Show hunger and thirst levels on replay
As a lot of realism and semi-realism servers have rules on how hungry/thirst you need to be for certain behaviours, it would be helpful to prevent rule breaking by regular players having access to this information via replays. If, for example, when you switch focus to a player, it gave you their current hunger and thirst, that would be very helpful and help prevent players getting away breaking community server rules simply because that information isn't available to players.
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21 May, '24
evenbobthingsHighlighted comment
Admins can view hunger percentage already. Playing with a staff member on a realism server yesterday, we caught 3 people attacking our group without adequate hunger. I use replays to get screenshots, if hunger shows I'll stumble across rulebreaks and when people know their hunger isn't hidden, they're less likely to break the rules. It's a small change that only hurts rule breakers. -
20 May, '24
RhiannonI mean...it wouldn't hurt much but are you really going to double check every fight to make sure somebody's character was hungry enough? What are they doing that's making it apparent in the first place? You can't see someone else's hunger level in-game either as far as I know. Do you not have a body down rule to go with this so trigger happy players already kind of punish themselves if they hunt when full since body down means the player has to sit by the body untill it's gone?
Don't wanna seem overly critical here but this seems like a rule that takes a lot of effort to enforce even if the game ends up getting the tool you're asking for. -
22 May, '24
RhiannonI do admit to having trust issues with other people on the internet and so my kneejerk concern is somebody just religiously checking every fight they loose to see if there's anything they can report the attacker for. Get somebody who's hunger is right teatering on the line and report them as not hungry enough or something. If this isn't an issue, great. Now the only drawback is just that it adds complexity to the replay feature. I think it's quite something that games can have replay in the first place without it being a source of lag to record the entire thing as it happens. Maybe I just don't know enough about how it works though.