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Dire Lemming posted:It's a system designed to slow down the game basically. As you work you get weary which makes you work slower and also attack slower I think? Anyway it's another system to drag out the game to the desired 90 day season timescale without actually adding content to fill that time. It's also another reason to play Bright Nights instead. it has been in the game for half a year but you can actually tell whats going on now!
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# ? Feb 21, 2021 21:25 |
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# ? Apr 26, 2024 04:52 |
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It doesn't seem to do anything at all though. Like I can still grind up a skill to expertise in a day or two of book learning, and the weary malus up there never alters from a 0% penelty. The weary gauge itself will alter seemingly at random, but does not seem to affect anything. Maybe it's some kind mind game thing...
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# ? Feb 21, 2021 21:27 |
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it makes you slower by giving you a penalty to speed. you become weary when doing demanding activities like fighting zombies and hard manual labour! you can reduce your weariness by doing stuff like reading or sewing. when your activity thingy says none your weariness will go down, when it says medium or extreme it will go up. this mechanic has been in the game for atleast 6 months but previously it was much less transparent and a lot buggier.
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# ? Feb 22, 2021 00:39 |
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Sounds like it's overly complicated, unpredictable, easily sidestepped via trivial-yet-tedious workarounds like going to sleep constantly, and has no actual effect other than to vaguely attempt to punish you for doing anything other than sitting in a bunker. So, like half the mechanics in CDDA, then
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# ? Feb 22, 2021 00:48 |
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Let's say you accepted a mission from a NPC really early in a game. It's much later now and you've traveled very, very far. You have no idea where that NPC is anymore. How does one find them with the intention of clearing this quest log?
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# ? Feb 28, 2021 16:42 |
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Manager Hoyden posted:Let's say you accepted a mission from a NPC really early in a game. It's much later now and you've traveled very, very far. You have no idea where that NPC is anymore.
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# ? Feb 28, 2021 16:52 |
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Also, if you select the mission in the quest log, you should get a map icon for the next step in the mission. If the next step is off what you can see on the overmap, there should be a red arrow on the side of the overmap.
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# ? Feb 28, 2021 17:02 |
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Well huh. Two NPCs disappeared from the game. Not just from their location, they are no longer in the save file. Oh well. Still, it would be nice if the game every now and then checked to see if the target/giver exist in the world. I'm playing Bright Nights and keep reading about the nested container system in the main branch; is that coming to BN any time soon?
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# ? Feb 28, 2021 19:09 |
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Manager Hoyden posted:Well huh. Two NPCs disappeared from the game. Not just from their location, they are no longer in the save file. Oh well. Still, it would be nice if the game every now and then checked to see if the target/giver exist in the world.
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# ? Feb 28, 2021 22:19 |
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Nested containers is an awesome idea but CDDA did it horribly. The gold standard in this area is *checks notes* Project Zomboid, which is not known for having a good inventory system. E: I was kicking around this idea in my head for a CDDA clone that embraced the per-pocket thing but there is no good way (that I have found) to streamline the UI of "I want to put this thing in my inventory" when you have 20 different places to put the thing. First thing I would do if I was king of CDDA would be to eliminate individual pockets on a single item. Unless you're simulating the time it takes for the right hand to take a thing out of a right/left pocket, there's no need to treat every pocket on a pair of cargo pants differently. E2 \/\/ That's what I meant, my bad on language. goatsestretchgoals fucked around with this message at 00:51 on Mar 1, 2021 |
# ? Mar 1, 2021 00:44 |
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It has a perfectly fine inventory system, it just has a godawful inventory UI.
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# ? Mar 1, 2021 00:48 |
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goatsestretchgoals posted:Nested containers is an awesome idea but CDDA did it horribly. The gold standard in this area is *checks notes* Project Zomboid, which is not known for having a good inventory system. There was a mod way back in the day that made backpacks have their own inventory that you interacted with by using the advanced inventory system. It was a million times more easy to use than these pocket rules.
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# ? Mar 1, 2021 00:54 |
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Roobanguy posted:There was a mod way back in the day that made backpacks have their own inventory that you interacted with by using the advanced inventory system. It was a million times more easy to use than these pocket rules. That's the only part I really want. Just to be able to put things specifically in a duffel bag and be able to drop it and pick it back up without 3/4 of my inventory randomly chosen to shoot out onto the ground.
