody can have an opinion on this before TFP actually implement it.This time my question will be short and connected with A21 - What do you prefer : redesing armor system or better to left how its work now ( of with some fixes)?
we can certainly comment on the ideas they showed us 9 month ago or so. I for one did NOT like the concept AS conveyed. As always the devil is the details, but my initial concern if they have 5 or 6 clothing items that give specific bonuses is: Do I need to carry around 2(or whatever the number a user needs) extra sets of clothing so that I can swap out while I am out and about OR will they increase the backpack size (or better use something like The Division eventually implemented with "armor" sets so you could change on the fly... TBH, I HIGHLY doubt they are thinking this approach though).Nobody can have an opinion on this before TFP actually implement it.
Next major patch i believe will be model updates, gear updates and bandits if im not mistaken.
Here are my current player stats. I see that not all are affected by clothing / armor.
- What does mobility 76 % mean? Movement speed? Jump height? Something else? Best is 100 % I guess? With a new game and being nearly naked we have 100 %?
- What does jump strength 22 % mean? And how is that calculated? What is the best value here?
- What does carrying capacity 72 mean? My backpack does not have 72 slots.
- Damage 77?
- Block damage 83?
- Rounds and attacks per minute?
I wear 5x steel armor with noise increase +20 % each. Does that mean I make twice as much noise (+100 %) as normal? More noise regarding movement or weapon usage or everything?
JoeDaFrogman said:we can certainly comment on the ideas they showed us 9 month ago or so. I for one did NOT like the concept AS conveyed. As always the devil is the details, but my initial concern if they have 5 or 6 clothing items that give specific bonuses is: Do I need to carry around 2(or whatever the number a user needs) extra sets of clothing so that I can swap out while I am out and about OR will they increase the backpack size (or better use something like The Division eventually implemented with "armor" sets so you could change on the fly... TBH, I HIGHLY doubt they are thinking this approach though).
Otherwise, consider people who go out raiding on multi day excursions. There very well could be cases where you spend a tank full of gas and be like "oh man, I need to drive back to change closes." Yes that situation happens today with things you forget, but not with your freaking armor where IMHO the current system works quite well with the armor mods. No, I am likely not going to be farming. But yes, if I am wrenching, there very well may be a situation where I am like "oh man, I am 3 km from my base using the "wrenching" set and I have used up way to much ammo, so I need to switch to the mining set because I see a nice grouping of 3 iron nodes real close together.
I will admit that a bit more planning ahead can partially ameliorate these issues, but WHY? The current system is quite damned good in my opinion and would be 1 step forward and 2 steps back.
we have tools and mods that already cater to that and being bound to tools already basically grants that swap out functionality
PoloPoPo said:Here are my current player stats. I see that not all are affected by clothing / armor.
- What does mobility 76 % mean? Movement speed? Jump height? Something else? Best is 100 % I guess? With a new game and being nearly naked we have 100 %?
Mobility is how fast your base movement speed is. I don't know the m/s that is and it's a little hard without that. Basically the lower it is the slower you move Here you have enough mobility penalties to lower it to 76. I've gotten to 109 or better with Light Armor.
- What does jump strength 22 % mean? And how is that calculated? What is the best value here?
Same with Mobility; lower is worse, higher is better.
- What does carrying capacity 72 mean? My backpack does not have 72 slots.
You have your backpack plus your toolbelt plus your armor and clothing slots. Should all add up to whats displayed here.
- Damage 77?
This is the damage to entities that the tool or weapon you're currently holding does.
- Block damage 83?
This is the damage to blocks that the tool or weapon you're currently holding does.
- Rounds and attacks per minute?
How many rounds the weapon you're holding fires. The other is how many attacks per minute you can do in one minute with regular attacks.
I wear 5x steel armor with noise increase +20 % each. Does that mean I make twice as much noise (+100 %) as normal? More noise regarding movement or weapon usage or everything?
Yep, you make 200% noise or twice as much as without it for everything
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playlessNamer said:The truth is i dont really care what i am clothing actually. I just wear what i find and thats mostly good. Also i dont care about design until the boring midgamehole when you wanna do anything else between.
