Dagwood 680 Posted December 1, 2013 In the mod, when we lose blood, our vision changes and we occasionally feint. Seems logical. I think loss of some dexterity would be reasonable as well. What do I mean by dexterity? The ability to accomplish tasks that require nimble fingers or a steady hand (zeroing a scope, crafting smaller items, manually loading cartridges, etc). My suggestion is that as a player's blood level drops, the chances of them failing these tasks increases. For you skill progression supporters, imagine this loss in dexterity becoming less dramatic if the survivor has survived longer. Or with certain drugs perhaps? Just had this pop into my head on the interstate. Thoughts? Share this post Link to post Share on other sites
enforcer1975 1111 Posted December 1, 2013 Doesn't the vision only blur when you have post processing on? I've reluctantly tried Epoch and i must say apart from the traders i'm really excited about the crafting system which takes a felt 3x longer and even longer when chopping a tree. I hope they add time comsumption depending on the task even if it's just the same animation and sound. Share this post Link to post Share on other sites
applejaxc 2500 Posted December 1, 2013 Doesn't the vision only blur when you have post processing on? No, it still gets funky without post process, but not nearly as much. Anyway: I don't think a "Chance to fail" is good (it would frustrate players more than immerse them), but extending the time required to do something (like fix a wheel on a car) would work. IE, at full blood you can fix a tire in 10 seconds. At half blood it takes you 20-25 seconds Share this post Link to post Share on other sites
Dagwood 680 Posted December 2, 2013 Good thinking, Brony. I suppose that would accomplish the same thing but be less frustrating and gamey. Share this post Link to post Share on other sites