Shado47
New member
No point to get caught in details. Balancing takes place before the release, too early for that.
Thats exactly what I said. You didnt even read it. gg
No point to get caught in details. Balancing takes place before the release, too early for that.
Maybe even get bullets from him when you agree to do the ques. Plus the promise of getting a lot more after completion as incentive to get it done soon.How about getting bullets from NPC's after completing quests? Seeing that they are often more useful than Duke's.
Nope.among all these pages, has there been any talk about gardening fixes-improvements yet?
"No gamplay win". Exactly, that might be why those changes are not in the game. If you had listed something where gameplay actually gets better (for example ridiculous amounts of building resources in your backpack) then that might actually already be in the game despite realism.Gameplay trumps realism?
Maybe the jeep should have no storage then. You move faster, you don't get extra storage. Or make better tools give you less resources. You chop faster, you get less materials.![]()
I see no gameplay win here.
Sure, also 100% damage reduction would not really work :smile-new: . How about better balanced numbers: Say 2% damage reduction or 5%. Any number that at least makes the average player think about whether to add the silencer (because he expects to go into POIs) or leave it out (because he wants the 2% damage more than a silent gun atm).and if a silencer were putting a 20% damage decrease on that.
Yes, you missed the principle "gameplay trumps realism"Maybe i'm missing something here but a head shot with a suppressed firearm is still a head shot and should still do the same amount of damage to the brain as a bullet that isn't suppressed because ...
This could be interesting, cause then you have to choose to either waste the bullets and make the job easier or save them and make the job harder.Maybe even get bullets from him when you agree to do the ques. Plus the promise of getting a lot more after completion as incentive to get it done soon.![]()
But you may have to put in something to make sure you got the right ammo. It would not do the player any good getting shotgun shells from the quest giver if all you have is a pistol.
No details yet. But classes don't need to limit skills. There are modern RPG systems where attributes and classes just give you advantages/bonus leves in some skills and possibly disadvantages/level mali in other skills.+Character attributes added to better create classes and differentiate play styles.
Any comments on this yet? Not wild about the idea of classes that limit skills/buffs i can take so I'm hoping that's not what this is.
They could make it so you get to choose which ammo type. So for normal onesMaybe even get bullets from him when you agree to do the ques. Plus the promise of getting a lot more after completion as incentive to get it done soon.![]()
But you may have to put in something to make sure you got the right ammo. It would not do the player any good getting shotgun shells from the quest giver if all you have is a pistol.
That would be a game changer for sure. Instead of using the spiked club 90% of the time, I might use the SMG 90% (If the durability is drastically improved that is).How about Dukes scrapping to brass? It's about the only resource which must be looted instead of mined, harvested, or created. The laws of supply and demand would say that brass would be the preferred form of currency.
It would also make the treasure maps truly worth following.
This actually would make alot of sense. A muzzlebreak and a silencer shouldnt be able to be mounted at the same time. And it shouldnt be able to mount a grip and a bipod at the same time either. And so on. Restriction per type of attachment is important. And silencers would still have the drawback of making the gun weigh more. A stamina effect would make this actually have an impact. -1 stamina per shot with normal pistol, the heavier it gets, the more stamina per shot because of the recoil and general weight. Something like that.Otherwise there would be no drawback to always adding the silencer. In that case the developers probably would severly restrict mod slots to a low number so that you would have to choose which mods you like more.
Perhaps running around with a 'heavier' item equipped should cause faster degradation of stamina, but I don't think that shooting a firearm should cause loss of stamina. Forward grips and bipods aren't mutually exclusive though considering the limited weaponry in game, would look goofy on anything except the "Sniper Rifle". Just my $0.02.This actually would make alot of sense. A muzzlebreak and a silencer shouldnt be able to be mounted at the same time. And it shouldnt be able to mount a grip and a bipod at the same time either. And so on. Restriction per type of attachment is important. And silencers would still have the drawback of making the gun weigh more. A stamina effect would make this actually have an impact. -1 stamina per shot with normal pistol, the heavier it gets, the more stamina per shot because of the recoil and general weight. Something like that.
Not sounds good =(Max Stamina = Fullness levelStamina will only regen up to the modified max (how much fuel you have in the tank AKA Food.)
Keep it topped off longer with good hearty foods that will provide an over time fullness rather than a simple jolt of energy
Water controls the regen rate of both stamina and HP (current value and max). It will also restore some Stamina. If you're dehydrated you regen stamina and hp slower. (Min 25% regen speed) This means that eating while low on water won't do you as much good as eating while hydrated.
HP is how much fight you currently have in you. The modified max hp is how banged up you are. (Min 25% of actual max hp) This means that you can quick fix some bleeding and such in a fight (hp) but for each point of health lost you lose a fraction of your max HP. Using higher end healing items will restore this, as will time. Similar to a recovery time after a bad fight. Patch it up proper and it'll heal faster, let it go and it'll still heal, it will just take longer and give you less overall hp for your next fight.
I agree with this wholeheartedly. When ever guns come up people start yelling about realism and their immersion."
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Yes, you missed the principle "gameplay trumps realism"
Interesting idea but difficult to balance. Because stamina regen is needed for advanced tools and running anyway that disadvantage (at -1 stamina per shot) would be practially irrelevant after the first week.And silencers would still have the drawback of making the gun weigh more. A stamina effect would make this actually have an impact. -1 stamina per shot with normal pistol, the heavier it gets, the more stamina per shot because of the recoil and general weight. Something like that.
Hey, we like are guns.I agree with this wholeheartedly. When ever guns come up people start yelling about realism and their immersion.
Never mind the fact that they carry an auger, 1000s of units of gas, a chain saw, a pick axe, metal ingots to fix it, food, dozens of bottles of drinks and on and on and on.
Got me...Thats exactly what I said. You didnt even read it. gg
Camping?Hey, we like are guns.![]()
As for the rest. You've never been camping have you.