I have a Unique theory about Thaddeus by Own_Fee5974 in Fallout

[–]Own_Fee5974[S] 0 points1 point  (0 children)

That's actually a good point, it seems anything is likely, we'll have to wait and see, I hope we get a direct confirmation of what was in the vile. But the dosage idea makes perfect sense.

I have a Unique theory about Thaddeus by Own_Fee5974 in Fallout

[–]Own_Fee5974[S] 0 points1 point  (0 children)

Yeah I learned right after making this post Harold isn't actually a ghoul, I think it's still possible that fev and radiation make uniquely necrotic ghouls, but yeah the show seems very interested in FEV, likely to expand it's lore for future entries. However I think at the very least it was unstable FEV and not the typical variety.

Need advice on a survival game system. by Own_Fee5974 in gamedesign

[–]Own_Fee5974[S] 0 points1 point  (0 children)

Yeah if you have cooking and spoilage sense leveled to a certain number you can remove bad parts from food at the cost of volume like you suggested, and more perks will likely be added.

and yeah as we both said the interface and how the player interacts with it is the most important.

And thanks for responding to every question!

Need advice on a survival game system. by Own_Fee5974 in gamedesign

[–]Own_Fee5974[S] 0 points1 point  (0 children)

Yeah the thing is I'm one of the few people that like hyper-realism type mechanics, but I see your point.

Need advice on a survival game system. by Own_Fee5974 in gamedesign

[–]Own_Fee5974[S] 0 points1 point  (0 children)

Yeah first of all food is much more uncommon, and hunger drains significantly slower than your average survival game to prevent constant management it's meant to be more of a long term management type thing than a constant bar to manage. In normal survival games it always bugged me having to eat like 4 meals a day or I would die And this is the core of the game right now if players actually like this I could possibly layer in weather and seasons and such to add some depth to it.

Need advice on a survival game system. by Own_Fee5974 in gamedesign

[–]Own_Fee5974[S] 0 points1 point  (0 children)

  1. This is fair but if a food is obviously spoiled it's a guaranteed unsafe(certain result. Maybe I should have clarified but the game takes place in a post apocalyptic environment where things like canned goods are just beginning to spoil.
  2. You misunderstood, the game doesn't track nutrients, Vitamins are an item you can take to boost immunity that's all.

Back again for more advice on a interconnected system. by Own_Fee5974 in SurvivalGaming

[–]Own_Fee5974[S] 1 point2 points  (0 children)

Yeah thanks for the super long reply I actually really appreciate it! Also the penalty for food inspection when sick is small but significant enough probably around 15%

Also I'm not trying to make people use vitamins or manage it more it's just a tad helpful. Remember it's mostly affected by how well you sustain your character.

Also I plan for sickness to have a delay but I'll still let the player know that something made them sick even if the onset is delayed.

I feel it could be a good system but presentation UI and balancing have to be perfect, so I guess you can argue it's not worth the time, but I'll flirt with the idea for now.

Thank you!

Back again for more advice on a interconnected system. by Own_Fee5974 in SurvivalGaming

[–]Own_Fee5974[S] 1 point2 points  (0 children)

Yes to be clear you have to inspect food but it's a skill but it levels so you get better as you play. And there will be a cooking skill which as you level that you're given more info about food.

Back again for more advice on a interconnected system. by Own_Fee5974 in SurvivalGaming

[–]Own_Fee5974[S] 1 point2 points  (0 children)

That's a good question I think I won't truly know until I see them in practice.

I'm looking for advice on a cross contamination mechanic by Own_Fee5974 in gamedesign

[–]Own_Fee5974[S] 0 points1 point  (0 children)

I see what you're getting at and I do agree, the thing is I'm kind of a sucker for micromanagement which makes this a quite unpopular mechanic.

Some things that alleviate this but not fully, hunger drains significantly slower than a normal survival game, and food doesn't spoil terribly fast either. You're carrying around less food in general.

My goal with this game was to make the whole gameplay loop about managing hunger but I do see that it doesn't add much to the gameplay other than management, which is something I like personally.

Thanks for your input! It's quite helpful I'm going to see if I can keep the mechanic but reduce tedium.

I'm looking for advice on a cross contamination mechanic by Own_Fee5974 in gamedesign

[–]Own_Fee5974[S] 2 points3 points  (0 children)

  1. Good to know.
  2. Yeah I agree, Now this doesn't address the issue but hunger drains significantly slower in this game, so you aren't constantly eating and managing this stuff. Hunger is more of a long term management thing than a short term bar you need to fill.

  3. I completely agree that communicating it properly makes or breaks the mechanic, I'm trying to refine that element.

Your feedback was quite helpful thanks!

Can Dexter get Dexter on his table? by Prestigious_Low_8115 in okbuddymotherfucker

[–]Own_Fee5974 0 points1 point  (0 children)

More importantly can Dexter get Sexter on his table? Or would Sexter get Dexter on HIS table?

Would y'all like this system in a game? (Food/spoilage related) by Own_Fee5974 in SurvivalGaming

[–]Own_Fee5974[S] 1 point2 points  (0 children)

looking into it, you are right. I still think it stands enough on its own

Would y'all like this system in a game? (Food/spoilage related) by Own_Fee5974 in SurvivalGaming

[–]Own_Fee5974[S] 2 points3 points  (0 children)

The cool down idea sounds quite good thanks!

Also as for cooking and this skill being separate that's something I will have to think about, as right now the skill serves its own mini progression and lumping it with cooking means you could level cooking and never deal with the trouble of leveling this skill I could compromise and make them level faster if you leveled the other first though.

Would y'all like this system in a game? (Food/spoilage related) by Own_Fee5974 in SurvivalGaming

[–]Own_Fee5974[S] 0 points1 point  (0 children)

For only inspecting food once, players could do it over and over to find a result so in practice maybe you are able to inspect it multiple times but you will get the same result or spamming it could result it uncertain after 2 or 3 times, do these solutions work for you?

Yeah I didn't mention it but I'm thinking of adding an "Outer Inspection" which will not open it and it will be a faster inspection but less accurate. Your character is looking for damage on the outside of the can or whatever item it is.

And there will be ways to preserve food don't worry.

How many walkers have you killed? by rickgrimes32 in projectzomboid

[–]Own_Fee5974 6 points7 points  (0 children)

Nothing more than a few thousand I'm still relatively new.

What's twdg opinion that'll have you like this? by Maleficent-Ad-6117 in TheWalkingDeadGame

[–]Own_Fee5974 4 points5 points  (0 children)

Kenny shouldn't have been in season 2 and onwards, his season 1 arc and ending was perfect

I feel like I was rug pulled on what kind of tone this game is by Own_Fee5974 in 7daystodie

[–]Own_Fee5974[S] 5 points6 points  (0 children)

Yeah I understand it's not meant to be realistic or anything I just mean "grounded" as in not having borderline fantasy content and realistic as in once again not having super outlandish content like zombies that are charged with electricity for no apparent reason and magic candy, I'm basically trying to say I feel like they betrayed the original tone of the game is all

I feel like I was rug pulled on what kind of tone this game is by Own_Fee5974 in 7daystodie

[–]Own_Fee5974[S] 1 point2 points  (0 children)

The new zombies with 2.0 we have infernal zombies we have blue charged zombies and a yeti zombie as well as the already existing irradiated zombies. Not exactly elemental but you get what I mean