×

Langue

Fermer
Atelier 801
  • Forums
  • Dev Tracker
  • Connexion
    • English Français
      Português do Brasil Español
      Türkçe Polski
      Magyar Română
      العربية Skandinavisk
      Nederlands Deutsch
      Bahasa Indonesia Русский
      中文 Filipino
      Lietuvių kalba 日本語
      Suomi עברית
      Italiano Česky
      Hrvatski Slovensky
      Български Latviešu
      Estonian
  • Langue
  • Forums
  • /
  • Dead Maze
  • /
  • Suggestions
  • /
  • Ranged and/or Chargeable weapons shouldn't disappear
Ranged and/or Chargeable weapons shouldn't disappear
Alaka1ne
« Censeur »
1512188940000
    • Alaka1ne#6192
    • Profil
    • Derniers messages
    • Tribu
#1
  0
You know, there's this one logic issue with the system right now in game. It treats a broken weapon the same way as a gun without bullets.

When you run out of ammo for Pistols or, Bows, for example, they shouldn't disappear like they broke, because no, they didn't. They should stay in the inventory, without being able to be fired, but still, not thrown away just like it is right now. At the moment, you don't have 12 arrows on your Bow, you only have 11, and 1 more if you don't want the bow at all afterwards.

This is either a Flaw or something that has to be changed, because, honestly, Pistols are a lot less useful than Melee weapons in general because they get used fast, they "disappear" faster, and, therefore, have less chances to do damage than the Spear that's always in your inventory and can be repaired by basically the 2 most common items at Suburbs.

So, in order to fix this, I suggest that the said weapon without bullets/charges should stay in the Inventory, without the ability to fire (As it should be, since firing is considered the "5th" ability, not a automatic thing (And maybe, instead of "red", that reflects durability, it should be either black or a simple gray, to show that it's out of bullets)), instead of being thrown away like its broken.
Impressorahp
« Citoyen »
1512189060000
    • Impressorahp#2775
    • Profil
    • Derniers messages
    • Tribu
#2
  0
/support
Naiyme
« Sénateur »
1512189180000
    • Naiyme#0095
    • Profil
    • Derniers messages
#3
  0
/support
Gamedroit
« Citoyen »
1512220680000
    • Gamedroit#3347
    • Profil
    • Derniers messages
    • Tribu
#4
  0
/support
Eclipseclock
« Citoyen »
1512654420000
    • Eclipseclock#0095
    • Profil
    • Derniers messages
    • Tribu
#5
  0
/support and I would go further: Instead of the grey/black suggestion I would give ranged/charged weapons a physical attack that degrades with use, in addition to their range attack. This way in a panic/sticky spot you could still use your range weapons to hit zombies (and this could be what causes the degradation to occur). This way your weapons would not disappear when they run out of ammo/charges but could still degrade if used physically.
Hmiida
« Consul »
1512672240000
    • Hmiida#0000
    • Profil
    • Derniers messages
    • Tribu
#6
  0
/support
Lyra_purple
« Citoyen »
1514472240000
    • Lyra_purple#0095
    • Profil
    • Derniers messages
#7
  0
I like these ideas, but it's clearly not a priority. For now, it is rather intended that these weapons is a really short durability, it is too penalizing to keep them on either without ammunition.
The completion of Eclipseclock corrects the problem of having a slot of the inventory taken for nothing, but it would be necessary to code and animate several ways to use the same weapon, it becomes too complicated.
We can't do that for now.
When the game is out, we will come back to see that kind of suggestion.

Thank you ^_^
  • Forums
  • /
  • Dead Maze
  • /
  • Suggestions
  • /
  • Ranged and/or Chargeable weapons shouldn't disappear
© Atelier801 2018

Equipe Conditions Générales d'Utilisation Politique de Confidentialité Contact

Version 1.27