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QOL SUGGESTION.


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3 minutes ago, Swiyss said:

I think it's just bad design. And fixing it is not their prio so it's prob never gonna get changed, it's been too long.

It makes you think about when you are attacking, and what you are using. 

 

It has synergy too if you can slow down the enemy.

3 minutes ago, Jakepeng99 said:

It makes you think about when you are attacking, and what you are using. 

 

It has synergy too if you can slow down the enemy.

yeah but the problem is the design itself, which is what you're not understanding. The only way to make it not miss is by locking the enemy in place or slowing it down, but there's hardly any locking properties in the game, and the available ones are not easily farmable or even worth it to have.

Also, i'm pretty sure that you can miss even with slows.

-Geometric placement

-HUD mods that display the numerical value of your HP, Hunger and Sanity meter without needing to mouse over it and also displays your character temperature

-Crockpot prediction (why does the game just tell you how to craft things in the crafting menu, but you need to collect in game item recepie pages to learn crockpot recepies) 

-Minimap HUD

-Autoqueue actions

-Gesture wheel

1 hour ago, Gameplayer143 said:

-Geometric placement

-HUD mods that display the numerical value of your HP, Hunger and Sanity meter without needing to mouse over it and also displays your character temperature

-Crockpot prediction (why does the game just tell you how to craft things in the crafting menu, but you need to collect in game item recepie pages to learn crockpot recepies) 

-Minimap HUD

-Autoqueue actions

-Gesture wheel

Adding those things to the base game unincentivizes mod creation.

On 6/28/2024 at 5:59 PM, Swiyss said:

I think it's just bad design. And fixing it is not their prio so it's prob never gonna get changed, it's been too long.

Is a design that incentives playing arround it instead of mindless achieving a damage boost that will work for every enemy

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