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-put it into your hotbar
-scroll down to that slot in your hotbar
-click
thats like... 4 seconds if you consider that there is equip and unequip animation plus delay of consumable. stuff like that.
i just want to push f1 to do all of this for me.
now the same with a hotkey: you press a button, and its automatically done ( even with the animations in betwen) you just have to concentrate on dodging and wait for your weapon to be available again.
i think that the presure to do the task manually makes it a choise to heal while in combat, thus making it a more strategic choise. "can you kill the dude before he kills you?, or do you divert attention to healing so you can tank him". cheers
Sorry for necromacing on this thread but I was just trying the game and couldn't help but find it frustrating that there is no difference between a "Consumable" tag, such as pills, and an "Usable" such as bandages, searched a little but this was the only thread referring to it and seems I was right, there is no difference.
Some things are more of a chore than strategy and I believe we can at least agree on that, like moving the sofas, desks to help barricade... shouldn't take that long and there's less of an excuse for that in a game, under those circumstances we'd all be YOLO GET THAT ♥♥♥♥ OVER THERE, ASAP. Don't get me wrong tho, I think the game is marvelous, but there are obvious flaws and we players should address them, not sugarcoat the issue, otherwise it will never be seen as an issue cause there will always be too much sugar to reach the ♥♥♥♥.
Games known for being challenging got that part right, and usually aren't as scarce in resources or at least it isn't such a pain to manage them. You're entitled to your opinion just like the devs have all the rights to leave it as such, but it's undoubtedly not a pro in the combat, it's more of an hassle that makes things unnecessarily frustrating.
P.S.: like why the ♥♥♥♥ do you have to reach the backpack for the pills in your hands?? Is there even a need to use pills? I think i'll be fine with bandages all the time for the safe gambles in combat since it takes a lot more time to stop healing, I could tank 4-5 basic monsters on me with a shovel, while on a single bandage active(taking massive damage during combat), leaving the area full hp, and the pill has higher value?!?!?! SELL ALL THE PILLS!GET ALL THE RAGS!. How can you even bring in the strategy and difficulty argument, you can always play safe by using the game's flaws against it, I just like having options and versatility when they make sense otherwise i'll just do the price/benefit quick math and stick with the winning solution.
P.P.S.: I must say it again, this game is great regardless of the obvious flaws.
The wiki is good at labelling all the item types (and their various subgroups). The terms you were referring to, 'consumable' and 'usable', I think they are just general terms used in the in-game descriptions for various items, it's just flavor text but is still an accurate description..
When an item is described as 'consumable' it just means the item is edible (can be ingested/consumed), it serves as info to let you know you can click on it to eat (consume) it..
Various consumables have different effects (healing, hallucinogenic, stamina boost etc), sometimes the effect they will have is obvious (like in the case of healing pills), other consumables will have hidden effects (positive or negative) for you to discover.
Alcohol can be used in many ways, it is mainly a crafting material, but of course it is also a consumable, it's just no longer described as such.. so don't worry too much about the in-game descriptions, it's mostly self explanatory anyway.
Items that are described as 'usable' tend to be crafting materials or crafted items. Obviously in the case of bandages they are also 'healing' items (just like some consumables are also healing items). 'Usable' lets you know you can click on it to 'use' it..
But I get what you are saying, when you use 'usable' items they are gone from your inventory (or become depleted), so in a sense they are 'consumable items' ..but in this case 'consumable' refers to something being edible (or drinkable).
When you first arrive at a location you feel exposed, vulnerable to intruders, it's supposed to be a chore to set up your defences adequately..
It creates good tension when you are rushing to barricade the place before nightfall, there is a skill to knowing the most efficient, and time effective, ways of securing your hideouts..
There are multiple strategies when it comes to base defence, it would be uninteresting if it was easy to turn any room into a barricaded fortress within a few seconds..
It can be fun to use the morning time freeze to spend as much time as you like re-arranging the place setting up all kinds of safe areas and kill zones.
Another good thing about the furniture drag speed is it acts as a good deterrent against dragging stuff from halfway across the map (to your hideout). Attempting to do so is a bit of a liability anyway..
..It would eat into valuable scavenging time, plus extra furniture can become clutter, it's an extra obstacle to get in the way (during fights) or become trapped by.