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# ? Mar 1, 2021 00:58 |
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goatsestretchgoals posted:Nested containers is an awesome idea but CDDA did it horribly. The gold standard in this area is *checks notes* Project Zomboid, which is not known for having a good inventory system.
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# ? Mar 1, 2021 01:04 |
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Vib Rib posted:There's a ton of ways to do really simple, straightforward inventory nesting like this but they'd be built around inventories that are a little more abstracted in terms of size/weight capacity. Escape from Tarkov has really good container nesting because it uses a Resident Evil 4/Diablo style grid size system. Inventory Tetris on a per-container basis (think NEO Scavenger) works. Not well, but better than any other idea I've seen.
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# ? Mar 1, 2021 01:07 |
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goatsestretchgoals posted:Nested containers is an awesome idea but CDDA did it horribly. The gold standard in this area is *checks notes* Project Zomboid, which is not known for having a good inventory system. What I'd probably do is extrapolate out how much volume you could hold by adding up all the volume you could potentially hold with the containers strapped to your body, and if it meant a player could theoretically put 3/4ths of their crowbar into a duffel bag and 1/4th into a backpack it turns out that's totally fine. Oh.
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# ? Mar 1, 2021 01:32 |
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One of the big problems with the system from any angle is that everything has to be perfectly enclosed. A crowbar could be fairly easy to carry in any pack in real life because you just slide it in and it takes up very little space and the rest sticks out the top or whatever. Or you make a quick loop, or you snag it on something. But there's no system in CDDA for an item that's sticking out of a backpack. You can't put a crowbar or pipe or rifle in a backpack if the barrel sticks out, it has to be completely enveloped by the fabric or there's no way to pick it up.
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# ? Mar 1, 2021 02:30 |
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Ask for that kind of thing and all you'll get is a new mechanic where items that are too long for the container you put them in have a chance of falling out of your inventory any time you do something too strenuous or athletic, because "if it sticks out of the backpack, it's clearly not safe from sliding out of it."
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# ? Mar 1, 2021 02:48 |
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Then a mechanic where you have to secure all loads in a vehicle or else you'll get brained by a 2x4 siding in your truck when you make a sharp stop.
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# ? Mar 1, 2021 02:50 |
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Give me a 'velcro-like skin' mutation line.
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# ? Mar 1, 2021 03:07 |
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Give everyone the velcro skin mutation, throw in some multipliers for dexterity and stealth, call it a day. Oh.
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# ? Mar 1, 2021 03:09 |
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I'd probably go with you just have one big mass of inventory, but you can proactively assign stuff to particular items of clothing within that inventory. Anything that you assign to your clothes instead of your backpack definitely won't get dropped. Anything you assign to the backpack definitely will. Anything that isn't assigned, will follow the previous rules for dropping stuff.
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# ? Mar 1, 2021 04:38 |
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reignonyourparade posted:I'd probably go with you just have one big mass of inventory, but you can proactively assign stuff to particular items of clothing within that inventory. Anything that you assign to your clothes instead of your backpack definitely won't get dropped. Anything you assign to the backpack definitely will. Anything that isn't assigned, will follow the previous rules for dropping stuff.
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# ? Mar 1, 2021 12:02 |
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you can kinda do that with the favorite system
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# ? Mar 1, 2021 15:09 |
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Do we actually have any reports from the nightly branch on how the nested containers are working out on main? I was fascinated when I heard they were trying to do it and the stuff about pockets eating everything in them randomly and so on, but I haven't had time to investigate it myself.
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# ? Mar 2, 2021 07:17 |
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I haven't played in months but at the time they were working fine. I didn't run into much in the way of bugs, and beyond the aforementioned problem of rifles, crowbars, and similar long items fitting into almost nothing, it did as advertised. It was actually pretty convenient being able to keep specific items on me at all times, or sort priorities for auto-pickup.
