PC What was the point of the water change?

But drinking a jar of water and eatting the jar


...is absolutely the same logic as with health and mana potions in all roleplay games.

Damn if I got an empty flask back for every potion I consumed in DiabloII I guess the internet itself would have crashed by now...oh wait, it did a few times 🤔

I'm sure everybody knows that classic, but here it is again, as it never gets old:



 
I don't know why it is such a difficult concept to grasp of gulping down the thing and tossing the container aside.

Honestly the eating the bottle thing is pure stupidity.

 
I don't know why it is such a difficult concept to grasp of gulping down the thing and tossing the container aside.

Honestly the eating the bottle thing is pure stupidity.
5B8301369C6421CB008FFAAD11B62209A3CD52C6

 
I don't know why it is such a difficult concept to grasp of gulping down the thing and tossing the container aside.

Honestly the eating the bottle thing is pure stupidity.


Either thrown away or simply kept for the next water one finds. Containers are simply not shown in the game, except to show the items themselves.

A stew without a container would look like some brown mass, could as well be a wet turd. So it is shown on a plate or in a bowl. Doesn't mean you really transport it in an open bowl or on a plate, right?

How could you immediately see that gas is not something to drink if it wasn't shown as an iconic red container you can identify with a single glance as a gas can?

If it wasn't for that reason you would not see containers at all.

 
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瓶がある間は「空き缶にも水が入れられるに違いない」と言われます。

そして空き缶に水が入れられる間は「鍋にも水が入れられるはず」と言われます。

今よりもワンランク上の生活に対する欲求に対しては誰もが貪欲なものですね。

As long as there is a jar, people say, "I'm sure you can fill an empty can with water.''
And while the empty can is being filled with water, they are told that "the pot should also be filled with water.''
Everyone has a greedy desire for a higher-grade lifestyle than their current one.

 
This jar thing is such a weird hill to die on. Never really noticed any difference this time around other than that I didn't have to carry empty jars. Water still seemed super plentiful, and I really didn't mind the change. 

Obviously, the effect on immersion is subjective and people are allowed to not like something, but this certainly doesn't impact game play much if at all.

 
This jar thing is such a weird hill to die on. Never really noticed any difference this time around other than that I didn't have to carry empty jars. Water still seemed super plentiful, and I really didn't mind the change. 

Obviously, the effect on immersion is subjective and people are allowed to not like something, but this certainly doesn't impact game play much if at all.
It is, but other than the OP and maybe some earlier pages no one really gives a @%$# about the jars, or at least that isn't what the discussion has shifted to.

The later posts about the jars and the memes are mostly from the resident jokers. There are some forum regulars who you should never take ANYTHING they say seriously, they are only here for the lulz.

Even the case I am making, no it certainly doesn't impact game play much if it were implemented or not implemented. To make water out of snow is a simple recipe modlet that pretty much anyone could do. I imagine changing the action of scooping water to drink into scooping a jar of water might be more involved, but it is also quite possibly accessible in a config file. Obviously if it were more impactful to me I'd get off my ass and do it. If I decide to start a new game before A22 drops (because I am getting bored again) I may just do that.

At any rate, as of tomorrow,  y'all won't have to suffer through my opinions for 3 weeks since I am off to Europe for a much needed vacation.

 
I imagine changing the action of scooping water to drink into scooping a jar of water might be more involved, but it is also quite possibly accessible in a config file.


I think I've extracted everything necessary from my personal water modlet...

Code:
<items>

    <!-- Change the Hand (meleeHandPlayer) to collect water instead of drink water. -->
    <setattribute xpath="/items/item[@name='meleeHandPlayer']/property[@class='Action2']/property[@name='Sound_start']" name="value">bucketfill_water</setattribute>

    <setattribute xpath="/items/item[@name='meleeHandPlayer']/property[@class='Action2']/property[@name='Description']" name="value">lblContextActionTake</setattribute>

    <append xpath="/items/item[@name='meleeHandPlayer']/property[@class='Action2']">
        <property name="Create_item" value="drinkJarRiverWater"/>
        <property name="Create_item_count" value="1"/>
    </append>

    <remove xpath="/items/item[@name='meleeHandPlayer']/effect_group[@name='Drink']" />

    <!-- Change the River (Mirky) Water Stacking to 10 to match the other waters. -->
    <setattribute xpath="/items/item[@name='drinkJarRiverWater']/property[@name='Stacknumber']" name="value">10</setattribute>

</items>
 
I clean PoIs about 1 a game day.

I have not had to mine yet, I dont have dew collectors.  I do have a pot.  Havent made any of the crafting stations yet, except camp fire.  Dont have bicycle.  I am cleaning up a midsize town, although I have 2 cities neaby on a RWG 10k map.  I have not built a base, I use one of the huge tanks in the town, and I do the hordes off an electronic power station pole.
I definitely couldn't play that way.  I hate walking or running around all the time.  I will always rush tier 1 quests to get the bike ASAP to avoid it.  And I personally like looting POI, so whether or not I'm questing, I'll usually be out looting regularly.  Especially in the early game, there just isn't anything worth doing besides looting, imo.  I'm not going to spend forever mining with a stone shovel or even a Q1 pickaxe when I eventually find one.  I like mining, but not until I can do it at a reasonable rate.  And building isn't really an option until you have a lot of resources unless you're going to build something really small, which also isn't something I want to do.  I might build a 10x10 2-story base in the first week just to have a place to store stuff and use workstations but that's convenience rather than fun.  Real building comes later when I have the resources to make something interesting.  So what remains if I'm not looting?  Not really anything.  Even if you're just interested in killing the zombies, you have a much higher number to kill if you're in POIs than trying to kill them in the wild or on the street, so it again just makes sense to be looting POI regularly to me.

