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Showing content with the highest reputation on 05/22/2019 in all areas

  1. Currently, your bones will break if your limb damage exceeds the bone break threshold.. this is 15 damage for feet and hands, thats about three punches. I'd like to make bone-breaking less predictable and way less common, there should be a minimum damage threshold necessary to actually break bones(so something like ants don't break your bones). and instead of having bullets break bones they should embed themselves in you.. its kinda weird having your elbow snap after you've been shot by a 9mm. I'd also like a raising probability of bones breaking the more damage a bone takes instead of just OOP IT HIT 15 DAMAGE GUESS ITS BROKEN NOW. Thoughts? Details i'd like to work out with community feedback: How can we make bone damage unpredictable but still make sure its not unfair/unfun RNG? Can we change the downsides of bone breaking to be less debilitating and game ending or perhaps raise the downsides but make them much more rarer? If we want to handle bullets differently and have them embed themselves in you how would we do it? Having lead in you could lead to toxic damage and even infections. This should be around the same level as having a broken bone but should still be unique in its own regards.
    2 points
  2. Hand breaking is really annoying, its so easy to do (only takes 15 damage) meaning any weapon of any substance doing brute will 1 shot break your hand. TG removed aiming for hands and feet completely (I think it was for that reason but I'm not 100% sure on that) I'd really like to see it reworked in a way such that aiming for hands does not practically make the hand removed. I like your idea of the downsides being changed specifically for broken hands, rather than being unable to pick anything up and just dropping everything perhaps make the dropping happen only occasionally and make it so theres a failure chance of picking something up but once you have it in hand you likely wont drop it for a while. Perhaps when your hand first breaks it will be a guranteed disarm of the hand but after that the effect becomes manageable?
    1 point
  3. On the topic of bullets not breaking bones, maybe it would be a good idea to expand this to other damage types. Maybe blunt weapons have a higher chance of breaking bones, but things like bullets and scalpels maybe not so much.
    1 point
  4. This isn't really a bug but an oversight, and my biggest issue with new crit as is. This absolutely breaks old crit races to the point where new crit vs old crit engagements are entirely broken. Why you may ask. If you are an old crit race you go unconscious at 0 health with no roll, meanwhile a new crit race does not start rolling for heart attacks until -200. This essentially means you need to do triple the amount of damage to a new crit race to even get a chance of knocking them unconscious(it takes 100 damage to knock out an old crit race from 100 to 0, 300 damage to knock out a new crit race from 100 to -200). I don't think I need to explain why this is unfair for the old crit race. I really think something should be done about this as soon as possible.
    1 point
  5. I agree actually. It shouldnt be a predictable thing. And yeah bullets should embed.
    1 point
  6. I'd also like to say as a more general note: no one likes dying, and no one likes to stay dead. Please don't make reviving people too hard. That's just telling people they can't play for the next hour and that's often really galling.
    1 point
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