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# ? Mar 2, 2021 15:12 |
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Saman posted:Do we actually have any reports from the nightly branch on how the nested containers are working out on main? I was fascinated when I heard they were trying to do it and the stuff about pockets eating everything in them randomly and so on, but I haven't had time to investigate it myself. they have been in the game for almost 10 months now so it works very well. they have made a lot of very good changes to the game as a result of the new container system, a few weeks ago they even fixed a bug with oxygen tanks that has been in the game for atleast 4 years!!! every single item in the game has basically been reworked in the last 10 months, most of the items that were previously implemented in lovely hackish ways have been either fixed or made irelevant because of the new system, the game is so much better imho.
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# ? Mar 2, 2021 18:08 |
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I did like that there was now a lot of open room to play with in terms of game design, when it came to backpacks. It's not just about carrying space to encumbrance. Now there's factors to consider like internal dimensions. Plus, since encumbrance for most containers scales based on how full that container is, wearing an empty backpack doesn't weigh you down during combat and you don't need to keep taking it off.
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# ? Mar 2, 2021 18:49 |
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I gotta ask, is there a reason to use that NPC Survivor Camp option that I'm missing? Because while it's nice to have the ability to automate some of the tedium of the game, it's less nice to spend several months building the place (and raiding a few lumber mills and home improvement stores to do so).
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# ? Mar 4, 2021 02:37 |
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I think it's just a goal in itself.
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# ? Mar 4, 2021 18:34 |
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It's a goal/ timesink when you have basically done everything else. Everyone who I have seen discuss it is pretty upfront that you can do like 80% of things the base does without the base as long as you know how to use zones.
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# ? Mar 4, 2021 18:36 |
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Why not just remove volume from the inventory system
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# ? Mar 4, 2021 18:39 |
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Stairmaster posted:Why not just remove volume from the inventory system Then you can carry around too many 10 ft poles and that's very unrealistic *proceeds to drive into a giant skeleton zombie with my home made electric tank*
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# ? Mar 4, 2021 19:09 |
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Lately I've gotten pretty bored with the game, but for some reason taking the wayfarer trait got me back in. Don't get me wrong, the deathmobiles are probably the best part of the game. But having to hoof it everywhere changes the dynamic completely. Suddenly there's a reason to build bases and prioritize what you loot. If I were a normal person I'd just do all the challenge starts but I am not good enough at the game to complete any of them. So wayfarer is my challenge start I guess.
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# ? Mar 4, 2021 21:21 |
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Manager Hoyden posted:Lately I've gotten pretty bored with the game, but for some reason taking the wayfarer trait got me back in. Don't get me wrong, the deathmobiles are probably the best part of the game. But having to hoof it everywhere changes the dynamic completely. Suddenly there's a reason to build bases and prioritize what you loot. The secret to challenge starts is that 99% of it is based on the RNG and to restart if conditions are not optimal. Like certain starts you absolutely can not do if certain (admittedly fairly common) items do not drop or spawn. For example my prison escape strat that worked 3/4 of the time was reliant on some source of light or ignition being dropped so that I could see enough to craft the materials needed to escape. The very bad day start is another. If your RNG dictates that no antibiotics spawn OR that all your doses fail then you die in 24 hours. Telsa Cola fucked around with this message at 21:48 on Mar 4, 2021 |
# ? Mar 4, 2021 21:28 |
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VBD was a lot better when first aid kits could cure infections. nowadays they should really just change it so you're addicted to cocaine or something.
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# ? Mar 4, 2021 23:24 |
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I like the army base start, and mainly dwelling in the tunnel system below the base. Sightlines are perfect for m249s etc to just go wild vs a packed corridor. It was interesting, most of the corpses were below ground leaving the surface mostly ok aside from bash damage from zombies upstairs.
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# ? Mar 5, 2021 00:43 |
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Mountain Lightning posted:I gotta ask, is there a reason to use that NPC Survivor Camp option that I'm missing? Time to add a stacking 'loneliness' debuff to morale if you spend too much time without nearby NPCs.
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# ? Mar 5, 2021 02:22 |
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The Lone Badger posted:Time to add a stacking 'loneliness' debuff to morale if you spend too much time without nearby NPCs. Thats what your best friend the Gracken is for.
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# ? Mar 5, 2021 02:29 |
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# ? Apr 26, 2024 04:52 |
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Can you tame the noble gracken and put it in a pet carrier?
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# ? Mar 5, 2021 02:33 |