The winter start of the second game is now fine, and it can be easily passed by visual inspection. During this period, some suspicions were confirmed during the game, the most important of which was the hidden attributes of the characters.
Hidden attributes of characters
The so-called hidden attributes are those that are not written in the character information but can be clearly felt during use. It is mainly divided into three categories: resistance to beating, physical fitness, and psychological endurance. It is roughly divided into three levels. Taking physical fitness as an example, those with the best physical fitness are less likely to get sick no matter how low the temperature is. Those whose illness status is below "sick" can recover by sleeping in bed directly, such as negotiating women, military men, and runners. Fast; people with average physical fitness are prone to getting sick when the temperature is low or there are sick people in the room. Sleeping in a bed in "slight discomfort" state may restore the condition, but sleeping in a bed in a serious illness or above cannot maintain the condition, such as chefs, craftsmen, and 15 grids; For people with poor physical fitness, such as elderly people and thieves, if they are "sick" and do not take medicine, their condition will worsen until they die.
In terms of resistance to beating, it is also level 3, and the situation is the same. Currently, I feel that military men are the most vulnerable to injury; the worst psychological endurance is that of negotiation women and 15 blocks. Talking in a depressed state may not be effective, and collapse is very depressing. .
Each DEBUFF does not seem to affect each other. For example, it is generally believed that injuries heal faster after eating well and sleeping, but in fact it is not felt. The state of depression seems to have a group effect. If one person is depressed and does not talk about it immediately, other sad people will also become depressed easily. If someone in the team is seriously injured or terminally ill, it will easily affect those with lower psychological endurance +1. If anyone in the team dies, the negative emotions of the entire team will be +1 regardless of the character.
Now I feel like I can handle any situation, and it’s still very simple. The various ways of survival are very fun, you can be a macho sweeper, you can be a defensive type, you can also be a petty thief. It’s really interesting
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Anyway, the problem about injuries is generally like this. Everyone can feel it after trying it. It must be clear who should take the medicine and who should be given the bandage first. It's the same as heart-to-heart talk. Those with poor psychological quality will talk every day as long as they are depressed, otherwise they will be "broken" at any slightest disturbance (it is probably a translation error, it should be break)
Hidden attributes of items
p>Then let’s talk about the hidden attributes of items.
When it comes to items, we have to talk about exchange. I feel that exchanging items is currently the most important part of the game, because there are grid limits for characters to go out to sweep the floor. Even if you AK the people who complete the map, you can only bring back a few things each time. Upgrading the workbench can easily cost 3 Tools made of wood are difficult to balance without relying on unscrupulous dealers to deliver them to your door (especially wood, 2 per box, which is outrageous).
Because it is barter, items have an implicit attribute of value during the exchange process. According to my observation, it is probably like this:
The lowest value: tools, water, sugar, firewood, empty eggshells, gunpowder and other basic raw materials and accessories
The lowest value: herbal medicine, inferior cigarettes, lock-picking tools, gears, homemade tobacco filters Books, etc.
Medium value: real cigarettes, tobacco, saws, etc.
High value: raw meat, herbs, wine, vegetables, crowbars, axes, broken weapons, helmets, guitars, diamonds
High value: Pistol, shotgun, helmet can
Highest value: pill bandage, AK body armor
Purely personal feeling, there may be more levels in the value classification, generally 2 for 1 of the same kind (trading woman Or the other party needs a product with a bonus, 3 for 2), cross-level is about 4 for 1 (....3 for 1), and so on.
The value of the exchanged items is about 50% off the value of the items you have. However, because you can manufacture many high-value items and the raw materials used in manufacturing are of lower value, you can still make money, and they are all urgently needed. supplies. For example, I like to make bandages and cigarettes the most. This high-low combination (bandages are big money, cigarettes are change), the cost is 4 sugar, 4 water, 2 firewood (wine) + 1 firewood, 1 filter (2 alcohol) + 5 tools, 4 herbs = 1 alcohol + 1 bandage. If exchanged, you can get more than 2 times the cost. Generally speaking, high-value items are exchanged for basic raw materials. Unless it is to save lives, finished products are generally not exchanged.