DagothNereviar
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Suggestions: Belts, Pouches, First Aid Kits, Multi-Tools!
DagothNereviar replied to DagothNereviar's topic in Suggestions
That would be cool. Maybe the grenade and magazine pouches gives you a an extra slot on the wheel, and you go to a sub-wheel (like the Tactical Helm with a NVG and Light on) and you can take the items from that. Same with vests and their grenades tbh -
You used to be able to do this in the old days (using a bottle in the rain caught a small amount). I think it could be a good use for a tarp. Maybe if you mix it with a barrel, you collect CLEAN water
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I think they should add a few items for cars. Like having to find a heater system; without one installed, the car isn't *that* much warmer than outside (esp with doors/glass missing!). With one, it drains battery more, but it warms the car up and dries you/car inventory. They could also add being able to "attach" a compass; it appears on dashboard and you can check it when in first person. Also a horn that attracts zombies. But that's just so I can round them all up and mow them down 😛
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How long do snares/traps take to catch something, and how long do the creatures stay trapped?
DagothNereviar posted a topic in General Discussion
Is it something you can put down and come back to several hours later? Or is it how crops are now where you have to keep an eye on them constantly, and if you miss the small window the creatures disappear? Also does position matter. Can you put a small bottle trap in a small stream and have just as much chance as putting them in a large lake? I'm assuming snare traps need to be in woods, but other than that does it matter? -
Suggestions: Belts, Pouches, First Aid Kits, Multi-Tools!
DagothNereviar posted a topic in Suggestions
Two things that always irk me, but got me thinking; There aren't any differences in the Belt and Tactical Belt (other than looks) and why can't First Aid Pouch attach to belts? So, I come up with an idea on how to change up belts slightly and make them more 'custom' (for want of a better word) and lots more additions for different types of pouches. The main change would be: There aren't slots for specific items; eg, slot for sheathe, holster and canteen. There would be X amount of slots per belt, which can equip any mix of "Attachable-To-Belt" items. NOTE: The pouch sizes I've given are just some random sizes used as examples. Also, I play on console so please don't just reply with "There's mods for this!". BELTS: Tool Belt: Can attach 1 belt item, but has 3 specific slots for any mix of; hammer, screw driver, wrench, basic multi tool, pliers. Somewhat common around construction/industrial areas. Regular Belt: Can attach 2 belt items. Tactical Belt: Can attach 4 belt items. Combat Belt: Can attach 4 belt items, comes with built-in Holster and Magazine Pouch. Very rare belt, found around heli-crashes and Tier 4 places. Comes in Black, Tan and Olive. BELT ATTACHMENTS: Sheathe, Canteen, Holster: Works the same. Can be equipped to any "belt-attachment slot". Meaning, you could carry 4 Canteens on your Tactical Belt if you wish. Comes in Black, Olive or Tan. Multi-Tool Pouch: Offers a 1x3 storage; mainly used for Basic Multi-Tool, but can hold anything. Somewhat common around construction/industrial areas. Comes in Black. First Aid Pouch: Can now be attached to a "belt-attachment slot". Pouch: Offers a 3x3 storage; same as the First Aid Pouch, slightly rarer. Found in construction, industrial and hunting areas. Come in Black, Olive or Tan. (If Leather Crafting comes back, could be Craftable) Dry Pouch: Offers 3x3 storage, but is water-proof. Comes in the same colours as Drysacks, found in the same areas. Magazine Pouches: Can hold 2 magazines, EXCEPT COUPLED AND DRUM MAGS, NOTHING ELSE. Takes up 1 belt-attachment slot. Comes in Black, Olive or Tan. Rare, found in military locations. Grenade Pouches: Can hold 2 grenades, NOTHING ELSE. Takes up 1 belt-attachment slot. Comes in Black, Olive or Tan. Rare, found in military locations. Tactical Pouch: Takes up 3 belt-attachment slots (meaning it can only attach to Tactical or Combat Belts), but offers 6x3 storage. Very rare, found in military areas. Come in Black, Olive or Tan. Plate-Carrier Pouches: Can only be attached to Combat Belt and takes up 4 slots (meaning it can only attach to Tactical or Combat Belts). [As with other storage such as Drysacks, Crates, etc; these items are the same size as the storage inside them. Meaning they can be placed in other containers when they have items inside them. All Pouches are repaired with either Ducttape or Sewing Kit. Tactical/Plate-Carrier Pouches repaired with Leather Sewing Kit.] MULTI-TOOLS: Swiss-Army Knife: A small 1x2 item. Does the task of knife, can opener and screw driver. but loses ALOT more durabilty when doing them. So it doesn't last as long as other tools, but can multi-task. Cannot be repaired. Basic Multi-Tool: A medium sized 1x4 item. Does the tasks of pliers, knife, screw driver, can opener and wrench. As with Swiss-Army Knife, loses lots more durability than normal. Advanced Multi-Tool: A larger 2x4. item Does the tasks of pliers, knife, screw driver, can opener, wrench, saw, hammer and axe. As with Basic Multi-Tool, loses lots more durability than normal. -
You should be able to place camo nets over parked cars. And take up a seat by adding a bag to it.