JoeDaFrogman said:we can certainly comment on the ideas they showed us 9 month ago or so. I for one did NOT like the concept AS conveyed. As always the devil is the details, but my initial concern if they have 5 or 6 clothing items that give specific bonuses is: Do I need to carry around 2(or whatever the number a user needs) extra sets of clothing so that I can swap out while I am out and about OR will they increase the backpack size (or better use something like The Division eventually implemented with "armor" sets so you could change on the fly... TBH, I HIGHLY doubt they are thinking this approach though).
From my point of view- armor works good in current version.pApA^LeGBa said:Depends. If there is a light/heavy version of each set i don´t mind the new system. If not it can you know what.
Also i hope the redesign the nerdy armor. It looks like someone in a jumpsuit visiting the opera, just doesn´t fit the whole game atmosphere at all.
pApA^LeGBa said:@PoloPoPo It´s easier than many games out there. Armor rating of 50 means 50% less damage taken. How you wanna make that easier? And it´s a tool tip during the loading screen, also pops up as a journal entry during the game. If reading is too complicated then i don´t know what it could make even easier.
Obviously subject to change, but from what I RECALL, yes there is essentially heavy armor sets and light armor sets.pApA^LeGBa said:Depends. If there is a light/heavy version of each set i don´t mind the new system. If not it can you know what.
Im going by memory as I am too lazy right this min to go back to the dev streams, find, and re-watch. I am also going by my INITIAL impressions while watching and a tiny bit of some of the stuff I had seen earlier in the A20 planning here on the forums.What were the bonuses again? quicker harvesting? better harvesting? you can ONLY harvest with correct gear?
The current gear system doesnt really work with the models and such, everything clips and looks awful, i will miss more armor slots for the sake of collecting and progression but i dont mind otherwise.
I think stating you will NEED 5 armor sets when roaming is a little extreme, no bonuses are mandatory, and if you really want to keep the perks of armor sets you are trading bag space for those bonuses and have to consider whether it is worth the tradeoff.
Also if you are trying to loot an entire city 5km from your base and you really want to do a thorough job perhaps building an outpost and taking your bonus sets to that outpost and setting different tasks per outing would provide more variety of gameplay than just burning through everything.
you dont HAVE to loot everything you see as you move past them, you can have different trips for different material.
Im open to the concept, ill just wait to see what they do with it though.
Its relevant because i think the only real problem with the item sets is that they edge into what should be bonuses for tools.Quite. Picking any single minute in a random POI, I might go between bow->club->shotgun->pickaxe->wrench->axe and back again, all in that short time. The idea of being optimal by also swapping out an entire outfit for each weapon/tool swap to get the most out of them is too much. Weapon and tool skills/mods are fine as is (in so far as it would be detrimental to push those bonuses to the outfit, whether skills or mods could benefit tweaking is beyond the scope of this conversation).
It really depends on what those bonuses are. Bonus to shotgun damage or damage when using scopes would be perfectly acceptable, bonus to harvesting though would just be tedious for anything other than a single item.Im going by memory as I am too lazy right this min to go back to the dev streams, find, and re-watch. I am also going by my INITIAL impressions while watching and a tiny bit of some of the stuff I had seen earlier in the A20 planning here on the forums.
Something like that. Each "piece" gives "something" as a bonus plus some armor and elemental resist. if you have all armor of a given set, you get a nice bonus. This works very much like the in game book sets work(don't know if they are planning to REMOVE those, or if they will be in addition to)
well, I never said I would "need" all 5(but I could be wrong), but i could easily see 2 or three. As I mentioned in my original post, adding one additional row of storage in the backpack to accommodate 1 or possibly 2 changes of cloths would likely easy my mind a bit on that issue for the most part.
Now, perhaps I "likely" would not need the farmer gear when going to a new place in the mid game. However in the early game it might be much more important "IF" increased harvest is one of the item bonuses and I am trying to grow my initial garden size. This especially with the recent front end nerf to LoTL(and YES, I know LONG term it's far more powerful now)
Yes, while this is true, even in the Jeep, I have found times when I ended up having to decide what to leave behind and that's a LOT of slots of space between the vehicle inventory and myself.
Yea, they have had 9+ months to adjust the design. Im certainly open to hear more, but as I said, my initial impressions on what they shared was thanks, but no thanks.
Wait, there's a journal?