#Flashlights highlight loose lootables

1 messages · Page 1 of 1 (latest)

zinc patio
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The fact that other things liter the ground makes it more believeable that the player has to check the item first to see if it's worth picking up then make the decision to pick it up or not.

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There are some broken phones that you can't pick up, but you can't tell it's a broken phone until you check it and realize it can't be picked up.

keen berry
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This is a great point. I would argue this point as well - if the interact with objects was a little more precise.

old sparrow
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Oh please no.

keen berry
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?

barren otter
keen berry
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sure - then I also suggest highlighting items when close enough to them, indicating your PMC has 'now seen the item'

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immersion =/= lack of feedback to the player

barren otter
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I guess I just don't understand why you want some magical glowy aura when you're actually getting feedback (in terms of the interaction indicator) when you go and start checking out things.

keen berry
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i realize you may instantly go with the worst option in your mind, as I would to. are you completely fine the way it is, and accepting you may completely miss things? Is there a middle ground you would suggest?

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I appreciate your willingness to discuss it btw, not just thumbs down and run.

barren otter
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Missing things because you're not paying as much attention or going really fast is an outcome the game should support.

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I love finding stuff that other players clearly missed because they weren't paying attention.

keen berry
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Fair enough. So are you along the mentality of memorizing spawns as opposed to initial interactions?

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I can see the attraction in that, continually finding item spawns over time could be nice