Tweak suggestion about food, survival and looting in the latest test build

8 posts / 0 new
Last post
#1
Tweak suggestion about food, survival and looting in the latest test build

Hello everybody,

So, I've been playing the latest test build for a while, and I think a few things should be optimized:

  • the very start of the game proved VERY harsh most of the times, I really struggled to find clothing before freezing to death.
  • it's quite difficult to keep the hunger bar filled if you can't catch deers, squirrels yield only small bits of meat ( which restore almost nothing ) and canned food is quite difficult to come by. I usually need to feed on bandit ( bleargh ) meat. It's odd that small chunks of meat replenish 2 ticks while medium chunks replenish 5/6ths of the bar.
  • I think the items available in the junk store shouldn't be totally random, i.e. there should (almost) always be for sale one kind of food, a medicine, a weapon, a piece of clothing, a luxury item... Else you have to go back and forth in hope of finding what you need.
  • I didn't find a single bullet in my entire playthrough! Guns and multitools are very rare too ( found them by chance on a bandit )
  • [random idea] How about being able to use meat (even spoiled) to distract the damn dogmans?

_______________________________________________________________

Universitarian Nerd and Java Programmer

I really struggled to find clothing before freezing to death

This is largely due to randomization together with the (still ongoing) adjustments of loot. One game you may find treasures, the other - nothing. Bad luck or another symptm of the recent loot table glitch - which thing should be now worked out.

it's quite difficult to keep the hunger bar filled if you can't catch deers, squirrels yield only small bits of meat

Few versions ago there were some reprots of situations when people were running out of food/water so quickly that even when having their backpacks full of the stuff, they could barely stay a few days out of DMC, with high-metabolism character being nearly forced into loop of eating. It was adjusted though possibly easing up on consumption rate a bit more would be good.

I think the items available in the junk store shouldn't be totally random

While I am not fond of ensuring that 'this much of that item' will be always there, I guess some sort of rarity stat for the items would be nice. For example, cooked animal meat and basic clothes would probably be sold on the market rather often in comparison with firearms and more luxurious goods (medicines, pre-collapse food etc)

I didn't find a single bullet in my entire playthrough! Guns and multitools are very rare too ( found them by chance on a bandit )

Answer as in the first point.

[random idea] How about being able to use meat (even spoiled) to distract the damn dogmans?

Maybe, but dogmen seem to be generally territorial and aggresive, thus attacking player for more than just a need to survive. The trick of throwing food to distract the animal rarely works in such case even IRL. I wouldn't mind such to be added possibly one day, but if so, I would like it to have chance of working only outside of land where chance of dogmen spawning is decent so you can distract a stray but won't trick angry dogman protecting his turf the same way.

Basically what scavenger said but if I understand correctly every location has a loot table with it then a sort of second one that has random loot and dan said that the random loot one will now have bullets and rare things meaning you can find good things even in a shitty location.

IMAGE(http://www.darkwoodgame.com/sigs/darkwood_sig_600x120.jpg)
Official Trained Dogman

See your point about the meat bait; not that I expect anything so marginal and possibly time-consuming to be implemented anytime soon :) Still having a few chunks of spoiled meat in the pack made me wonder if it could be of any use: maybe one day.

Hopefully in the next builds I won't need to go cannibal! Bad karma :P

_______________________________________________________________

Universitarian Nerd and Java Programmer

I've said this before in past threads, but there needs to be more chances to scavenge "pre-calamity" food, IMO.

Ideally, there would be a couple more variations besides cans of soup (cans of beans, cans of spam?) for immersion's sake, but right now just having more chances of finding food (soup, twinkies, etc.) in ruined cities or urban areas would make the game a lot more flexible and survivable for those who want to play as pure "old world scavengers" and reduce the reliance on Trapping and hunting quite so much.

It's not about making the game easier, but about giving a choice to play a different kind of character. I LOVE the trapping and hunting aspects in the latest builds (squirrels and deer, and *finally* being able to EAT Dogmen) but right now it's pretty much the only way to stay alive is by hunting and/or trapping food.

For a game called NeoScavenger, I'd sometimes like to play as a character with no trapping/hunting skills, that has to rely on dangerous rummaging through ruined cities and robbing/killing other humans to steal their food. More pre-calamity (non-"natural") foodstuffs in urban scavenge locations and on human enemies would provide that play style option.

I'd also LOVE to see Rats added in exactly the same way as Squirrels are now, except they are looted by using the snare/trap on urban locations rather than forest ones. This would be for Trapping characters, of course, but would give them another (realistic and wonderfully post-apocalyptic) option in less wooded areas. The same mechanics, craft results, etc. could all be used; all they'd need was a new graphic for the corpse and a being set to be found in a different location... hopefully not a lot of work!

My Mods:SaveMan|Fishing|Shouldered|Bottles

Even more cool for non-hunters would be if the Rat Trap item (like self-locking cage or just jury-rigged bigger version of mouse trap) was craftable by using Mechanic skill, making another step to create a nice , tech-savvy, urban-survivor character type.

About the food amounts right now, while everything is of course suspected to tweaks and updates, my take is that lowered food levels are relatively OK - a longer time has obviously passed since whatever happened and there are lots of people looting those ruins so it's quite understandable that there is few left.

Also, one would assume that actual urban scavenger would relay more on contact with other people and bringing in his hauls of junk to trade for harder to get items like food and high-tech, while wilderness survivor will be more self-sufficient but at the cost of not having cash to exchange for batteries, fuel or gadgets.


<--Mighty (mini)Mod of Doom-->
DeviantArt Gallery of MoD Sprites

Heh, I hesitated to suggest a "Rat Trap" because it would mean Dan having to draw and add a new item and I really want Rats ASAP! :) That said, I totally agree with you; a Mechanic-based rat trap would be great, because it would allow a different kind of character (tech-skill-based) a way to stay fed and alive.

While I agree in terms of pure realism that pre-calamity foods would be rare, I think for gameplay reasons, there should still be enough left to (barely) live off. After all, the game is called NeoScavenger, not NeoHunter. Again, I love the hunting options, but want them to be options, not the only way to survive. Also, trying to live off pre-packaged food should always be more "risky" than hunting (balance and realism wise) because it should mean either scavenging an urban location (risk of discovery, accident, etc.) or robbing/killing a fellow human in combat; you shouldn't find such food just laying on the ground in a forest hex.

I like the alternative idea of trading for food (you scavenge high-tech stuff that's pretty useless to you but valuable to someone else, or weapons, or animal hides, or whatever) but right now there's no real trading economy or even alternatives to the single flea market outside the DMC. I remember suggesting a while back that there be a few rare "survivor enclaves" dotted about the map that you can't join, but can trade with (basically, smaller versions of the trade DMC market with more basic stuff and less tech-stuff) but there wasn't a lot of interest.

My Mods:SaveMan|Fishing|Shouldered|Bottles

Why not also a foothold trap for stray dogs?

Ran around with a clown mask before it was cool