@traqu
I've noticed some behavior in the experiemental build;
Have items in "vicinity"
Have an item in the players hands
Swap item in vicinity with item in hands
Item in hands goes to ground, not memory slot in inventory
I agree that sometimes someone may wish to have the nade go onto their vest which is live; but don't you agree it is more logical that an item swapped with an item which is on the ground should go to the ground and not back to the inventory?
I have not noticed the issue you are suggesting he may be describing; for my tests that behavior was not present.
The bigger run killer isn't even related to anything in this post; (and maybe it shouldn't change), but it's when you have a live nade; you are going to throw it. You change your mind, and then swap to a firearm. The nade is still live and it will detonate on your player, dealing lethal explosive damage normally. Of course the other side of this coin is when you accidentally press a hotkey button with a live nade because of hyper active keystrokes; some of these are almost certainly run enders, but not everytime. Eventually you will learn how to recognize and survive in such situations.
I like the idea of swapping an item in hands goes to the ground; even if it has a hotkey slot, it seems more logical to me,
(opening the way for a possible "Hold to swap" hotkey:
There is something in your hands
There is something on the ground you want to hold in your hands
Hold the "pick up item" key to swap the item in your hands with the item on the ground
(There are lots of situations you can imagine this would be helpful and simplify / streamline the gameplay loop))
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On the topic of granular checks:
The idea you suggested about there being a granular check for grenades, lets take for instance my report in this comment about live nades going back to the vest when a hotkey is activated; I'm actually against a granular check that would stop the nade from going to the vest. On one hand, it could introduce innapropriate complexity for the code base.
Also, I feel if you make that mistake it represents carelessness, and is true to realism because it's representative that you weren't paying attention and mistakes like that could happen. So actually, I think I enjoy this mechanic even though it has ended some of my runs at not great times in less than admirable ways.
It doesn't sound like you're a fan of them either, do you think it would be good for the player base, or do you think it would be a good mechanic? Do you like the idea of such granular meta checks in the game?