Nightdawg wrote:2011 great idea haver
12 years of bangers sinve my first post to add bridges, baby
Nightdawg wrote:2011 great idea haver
The_Blode wrote:I'd like to point out that Project Zomboid has a system for more/less storage in containers based on player skills/traits, and it DOES work, but it's really fucking frustrating.
-have low inventory space character
-open a cupboard someone with max inventory space has filled
-take something out of it
-can't put it back
shit like that
terechgracz wrote:Every action can be categorized. For example crafting, opening, or transferring items, each associated with specific properties of the objects involved. It seems logical to introduce a unique skill for every distinct action imaginable. For instance, having a skill for transferring metal ingots to or from a cupboard, picking stinging nettles in early summer, or catching dragonflies in a dugout.
This proposed skill system operates on an additive hierarchy. For instance, a broad "Combat" skill would enhance all aspects of combat moves. Additionally, there could be a more specialized "Unarmed Combat" skill specifically tailored for unarmed attacks. The calculation of skill for each action involves summing up the values of relevant skills at each node. For example, if one has 200 in Combat, 120 in Unarmed Combat, and 40 in KITO, the total skill for further calculations would be 360 (200 + 120 + 40).
This approach allows for highly detailed character development. Beyond combat, as illustrated in the previous examples, there should be skill "terms" linked to various factors such as the time of year, the type of equipment worn (whether it's made of leather, metal, or bones, and its wear), and more. The potential for customization is virtually limitless.
Consider the possibility of a Text Box feature that permits the input of different action terms. For instance, typing "Chopping Plane Trees when the sun shines brightly and trees are calm" could be translated into chopping a specific tree when the weather is clear and sunny. Another example could be inputting "Bunny Slippers wearing sprucecap chaser," allowing the character to chase sprucecaps faster when wearing bunny slippers. This Text Box could be used to favourite skills we're interested in improving while most general ones would be favourited by default.
I believe this system would represent a significant milestone in enhancing gameplay.
Fostik wrote:terechgracz wrote:Every action can be categorized. For example crafting, opening, or transferring items, each associated with specific properties of the objects involved. It seems logical to introduce a unique skill for every distinct action imaginable. For instance, having a skill for transferring metal ingots to or from a cupboard, picking stinging nettles in early summer, or catching dragonflies in a dugout.
This proposed skill system operates on an additive hierarchy. For instance, a broad "Combat" skill would enhance all aspects of combat moves. Additionally, there could be a more specialized "Unarmed Combat" skill specifically tailored for unarmed attacks. The calculation of skill for each action involves summing up the values of relevant skills at each node. For example, if one has 200 in Combat, 120 in Unarmed Combat, and 40 in KITO, the total skill for further calculations would be 360 (200 + 120 + 40).
This approach allows for highly detailed character development. Beyond combat, as illustrated in the previous examples, there should be skill "terms" linked to various factors such as the time of year, the type of equipment worn (whether it's made of leather, metal, or bones, and its wear), and more. The potential for customization is virtually limitless.
Consider the possibility of a Text Box feature that permits the input of different action terms. For instance, typing "Chopping Plane Trees when the sun shines brightly and trees are calm" could be translated into chopping a specific tree when the weather is clear and sunny. Another example could be inputting "Bunny Slippers wearing sprucecap chaser," allowing the character to chase sprucecaps faster when wearing bunny slippers. This Text Box could be used to favourite skills we're interested in improving while most general ones would be favourited by default.
I believe this system would represent a significant milestone in enhancing gameplay.
This is how haven should look like, otherwise project will die.