Belts would be needed for having the hot-keys for items, each belt would have different uses and bonuses.
I’d say they shouldn’t 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 isn’t a very good idea.
I think I’d like to agree with this. Feeling kinda “eh” about requiring belts to hotkeys, especially if it seems like they’re not really going to even be a “typical” spawn based on specialized clothing pieces (ie: pistol holsters and tool belts(?)). I wouldn’t want them to be nastily overpowered though either.
Regardless, borrowing from Molt’s /concept limbo/ , I wouldn’t 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 “hotkeys?”
I’m 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.
It’s 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 guis… lez talk about 'bout the latest changes to dah clothing stuff we may-or-may-not see in the next Devlog:
Shirt being bugfixed so that the textile variations look gud.
- Gets “covered/uncovered versions.” 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, but…
Fingerless gloves have had their model redone now. (Was already listed to have that done, but now it is done supposedly!)
Sneakers are same as above, but not yet implemented.
Pistol holster = dead now, in place of leather belt. (Personally fine with this, assuming the width is good.)
Vest = Ballistic Vest now, instead of a Chest Rig. (not implemented yet, but I approve).
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
Quiver is also implemented now, and is probably able to be presumed as functioning-as-intended w/ the rucksack.
Watch is almost implemented. I’m 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? )
Dogtogs, Baseball Cap, and “Hoodie” (scoff!) are implemented, supposedly, I assume.
The aviators have just become “regular” glasses! D: They’re also in.
i was going to like your comment but then you did all those emojis
also i’ll 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 don’t care about the mythical part of the question at all though…
I’m 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 people’ve noticed because I sure haven’t:
Rucksack buckles and pins
Covered/uncovered versions of Hoodie
Covered/uncovered versions of Tee
Military camo textiles
Wait what does it mean by ‘Covered/uncovered’?
Noted up @ post #25 Confirmed clothing slots as of 1/16/18.
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 what’s above/under it (ie: your hoodie is closer to your body when not wearing a t-shirt).
I’d prefer if it was the first one or the last one, but given the limited context I doubt it’s either of those. Hoping that the clothing layering system is all gud tho’.
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