Rags for example.. so many important crafting recipes rely on rags, you will see that it is far better to use rags for lanterns, molotovs, armor etc than it is to use them to make bandages.
Most of your healing will come from the well at the hideout, light sources/lamps (if you have the 'moth' trait), full heals from surviving the night plus any other healing item you happen to have around.
When you have a lot of rep (mid game) you wont need to sell luxury items, such as pills (in fact you will even have enough rep to buy pills everyday), you will end up with a large stash of pills.. so you might as well use them..
You can stack 3 pills in a hotbar slot, they heal you very quickly and cure poison immediately. In a permadeath run it's particularly important to always have one hotbar slot assigned to healing items, and pills are the best healing items..
Obviously allocating a hotkey for an auto-heal would be an uninteresting mechanic and make the combat too easy, healing is a separate action from fighting, a hotkey would bypass the skill of inventory management..
It makes sense that you literally have to stop to go into your backpack for items that are in your backpack and for items that are in your hotbar (your actual load-out), it makes sense that you only have to manually select/equip the hotbar item (which does not hinder your movement) and then interact with the selected item.
I can agree that moving stuff shouldn't take seconds, and I can agree that there is a certain strategy to how you grab the furniture to allocate it, but it really shouldn't take that long, I mean, I assume you tried to enforce security by at least grabbing a box or two from the other side of the house(far away from the location you want to put it) and it's excruciatingly boring, but immerssed you'll do it anyway. Under tension you'll do the bare minimum over what you have already prepared during the time stop, I doubt you'll be a perfectionist during the time your defenses are being blast from left to right, you think you'd waste a second less if the drag was swifter? I sure wouldn't but i'm a scaredy cat so I'm certainly not a good example. Point is, it's equally efficient if it was done swifter and unnecessarily (real)time-consuming the way it is because you'll do most of the work during a time that there is no such thing as tension.
At least as far as I've played.
I still have to play an example of which I can empathize with the healing argument, if the argument is regarding simply very scarce resources then it still doesn't make sense the combat factor imho. This isn't a game too focused on combat, at least that's how I see it, because frankly it shouldn't be(well aware that if it was easy it would make things to be crappier), so there should be differences between Usable and Consumable, at least where it comes to the form factor of the item, since it's fiction trying to make sense. And bear with me on this making sense cause I know it's not a relevant argument but on the early stages of the game I simply found bandages to be OP in comparison, in both resources, value, etc, and definetly not worth selling, it's a lot better to approach a foreseen very dangerous situation using a bandage before-hand than using a pill, in every aspect, even in full hp. The bandage will guarantee full hp for as long as the combat lasts as long as you make use of the timed action and pacing, the pill will just quickly restore you to full hp but most of the times I enter a life-death situation I was already full hp, i merely lost all the hp there.
My suggestion would be to nerf the pills to a point where it sucks, compared to other healing items such as bandages, but making it usable from the hotbar so there won't be an atrofy in priorities(i've died many stupid times that i was simply wondering if i had time to heal or should it be better to run, to a point where the only thing i started feeling at death changed from "holly marbles" to "there i go from point A to point B again", that change only begun when i became aware of how to use healing items), it is, in my opinion, the way you're obligated to fidget in your inventory for such a simple task as ingesting a pill, immersion breaking, and that is less forgivable than the game being easy, imho.
Wouldn't you say that switching from your weapon, fighting for dear life, to a pill would also induce tension? Specially given that resources are very scarce, the ammount of time you take to switch and make yourself vulnerable isn't modest, given everything takes place not in a turn-based combat, the healing time and healing done from pills would be bellow mediocre levels and I do believe it would make no difference in tension or immersion but would rather give the player a tactical approach towards the Hotbar. Cause top-down strategy is overrated anyway -pun intended.
Those 2 matters(allocating furniture n consumables) to me are real immersion-breaking issues in the game and compared to the ammount of care the game was put through, it has the potential to be timeless imho, it's really no excuse to say it'll lack in tension to fix, if the solution would then it simply isn't the right solution, this kind of game already has a very specific target demographic and if that target is completely sold, with all their bias in mind, the marketing will be done for the game without effort. Heck i'm already doing it not having mentioned my issues with it as to not get the bias working before-hand, I'll wait and see if my opinion is shared more than it ain't! And i'll be sure to finnish this one and see if there is a time where i can fully agree with your reasoning, Mazy!