jkruse05
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11 NeutralAbout jkruse05
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Caused a group of four to combat log by running straight at them with no clothes and a baseball bat screaming 'friendly.'
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What are your self imposed rules and regulations when playing?
jkruse05 replied to serenityrick's topic in General Discussion
I'd say mine are close to yours. I like to play on servers with around 20-30 players, I don't hop unless something goes wrong, and I only KoS if someone surprises me and they have a gun out. I refuse to combat log, but I treat unconscious as death, I've never bothered waiting to wake up. Although, I did try to log out as I was falling from a lighthouse once, because I clipped through the catwalk, it didn't work. -
Seems to show up in office buildings a lot, I'd also take a look at the broken ship if you're nearby.
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I found one in the new broken ship, unfortunately I'm having issues posting the screenshot.
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More variety = better as far as I'm concerned, but I would like to see a lot more 'civilian' weapons on the map than military, like a 20:1 ratio or more.
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Diversity is good, and I'm sure the devs have plans for a ton of items in every category, but I'm more interested in the organization of spawns. For example, the fire station should not be a place for military spawns, or even handguns, they should have fire axes, med kits, maybe fire helmets. Police stations, which don't even exist, should be the place to go for handguns, tac vests, maybe shotguns and the occasional rare military weapon. Military Bases shouldn't spawn Mountain Backpacks or any 'civilian' weapons. Food should be rare in all those places. Military bases should spawn more canteens, while the others only have water bottles. There should be different versions of medkits; civilian, professional, and military, with different equipment, that spawn in their appropriate areas. Basically, loot spawns need to be organized in a more logical manner to encourage exploration of all the areas, not just a few hot spots, and to have a slow build of improving equipment, rather than hitting one hospital and one military base and being set.
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Will melee be improved to be more realistic?
jkruse05 replied to hannibaldaplaya's topic in General Discussion
Also, why is everyone right handed with firearms, but left handed with melee? -
It's about relative size. If a can of beans is large enough to take up one 'slot' in my pack, then it should take about five syringes to fill the same amount of space. in fact, two or three cans of sardines should fit in the same space as one can of beans. It's about making items feel like they use up an appropriate amount of space compared to others. If we wanted to get super realistic the inventory slots would go down to the size of a matchbook, but that's unwieldy and impractical, so other methods are combined to give a sense of somewhat real pack use.
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I've been getting this too, more specifically the sounds of zombies and guns loading when I'm alone in the middle of nowhere.
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jkruse05 started following Nobody's talking about inventory?
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I'm sure there are plenty of people around here that have experience with backpacks like those currently in the game. Assuming the game is aiming for real-world inventory sizes each one needs adjustment. The Mountain Backpack in particular is much too small. With all the items I'm currently carrying I should be able to compact a whole 'nother mountain pack into it. I'm sure the inventory system is a work in progress, but here are some ideas to improve it. 1. Break each item into sections of slots. For example, the tac vest is currently 8 combined slots. That could/should be split into 4 sets of 2, maybe 2 of 2 and 1 of 4. Likewise the backpacks could be broken into multiple areas, one large pouch surrounded by pockets of varying sizes and shapes. 2. Make backpacks around 50% larger, especially the main pouch. 3. Make more items stack-able, particularly small ones like syringes or blood test kits. Think small stacks, like 3-5. 4. Introduce a weight system that negatively affects the 'energy' stat of the player as they pile more and more equipment onto their bodies. A lighter load means longer hikes between breaks and faster movement overall. Survivors that want to explore should be looking for the perfect balance of weight versus needed equipment. Making use of clothing slots should do less to effect energy than piling equipment on the back. This also introduces a potential dynamic of dropping the pack when energy is going to be needed, such as an impending fight. I realize that perfect realism must often be sacrificed in the name of gameplay balance and simple enjoyment, but the inventory system could certainly be more complex without becoming overly complicated. I think at the very least we should see one or two similar ideas implemented.