I really can't see how you can enjoy going to day 34 or higher without a bike and without looting more than one POI a day.  There just isn't anything worth doing early game to take up your time.  Unless you're at really short days, maybe (30min or something).

 
Maybe daylight is the key, at night I hunt zombies from perch.  Really I am in no hurry, just surviving.

I play 60 min days, used to okay 30 min days and ran out of time in poi and mining.  

When I had jars, I had more time :).

 
I really can't see how you can enjoy going to day 34 or higher without a bike and without looting more than one POI a day.  There just isn't anything worth doing early game to take up your time.  Unless you're at really short days, maybe (30min or something).


For some of us, the struggle can be just as entertaining.  In A20, I had several playthroughs where I had not found a workbench schematic by Day 35 so it limited what I could craft.  With trader rewards turn off, it meant not getting bike or any vehicle for quite some time.

And it really hits home when you spawned next to a small town that can be cleared out very quickly and the next one over is going to be a hike to get there.  Makes you choose how you approach the situation.  What you are going to take with you, are you going to shelter in a POI on the way there since you might get to the next town late in the day...

things like that.

 
For some of us, the struggle can be just as entertaining.  In A20, I had several playthroughs where I had not found a workbench schematic by Day 35 so it limited what I could craft.  With trader rewards turn off, it meant not getting bike or any vehicle for quite some time.

And it really hits home when you spawned next to a small town that can be cleared out very quickly and the next one over is going to be a hike to get there.  Makes you choose how you approach the situation.  What you are going to take with you, are you going to shelter in a POI on the way there since you might get to the next town late in the day...

things like that.
I suppose, but I don't really consider spending forever walking around to be a struggle.  For me, that's just an annoyance as I am not really playing the game at that point.  The occasional zombie you kill while walking isn't enough to make it fun for me to walk around.  Any game that has you spend a noticeable amount of time traveling (e.g. not playing) is one that I'll stop playing very quickly.  Now, if the game had a significant number of zombies all over the place so you were fighting a lot while walking around, then it would be different because then I'd be playing while traveling.

 
I don't mind travel. It's casual time that I kind of enjoy. I can think about life, sing along to the music playing, and forage. Walking, a bike, a vehicle -- they're all cool. I see the world. That's not to say I wouldn't mind the game having more events that happen while traveling, and I think some kind of encounter system would be neat, so long as it wasn't constant string of events.

I wonder if something like an event system could be done with Tiles and Parts. Elaboration:

Right now, at World Generation time, Tiles are selected and placed. Then, the Tile is populated, potentially with Parts. So you get a Gateway Tile out in the wilderness along a road. That Tile has an intersection on it and a Part that might be placed with an automobile accident and a bunch of zombies.

What if, "Encounters" were built as a Part with slightly different behavior. Instead of being selected, or not, at World Generation time, the Encounter Part was selected during game play, perhaps linked to some event like Chunk generation and perhaps regeneration. Or maybe when a player enters a Tile for the first time, or the first time in some amount of time. Only one Encounter Part could be in play on a Tile at any given time.

We've been off topic lately. Maybe this belongs in Pimp Dreams.

 
@zztong

There is a modification that I temporarily did, in A20 for myself. I posted about it once
before. I decided to think of the roads, paths and grass as independent sources for events.

Why, because of the tameness of the forest biome.

If you walk on a path heat continually rises, causing more spawn, this spawn has the equivalent
of feral sense. It increased by sectors about 30 to 50 meters square. Most of it was animals.

Walking on the streets did the same thing with zombies.

It was slow to cool down, to the point of generating screamers, if you linger too long in an area.
If you just kept running around from area to area, you soon had a horde.

The way I countered it was to fake stealth, I increased the height of a lot of the grass, to just about
eye level, this added to the jump factor, as zombies walked through it. you couldn't see them. I also
had light emission drastically lowered if you crouch near bushy trees.

Added to the player, if they crouched, in the grass, the feral sense stopped in about 3-5 seconds. Visibility
was lowered to almost 0, and hearing was lowered also just not that low. If you stood up or fought a zombie,
it went to normal attributes until you crouch walked through grass again.

Was kind of cool if you were an archer. So yeah if it were decided, then an event could be added to any block, texture,
or item. But i was told it would get too intricate, and too much unnecessary processing.

But I jacked it up, by accident. I had the grass disintegrate like the frames in houses, and increased the grass volume.
So entities tore up grass, making crop circles, as they looked for you.

The result was really cool as long as you didn't shoot an arrow or bullet through the grass. Then my game would freeze
from memory overload. This proved to me what Faatal said.

I may try again.

 
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