All you have to do is change the stack sizes of the things you want to carry less of.
Next year. We have been working on other things.
Could just find/harvest scrap brass and ditch the trophies, knobs, etc.
I'd love a full character customization setup like Bethesda has but we're a small team and have to pick our battles or never ship. The head system is expandable and we might get a little face customization in, we'll see yet. After a few hours though everyone has a full helmet on and you never see your face anyway so I don't see the argument.
Cool, maybe I missed it, but a smiley face to indicate humor with text is a must have usually
I agree, and I myself have spent hours making new characters for certain role plays in other games, but 7 Days was never that game for me. The custom
I looked into that a while back and there isn't an easy way to speed it up, other than to change the weights and rebalance everything.
The higher your FOV, the more fish eyed it gets. Decreasing FOV should help, but you will see less.
How does crappy sliders that don't really change much compete with a decent amount of properly modeled/textured heads to choose from? We might let you change hair/eye/skin color none of that is even started on yet, but the main thing is proper pbr faces that are professional looking and performant. Uma is ugly and slow, and wastes a giant texture on each player in the game, his armor etc is all baked to a single unique sheet. The new system can share textures and stream them.
There is no plans for that, as it could really impact the frame rate, so something like that is best suited as a mod IMO.
Nope, but legendary armors might pave the way for legendary guns, how I designed that could work, meaning the legendary bonus is double of what the blue bonus is, or could be a random range from 11-20%. I have a more advanced design I did a while back but it's so good/big I think it should just be saved for 7 Days 2.
Once there are enough mods though you might want to save that mod slot for something better than carry capacity, making the perk still viable.