Darkwood

Darkwood

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Spudbar Sep 2, 2014 @ 10:54pm
Add ability to PULL open doors
I ended up finding a really nice barricade system where I would lock myself in a room, barricade all other exits with wood planks and nails, and block the outside of my door with furniture and then close the door. This way if anything tries to get in, they have a hard time getting around the furniture or pushing it through the doorway. I ended up it through the night, but encountered one small problem. I couldn't get out now.
Opening a door automatically pushes it forward. This made it go forward just enough so that I couldn't get the door to swing back my way, and the furniture was piled up in a way that got it wedged against a wall and completely stuck.
Pulling a door open and being able to open it both ways would be extremely useful.
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Showing 1-4 of 4 comments
Dr.Clever (Banned) Sep 3, 2014 @ 11:12am 
Lol this is the most hilarious thing I ever read that some1 did in Darkwood lol

Pulling the doors open can be handy, i am with you there
RopeDrink Sep 3, 2014 @ 1:44pm 
Can't see it happening. It'd be to bypass an already present flaw.
Monsters used to struggle just by hiding behind furniture in the house to block vision and block them from reaching you (something the devs have supposedly 'fixed' since then), so adding 'pull' door for the sake of re-abusing the same issue and making it easier to protect doorways with furniture is highly unlikely.

All you'd need to remedy this is simply bring your chosen wardrobe outside a door that doesn't have said 'walls' to block it, problem solved. Front door would be perfect as the outside is largely open space.

On the flipside, creatures usually don't discriminate against what barricade they should break, unless you make a lot of noise and attract the monsters to your general location. Nothing stopping them from entering the house from a different window or door if they break the barricade, so your method is only helpful against one entrance. Adding directional choice on where a door opens adds more mouseover options I'd rather do without. There's enough 'fumbling around' as it is, in my opinion, to have an otherwise useless mechanic that doesn't really add much to the game.
Last edited by RopeDrink; Sep 3, 2014 @ 1:45pm
Spudbar Sep 3, 2014 @ 5:12pm 
Originally posted by RopeDrink:
Can't see it happening. It'd be to bypass an already present flaw.
Monsters used to struggle just by hiding behind furniture in the house to block vision and block them from reaching you (something the devs have supposedly 'fixed' since then), so adding 'pull' door for the sake of re-abusing the same issue and making it easier to protect doorways with furniture is highly unlikely.

All you'd need to remedy this is simply bring your chosen wardrobe outside a door that doesn't have said 'walls' to block it, problem solved. Front door would be perfect as the outside is largely open space.

On the flipside, creatures usually don't discriminate against what barricade they should break, unless you make a lot of noise and attract the monsters to your general location. Nothing stopping them from entering the house from a different window or door if they break the barricade, so your method is only helpful against one entrance. Adding directional choice on where a door opens adds more mouseover options I'd rather do without. There's enough 'fumbling around' as it is, in my opinion, to have an otherwise useless mechanic that doesn't really add much to the game.

I don't know why you put walls in quotes. Let me explain it better for you.
I opened a door and it swung open toward the area I was going to hide in. I brought a cabinet over and pulled it into the doorway. This sealed it off from the outside so that the other monsters wouldn't be able to find the door, and if they did it would be difficult for them to get to it either way. I had already placed other furniture, and their combined placements made it so I couldn't get through the door and they got stuck between a wall.

Is it really so much of a flaw? It seems pretty reasonable to me. There was a door hidden behind a cabinet in the prologue. It seems like a logical defense, and like you said it doesn't stop them from getting through all the other entrances.

I'm sure to counter this they will make such objects draggable. Savages could have hunting dogs that will smell you out and lead you to the room you're hiding in at night. There's plenty of fixes they can make to prevent it from being exploitive. Being able to open a door both ways may end up being a huge addition to strategical placement of traps and such. It doesn't have to be another thing to fumble around, or a mouseover option (though would work just fine that way) though it all depends on how they decide to go about it.

I like how you say it's a useless mechanic as well that doesn't add to the game. It shows how much you don't realize how much a small detail/function adds to a game. It has a use if you can figure out how to use it, and as you can imagine it does break the immersion when you get totally trapped because you can't simply pull the door open and are instead forced to dismantle a perfectly good barricade.
Dr.Clever (Banned) Sep 3, 2014 @ 5:16pm 
LoL @ RopeDrink
You dont have to be so ♥♥♥♥♥♥♥ nerdy and talk nosence, its just opening the doors in the direction and angles they already can swing at, it does exist in game already.
Its just up to you to choose in which way you want them to open, that is what this guy asking for. It is simple as that. ROFL

P.S. He didnt asked for total Darkwood re-coding lmao haha
Last edited by Dr.Clever; Sep 3, 2014 @ 5:21pm
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Date Posted: Sep 2, 2014 @ 10:54pm
Posts: 4