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Post by Kaybrie on Jul 13, 2015 17:50:00 GMT -5
- Leif's got oil as of next server update. $25.0 seems like a lot of money for a stack of 50 lamp oil, particularly when starting out. Perhaps he could sell either smaller bulk packages (5 or 10 packs), or offer the 'purchase-count' popup window like some of the other stacked goods. I'd love to see smaller stacks of certain items implemented, grenades especially come to mind.
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Post by Psionic-Entity on Jul 13, 2015 18:11:11 GMT -5
$25.0 seems like a lot of money for a stack of 50 lamp oil, particularly when starting out. Perhaps he could sell either smaller bulk packages (5 or 10 packs), or offer the 'purchase-count' popup window like some of the other stacked goods. I'd love to see smaller stacks of certain items implemented, grenades especially come to mind. I'll need to check the store code, these are intended to work with the slider.
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Post by FoogooFish on Jul 13, 2015 18:21:10 GMT -5
Could we get Heed's PC Tools? It's nice to have the different emotes available, and the AFK button is quite useful.
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Post by Kaybrie on Jul 13, 2015 18:48:45 GMT -5
Yeah I'm dumb,
There is a slider, I just glazed over it when I last bought grenades!
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Post by Kitsunenotsume on Jul 14, 2015 3:34:57 GMT -5
Poking through crafting, I would like to suggest allowing crafting reagents to be purchased in bulk, instead of individually.
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Post by Lugwy on Jul 14, 2015 13:32:01 GMT -5
Would there be a way to disable displaying default NPC dialogue for others, or to at least shorten the radius the exchange is broadcast? There's something bizarre about hearing Leif throw a sales pitch towards someone and my character being able to perceive the entire dialogue from the other side of Beggar's Cross.
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Post by Geust on Jul 14, 2015 21:30:12 GMT -5
Darker skin colors would be nice. I can't really make a character that resembles an Islander currently.
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Post by LokiHavok on Jul 15, 2015 11:56:44 GMT -5
Would there be a way to disable displaying default NPC dialogue for others, or to at least shorten the radius the exchange is broadcast? There's something bizarre about hearing Leif throw a sales pitch towards someone and my character being able to perceive the entire dialogue from the other side of Beggar's Cross. I second this. I don't know how many scenes have been "immersion breaking" due to this. Same with Big Bastard. It totally kills the vibe when their chat spam comes in.
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Post by Psionic-Entity on Jul 15, 2015 14:34:36 GMT -5
Would there be a way to disable displaying default NPC dialogue for others, or to at least shorten the radius the exchange is broadcast? There's something bizarre about hearing Leif throw a sales pitch towards someone and my character being able to perceive the entire dialogue from the other side of Beggar's Cross. I second this. I don't know how many scenes have been "immersion breaking" due to this. Same with Big Bastard. It totally kills the vibe when their chat spam comes in. I'm not aware of any way to do this that isn't client side. You can disable dialog by right clicking your chat log and choosing what goes there. If you don't want to lose it 100% you can add it to your const log or something.
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Post by Kitsunenotsume on Jul 15, 2015 17:07:05 GMT -5
I know it might be more overhead on your part, but would it be possible to have tweaks, bug-fixes, and improvements listed somewhere (presumably the development thread)? I noticed that there's been a couple updates (I think), but the last post was on the 11th. I may well be wrong on that.
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Star
Just Wandered In
Posts: 38
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Post by Star on Jul 18, 2015 17:47:56 GMT -5
Maybe this isn't a quality of life improvement for some, but it would be for me. I wanted to have my character use handguns mainly, but the model for one is a revolver. Making a handgun model to match the icon would be great.
Edit: actually more gun models period would be cool, but understandably not a simple task I'm sure.
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Post by sareth675 on Jul 19, 2015 10:32:55 GMT -5
Just had a thought. With the server being a little light on areas to go to currently... What I've seen make it a whole lot less bothersome on other servers is instanced dungeons. In other words, if a party of 6 goes into the graveyard, they enter their own graveyard. If another group of 4 enters after them, they get their own instanced graveyard as well. It would help with the area crowding we have at the moment. Not sure how hard it would be to implement unfortunately...
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Post by Fuzz on Jul 19, 2015 10:45:59 GMT -5
Just had a thought. With the server being a little light on areas to go to currently... What I've seen make it a whole lot less bothersome on other servers is instanced dungeons. In other words, if a party of 6 goes into the graveyard, they enter their own graveyard. If another group of 4 enters after them, they get their own instanced graveyard as well. It would help with the area crowding we have at the moment. Not sure how hard it would be to implement unfortunately... Pretty sure this already happens. The entire Tutorial is instanced, for example. You can do it in coop if you party up and then enter the sewers, and from then on it will be a group tutorial, but yeah... it's all instances.
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Post by sareth675 on Jul 19, 2015 11:01:52 GMT -5
I don't think you quite understand what I meant.
As an example.
Group A enters graveyard, there are 6 people in group A. Group B enters graveyard after group A, there are 4 people in group B. Currently this means Group A and Group B have to merge into a 10 man group, or one group has to leave.
The instanced system would mean...
Group A enters graveyard A, there are now 6 people in graveyard A Group B enters the graveyard, but since there are people already there, it puts them in graveyard B, so there are 4 people in graveyard B Thus there is no crowding.
Right now the system means that 4 different groups could all decide to go to the graveyard, and it ends up a bit of a clustered mess with 12 or so people all getting there at different times and messing spawns up and all sorts of weirdness and difficulties.
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Post by Kaybrie on Jul 19, 2015 13:08:27 GMT -5
There's a bug associated with switching ammo when it's from a usable item,
Basically if you have say 100 bullets in your inventory, and you put them on your hot bar, once you've reloaded and diminished the first stack, it will bug out and say that the item isn't usable from your hot bar, opening your inventory window fixes this, but it can be agitating, and in combat you end up wasting two rounds reloading instead of one when you hit that point.
Allowing bullet stacks to go to much higher numbers would help fix this.
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