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iMiAMi2014

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Posts posted by iMiAMi2014

  1. It looks more like a bug, not so much related to the spawning of dead weevils, but to the spawn timeout. Because there are a lot of places on the map where weevils didn’t meet before 0.14, and now there are heaps of their remains. Plus, a huge number of aphids appeared, which run in flocks of 10 or more. Рlus the termite king respawns over 100 in-game days. Something broke in 0.14 with the respawn timeout of individual creatures

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  2. As for completely broken weapons / armor - I agree. Ideally, they should stay equipped (but no bonuses). Or at least, there should be a clearly visible notification of its loss (but without a marker on the map - it's too easy).
    As for the quick access panel in the form of real inventory slots - debatable. The existing panel in the form of links is quite logical.

    As for floating items in the inventory - I agree, it would be very convenient to be able to assign a specific slot to a specific item. Or maybe add sorting options to the inventory interface by item type / tier / quality etc.
    As for a bunch of body movements when changing weapons / armor from a chest - for this purpose the game has armor dummy and weapon wall mount  with a very convenient interface that allows you to reequip 'in one click'. It is reasonable to use the chest only for storing rarely used or archival items at all.

  3. 11 hours ago, Tyverus89 said:

    How so? I can fit eight weapons/tools in my tiny backback, but not hang them from my belt?

    You yourself answered your own question. In the game - easily, but then the question arises: why produce a bunch of belts and / or backpacks, if you can simply increase the capacity of one virtual inventory (displayed on the character in the form of a backpack). In reality, both options are unfeasible in terms of weight and size parameters. A game is always more or less a convention, even if it is a survival simulator. There is no point in complicating it with decisions that do not correspond to reality anyway.

    PS It is worth considering a couple of points. Firstly, with an equal total number of inventory slots, one universal slot is much more profitable than several specialized ones. And secondly, the option of a single inventory with the possibility of its expansion is much easier to implement technically than several specialized inventories.

  4. Not the best idea. The problem of lack of space in the inventory, indeed, exists, but to solve it, it is more reasonable to simply add a mechanism for expanding it. And as for the 'unreality' of placing the entire arsenal in a backpack, a toolbelt (or something similar) is no better.

  5. In connection with jumps, there is a more significant problem. These are bugs flying into the sky or into textures that jumped at the moment they were damaged. Moreover, a beetle that has fallen into textures in this way becomes completely inaccessible, reducing their number in the world forever.

  6. Taking into account the categorical lack of space in the inventory, it is more reasonable not to split the repair glue into two types, but to leave one type, but significantly complicate its recipes using high-level components used for the production of both armor and weapons. And along the way - it's clearly time to introduce the possibility of expanding the inventory, which is clearly expected, judging by the unused empty space in the interface.

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