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roadtovostok
roadtovostok

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Grenades (Update + Opinion)

Hi!

Since now the lore video is done, I'm back at finishing the grenade system.

Unfortunately the animations will still take a bit more time to polish, so I have to wait for next week until I can fully showcase this system.

However all the other key component are pretty much in place, but there have been few things that I have been iterating with.

One of this iteration topics have been grenade slots and how player will choose and draw those grenades. I went through multiple approaches to this (like button G draws the first available grenade from the inventory) but currently I'm leaning towards this "slot approach" that is showcased in the post image.

This draw mechanic is based on two grenade slots in the equipment panel called Grenade 1 (left one) and Grenade 2 (right one). With this setup, when the player presses key 4 it draws the Grenade 1 and key 5 draws the Grenade 2.

With this approach you can have max 2 grenades at "stand-by", so there's no automatic way of getting new grenades from the inventory.

What do you think about this approach?

-Antti (Developer)

Grenades (Update + Opinion)

Comments

I think a 1 grenade approach would be more realistic, but 2 would be a fun addition

Marek

I think with this key 4 and 5 ( i hope this can be changed in setup which key the player will use ) as a hotkey for 2 different grenades is a good solution .what aim mechanism do you use for the grenade ? a point in landscape ?

Steffen Wilhelmy

Again I really like and enjoy seeing what you come up with. I personally would like the slot system, maybe it could also be affected by gear? Specifically by number of pockets or pouches on LBE/vest etc. So for example jackets with more pockets would add one grenade to an exisiting default one, chest rig would add also, but you could have slots just for top and bottom clothing kinds, thus the jacket and LBE wouldnt combine and it would be 2 slots in total (default+lbe/jacket)...maybe it would bring unnecessary complexity? Or maybe something similiar to system in Stalker EFP where each gear piece adds mag pouch slots, so maybe something in this direction? In conclusion I like the slot system idea, but in future I would love to see pouches and pockets affecting number of grenades AND magazines you have quickly accesible...

Feruen

Maybe to avoid to many hot keys, you could press and hold G and cycle through the grenades in the slots using the scroll wheel.

Love Shacc

I think in general, that this approach would fit best for now (since you consider making an multigrid inventory that's based on the equipment etc. down the line) yet I have two ideas/improvements for the current iteration and would like to ask if these would make actually sense game-wise to implement them: 1. More an QoL improvement, but in the hectic of combat, hitting the wrong number key is quite common (especially when you forget which granade you already thrown). So my solution would be to also have one consistent and definite hockey as for example G, that always draws the first available granade. How it would work in practice: G triggers the drawing of a granade if equipped. The grande being drawn is determined by availability...so if granade slot 1 has a granade equipped, granade 1 gets ALWAYS drawn first. If slot 1 is empty, slot 2 gets drawn if equipped. If no granade is available... logically no kaboom 2. Now a more "gameplay determining" idea: Would it make sense gameplay wise, to actually need an belt in order to have a certain quickslot for a certain item available? So what I mean by that is, if not wearing, for example one of our neat varusteleka belt pouches, the quickslot for granades isn't available, so in order to draw a granade, you have to go into the inventory and manually equip it. Two things I wanna mention when going with this approach: the pro, it would even further enhance this feel of preparation, because in order to not get stressed in a tricky situation let's say in vostok, you need certain secondary equipments (as a belt) to have more control/comfort when handling your primary equipment (as granades) and thus not getting stressed/pressured. The con would be, that it would further complicate things code- and gameplay wise. The determining factor in mind is... as always with "realistic survival games": fun vs. realism, and that is something that varies from player to player. So actually asking a wider audience through a poll (for example on discord now that the possibility is there) would be optimal imo. Let me know what yall think about these ideas :D

TastyMilk

I think the two slot idea is generally fine but having too many hot keys on the number keys is going to make combat really messy, since it'll be harder to pick the right key if I'm panicking, and the more hotkeys that use the numbers, the futher away itll be from the fingers on WASD. Get too many and you wont be able to use a hotkey while moving (I don't think anyone could hit w and 9 at the same time without a 3rd hand or taking a hand off the mouse). If you are going to have 4 and 5, I'd also make it so pressing g pulls up a grenade, but the downside being it just grabs one of the two. Faster to press compared to a number key with the downside being you might get the wrong grenade (if you want a flashbang and pull a frag, for instance)

Tobias August Williams

There's already support for the two primaries since now that secondary slot accepts any weapon like showcased in the UI overhaul video. So with this approach no plans to add a separate pistol holster since like mention primary and secondary slots are now available for all weapons. I will just try to counter-balance this two primary weapons approach with some weight / inertia thing if you are trying to constantly run with two "heavy weapons", so having a pistol there as a secondary or light SMG will still be useful etc.

Road to Vostok

I think it's a decent approach for a belt-system, as long as everything else equippable sticks to the same idea. You've talked about maybe having two primaries in the future, not sure if you were meaning to add a pistol holster on top of that which would make knife 4 and grenades 5 & 6. Also, it'd possibly be nice if the inventory displayed the key to equip/activate that specific slot.

Mello' Mike

Those keys can be remapped in the input settings, meaning the default 4 and 5.

Road to Vostok

Agree with this approach.

Karlo

I think the slot system is a good idea. Personally, I would like the option to choose which hot keys to use in the settings for the grenade system.

Infinity

I think this would be the best option to have two slot. It fits the planing and preparing aspect of the game.

Cap.C


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