DagothNereviar posted a topic in Suggestions
There can't be passengers inside. You can't get in the car til it's removed. Also let it be possible to add over the trucks tarp. But I imagine that's been mentioned before. Maybe have it that you have to combine two Camo Nets to make a new item called a "Vehicle Camo Net" that can be used. Makes it *slightly* harder to hide cars. Also maybe add being able to "take up" a car seat by adding a bag (or maybe crate?). This would stop someone from being able to sit in it, but expand the inventory slightly. Like how you add a barrel to the Truck, but it takes up space inside the vehicle. -
With the changes where plants now die and disappear within what seems like an hour, farming is just... not enjoyable. You HAVE to wait around for it to grow. You can't just toodle off looting for a bit and come back to nice bounty of veg. Even worse the plants disappear too! So if you don't get back you've wasted time and seeds. I understand the need to not have infinite crops, but I think the new system just makes farming dull and pointless. I sat around, checking the crops every 10 mins or so. And even then I still some how missed some crops; the veg had gone before I'd even noticed. I think some better options would be: Have plants take a LONG time to grow, once planted and between harvests, but they don't disappear. Instead of the plants disappearing, just have the veg go rotten on the plant. You have to harvest for them to regrow. Plants last forever, but after X harvests they die off and you need to pull them up and replant them. Keep it as it is, but have the plants last several hours before they finally go.
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Ideas for how to change Temporary Shelters (and make them even cooler!)
DagothNereviar posted a topic in Suggestions
I've really enjoyed the Temporary Shelters since they've been added, but I feel the Tarp and Animal Hide ones are no where near as fun as the Camo one. Especially since you lose Tarp (And I assume Hide?) when you dismantle them. I think a better way to do them would be to not have 3 different types of Shelters, but have them all be one shelter that can be 'added' to. So, you'd begin with the Shelter Kit as usual. However, this wouldn't make a 1x5 item. It would make a much larger item (Maybe 8x5, slightly wider than the Medium Tent?). This item has slots for the following items; 4 Long Sticks, 4 Tarp and 2 Hides. The Shelter Kit can still be placed as the old Shelter Kit could be. When you do this then the items in the Shelter Kit appear attached to the Shelter Kit on the floor. The Shelter Kit can be built into a basic frame using just 4 Long Sticks which can be used as storage, but doesn't give any shelter or protection from the elements; any items in the shelter will become wet if it rains. There are 3 slots to add Tarp, Hide and Sticks. This can then be built on it in several ways, by adding materials. When the Tarp or Hide is added, this automatically adds parts to the Shelter. The Sticks add a prompt of [Hold to Add Camouflage]. Tarp x4: This goes over the top of the frame. This makes the shelter water proof for anyone sitting inside and the items in storage. Hide x2: This adds an animal hide on the floor and some on the inside of the shelter, protecting you from wind and the cold. This makes the shelter warmer than the outside temp (like sitting in a building). Sticks x50: These can't be attached to the large Shelter Kit, and must be added afterwards (and be fully removed before the Shelter Kit can be packed up). As normal, this makes the Shelter well camouflaged. When you've done with the tent, you can then pack it away! You must take off camouflage (if any has been added) by looking at the INSIDE of the Shelter and using the [Hold to Remove Camouflage] prompt; this will use some of the Sticks. You have to clear any spare sticks away from their specific item slot and the Shelter's inventory must be empty. You can then use the [Hold to Fold Up Shelter] option. This folds the Shelter back up into a Shelter Kit, adding your 4 Long Sticks and any Tarp or Hide automatically to the pack. Esentially, what this allows is to have a portable "home made" shelter type item all in one thing (the bigger sized Shelter Kit) while keeping all items kept in one larger item, rather than having lots of different items seperately (Tarp, 4 sticks, the shelter kit and 2 hides would take up a LOT more space. I'm not even sure a Mountain Backpack would hold them all). While this does make the Shelter "buffed" (in a sense) you now need Tarp AND Hide to make it useful shelter. The main difference is you're not losing Tarp and Hide every time you collapse the shelter, and can make it a portable thing rather than one use. I think with the new addition of traps and improvised fishing rod (and I'm hoping improvised bow and leather making coming back too!) this would allow you to have a nomadic/wild man style life. Hiding in the woods, carrying around your home made shelter with your own crafted traps and clothes, etc. Thoughts, tweaks, suggestions on other "nomadic" items :) -
Also (i thought I'd just post here instead of making a new topic) does your energized/hydrated levels effect running speed? I seem to notice I run faster when full light green e/h than someone who has some dark greens e/h. Is this just coincidence?
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Thank you very much for the response and the guides :D
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Thanks :) But alcohol tincture cleans wounds and antiobtics/injection vials cures being ill? I did think some of them sounded a bit too intricate to be true, but it'd be nice if they ended up in the final release
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Sorry if this has been posted before, but I'm wondering about the "health" mechanics in the game. I don't mean general hunger/thirst, but the more intricate things. I've seen several things online and I don't know which are/aren't true, so here's a list of questions to make it easier: * I know you can get sick from eating rotten food and drinking chemicals, but what other ways are there? Can drinking from ponds/streams make you ill? Do water purification tablets do anything? * I've seen someone say using an item to kill a zombie then open cans with it can cause sickness, is this true? Does using disinfectant spray stop this, or can this get the spray on the food anyways? * Do multivitamins, antibiotics and injection vials work? I've seen some bits online that says they don't. * I saw someone say health works similar to real life; drink lots of Pipsi etc and eat cereal will make you more suseptable to illness than drinking water and eating fruit, is this true? * Does how wet you are effect anything? Is temperature important? I know fires are in the experimental version, but in the normal version what are the best ways to dry out/warm up? * Cleaning wounds with alcohol tincture, is this necessary? How is it done? Thanks in advance for the replies :D