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Presence-

Subdivision system for garment pockets

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Reducing the inventory system was essential to the logic and coherence of the content, and I'm grateful for the change.

It's now a little less aberrant and absurd than in version 1.25 and a little more coherent, more convincing in relation to the nature of the content, and we can already see the fruits of this change with this small reduction in survival elements such as management, strategy, decision-making and improved visual attention for estimating cargo concealment.  

A survival element that keeps the user engaged is found where a survivor is faced with a constraint.
A survival element that holds the user's attention is found where a survivor needs something.

To continue to enrich and enhance it in this sense, I suggest that it would be more impacting in the survival elements to reduce further until garments without pockets have zero slots, and to have a precise separation system for garment pockets.

Compartmentalisation in the grid of the slot system for each pocket of each garment that will automatically prevent large objects from entering a pocket (e.g. a car radiator, baseball bat or cooking pot, etc.) without any underlying prejudice to the capacity of a targeted pocket.

The balance of <no cargo> can be elsewhere (insulation, layering, weight, comfort, protection, concealment, aesthetic choice of garment, etc.) These examples of offsets focus on an authentic balance and will be most sensible and justifiable for the nature, coherence and logic of the content, which is gritty, authentic and unforgiving.

Another balance can (and must) be found in reducing unrealistic object degradation factors and increasing realistic object degradation factors. 
I understand that the gamified balance of unrealistic object degradation factors is there to keep the user busy and on the move, but on the other hand, it accentuates the arcade infestation that betrays the official description and roots of the content and fortifies the block that prevents responding to it. 

To rebalance the change from unrealistic factors in item degradation and to keep the user busy (as if he needed something), we can notably increase the rarity of items in the CLE by reducing the number of items that can appear at the same time in different locations, and by removing the possibility of server hopping, even between the same maps.

Realistic counterbalances can in themselves be a counterbalance to unrealistic gamified elements, as they bring their own genuine, underlying challenges.

The inventory system should be realistic in all its details, as far as possible, as it may later enable the implementation and redesign of a realistic system of movement and motion; weight, caloric expenditure due to weight, terrain distribution, impact on navigating challenging terrain, fatigue and much more. 

In addition, a clothing layering system will benefit from a cargo capacity that is not exaggerated to enhance and engage the survival planning aspect.

There is game in realistic elements.
There is play in constraints.

Edited by Presence-
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