Belts would be needed for having the hot-keys for items, each belt would have different uses and bonuses.
Iād say they shouldnāt be a requirement, it just noticeably speeds up the time it takes to get an item (its obviously faster to grab something out of a belt than out of a backpack). People like hotkeys, and they have a lot of use, so locking them behind an item isnāt a very good idea.
I think Iād like to agree with this. Feeling kinda āehā about requiring belts to hotkeys, especially if it seems like theyāre not really going to even be a ātypicalā spawn based on specialized clothing pieces (ie: pistol holsters and tool belts(?)). I wouldnāt want them to be nastily overpowered though either.
Regardless, borrowing from Moltās /concept limbo/ , I wouldnāt mind if the new radial menu-type things were used for some of the clothing pieces. Possibly backpacks, if weight does end up not being a thing, so we can have an alternative end-game backpack. Make it so 0, with certain backpacks, becomes a radial menu for more āhotkeys?ā
Iām thinking that console controllers will most likely use a radial system instead of hotkeys though, so that could be weird, having nested radial menus that is.
Itās nice to throw the wacky concepts out here though.
Pistols have a faster draw time would really increase their viability. Actually different weapons have different draw times would be a nice little buff/nerf to ALL weapons.
hey guisā¦ lez talk about 'bout the latest changes to dah clothing stuff we may-or-may-not see in the next Devlog:
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Shirt being bugfixed so that the textile variations look gud.
- Gets ācovered/uncovered versions.ā Same w/ the hoodie. Not exactly sure what it implies about the clothing layering system
- Also military camo textiles. () Not listed directly in relevance to the t-shirt, butā¦
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Fingerless gloves have had their model redone now. (Was already listed to have that done, but now it is done supposedly!)
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Sneakers are same as above, but not yet implemented.
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Pistol holster = dead now, in place of leather belt. (Personally fine with this, assuming the width is good.)
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Vest = Ballistic Vest now, instead of a Chest Rig. (not implemented yet, but I approve).
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Rucksack = MOLLE Rucksack ()
- (implemented, but gets buckles and pins too?)
- reminded me that I was thinking about how we need physics on tassels and festive hats
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Quiver is also implemented now, and is probably able to be presumed as functioning-as-intended w/ the rucksack.
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Watch is almost implemented. Iām curious if this means Nelson has already implemented some sort of time into his experimental environments yet. (Can we inspect our bare hands to get a look at our mythical gloves and green wristwatches? )
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Dogtogs, Baseball Cap, and āHoodieā (scoff!) are implemented, supposedly, I assume.
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The aviators have just become āregularā glasses! D: Theyāre also in.
i was going to like your comment but then you did all those emojis
also iāll talk to whomstevereth i please website
Just an update that all the clothing items have been implemented, just need some tweaks and things (MOLLE Rucksack buckles and pins, and covered/uncovered versions for Hoodie/Tee, and military camo textiles).
Someone brought up to me a couple days ago asking about how mythicals (and by extension, cosmetics) will work. Kinda donāt care about the mythical part of the question at all thoughā¦
Iām more interested in: if you people think cosmetics will still be a thing, if cosmetics will be on a per-item replacement basis rather than a per-slot replacement basis, if textile variation will impact cosmetics or skins in some form (either by limiting what cosmetics can be applied based on the pattern and/or color, or by having skin patterns that are randomized slightly), and if skins/cosmetics will be applied in-game in-map on a per-item basis rather than from a main menu of sorts.
Nelson also added these to Github: Not sure if peopleāve noticed because I sure havenāt:
Rucksack buckles and pins
Covered/uncovered versions of Hoodie
Covered/uncovered versions of Tee
Military camo textiles
Wait what does it mean by āCovered/uncoveredā?
Noted up @ post #25 Confirmed clothing slots as of 1/16/18 - #25 by MoltonMontro.
Assuming it (uncovered/covered) either implies the hoodie has a hooded version, or layers just removes a part of the previous clothing. Or, the clothing looks different depending on whatās above/under it (ie: your hoodie is closer to your body when not wearing a t-shirt).
Iād prefer if it was the first one or the last one, but given the limited context I doubt itās either of those. Hoping that the clothing layering system is all gud thoā.
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