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Messages - Grendus

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151
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 18, 2013, 02:20:25 pm »
If anyone's interested, I did an overhaul of professions:
https://raw.github.com/GlyphGryph/Cataclysm-DDA/professions_changes/data/json/professions.json

Would appreciate people trying it out and telling me what they think.

Hmm. The only one that jumps out at me as needing a rethink is Tailor. Tailoring is probably the most powerful skill in the game - it lets you maintain and reinforce your existing armor, fit and repair armor you found from zombies, and craft up to the second best armor in the game (the first being power armor, which is... mechanics and electronics I think). When you consider that the starting shelter has 8 windows, each of which is basically 40 rags and 300 thread after you cut up the sheets and disassemble the string, you're looking at 320 rags and 2400 thread worth of armor before you even have to approach the city. Tailoring 4 also is high enough to repair shredded armor reliably, so anything you didn't have the materials to craft (like leather armor pieces) can be safely gathered, fitted, and repaired in town without risk.

Maybe drop the sewing kit and increase the cost to 2 points. Or leave the sewing kit and raise it to 3/4.

152
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 18, 2013, 12:19:04 am »
The old code for fungal infection treated it like an inhaled disease. I'm guessing they now infect via skin contact - meaning pack some Royal Jelly or Fungicide if you want to take on a Fungal Bloom. On the bright side, as soon as the bloom is dead the fungi start dying off - sliced one up with a Katana (worked surprisingly well, though getting knocked back when the walls regrew hurt a bit) and by the time I walked back to my car they were gone. I had the Disease Resistant mutation, which helped a lot.

153
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 17, 2013, 10:59:34 pm »
I typically use all the flu shots I find and take a handful of vitamins every day or so. Keeps the colds at bay. I mostly eat junk food and candy for the morale bonus.

154
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 17, 2013, 01:57:01 pm »
I'm not saying they need to be removed, but if listening to music for a few minutes put you in a better mood than smoking cannabis or getting drunk people wouldn't do drugs. It seems very backwards to me. Either capping the morale boost lower (say, 20) or making it much more gradual (so more like 50 batteries to get the full morale boost) would make it at least make sense.
I dunno, the one thing better than listening to music is listening to music while on Cannabis (Or so I hear). It's not as if people drink or smoke a doobie and proceed to do absolutely nothing. I should know, I lived in Oregon for a year.

So maybe drop the normal morale, but change the effect of various drugs so they boost the morale you get from food and music? Maybe the MP3 player only gives 20 morale, but cannabis and alcohol give multipliers so it turns into 50 when you're high.

155
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 17, 2013, 08:56:58 am »
The thing with batteries is that there are many better uses for them. Morale, once you have the skill you need, really only matters if really high or low. Flashlights, Welders, Bionics if you have the mods, and so many other things can use them so I think they are decent enough as is. I know that once I get a welder I never have enough batteries.

Unless you're scavenging is purely nocturnal, flashlight use will be few and far in between. Even without a vehicle welding rig you won't go through that many batteries in regular vehicle maintenance, and construction is a special case. The Battery System bionic will chew through batteries, true, but you have plenty of other options: Solar Panels, Internal Furnace, Ethanol Furnace, etc.

If you don't have enough batteries, it's because you aren't taking advantage of the myriad opportunities to obtain them. Disassemble cell phones for 200 batteries, unload every radio, doll, soldering iron, geiger counter, and extra flashlight/mp3/hgs you find. If you desperately need more, you can craft them in batches of 100 out of empty soda cans and vinegar. I routinely leave thousands of batteries at my shelters.

Not to mention that drugs have other uses besides morale boosting, such as getting an extra boost of speed or ignoring pain.

Fair enough. They also have fairly severe malus - painkillers slow you down, for example, and the addiction system in this game is extreme. Mp3 players have no such drawback, for 15 batteries I can have 50 morale straight up. No time cost because turning it on seems to be a non-action. Just turn it on, go about your business, and turn it off again a few turns later.

I'm not saying they need to be removed, but if listening to music for a few minutes put you in a better mood than smoking cannabis or getting drunk people wouldn't do drugs. It seems very backwards to me. Either capping the morale boost lower (say, 20) or making it much more gradual (so more like 50 batteries to get the full morale boost) would make it at least make sense.

156
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 16, 2013, 11:52:08 pm »
The problem is, focus regens over time. You need to focus right now? You're SOL my friend, you can get it up to 1 or2 focus per minute, but you can't just refill the bar. Besides, you don't need focus for anything but gaining skills, with the tripled spawns in my current game I routinely wander around with less than 20 focus just because I used it all up gaining skill with bashing and dodging.

Edit: When it comes to drugs, they're still useful for stacking benefits - some cannabis, a cigar, and a mixed drink and you're looking at a burst of 100 morale which will regen your focus very quickly - and for stat bonuses - caffeine can give you a real edge if you have a lot of zombies to kill, meth cranks it up to 11 (so long as you don't value your teeth).

As far as making them unable to be reloaded, if you have the crafting skill to make them you have enough skill to disassemble them and get most if not all of the parts back. It would be the equivalent of opening up an iPod to replace the battery, because the power sockets stopped working when the guys at the power plant went on strike turned into the living dead.

157
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 16, 2013, 11:28:50 pm »
If you turn the MP3 off after you hit 50 morale from it, you can get the maximum benefit for about 15 batteries. Same as the Handheld Game System 15 batteries per game. Batteries are more common than any of the drugs except alcohol, you can craft them by the hundred out of ammonia, rotten lemons, or vinegar, and if you disassemble phones and unload things like radios, flashlights, etc they're ludicrously common.

A possibility - rather than nerfing them, make it so you can't unload or reload them. Nowadays most MP3 players and game systems don't have removable batteries anyways. This would make the high electronics skill recipes for crafting them useful, you'd need to be fairly skilled to disassemble an iPhone and add new batteries without instructions.

Edit: Missed Grizzly's question. It takes a few minutes to get the full MP3 bonus, but you can do other things during that time so it's not a big deal. Typically I use both at the same time, turning on the MP3 and then playing a quick game on the game console. 30 batteries for 95 morale. Drugs give you the boost immediately, of course, but they're addictive and tend to come with penalties.

158
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 16, 2013, 10:44:04 pm »
So... as much as I hate to say it, the morale boost MP3 Player and Handheld Game Console may be a bit overpowered. For comparison, mildly addictive drugs like alcohol, tobacco, cannabis, or codeine give 20-40 morale. Most of those come with some stat malus, cannabis drops most of your stats, alcohol and codeine both drop your speed, etc. MP3 player gives you 50 morale with no penalty, and the Handheld Game Console gives 35 min and... I think I've gotten 65 by getting a very high score on Snake.

Don't get me wrong, I think the drug effects should be a little more nuanced - cannabis should give you bonus morale from food, for example - but batteries and an MP3 Player grants more morale with no drawbacks.

159
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 16, 2013, 11:54:13 am »
Something interesting I've found, when burning down a house to get some stone and rebar you can drastically reduce the burn time by lighting the house on fire during the rain. Once the fire has broken the ceiling, the rain will extinguish it in short order meaning you can burn a house down in under an hour. Just walk around the edges, ignite every third square of wall, and go hunt nearby or something.

Tripled spawns is interesting. Scavenging is more dangerous, though not significantly so, but the most frustrating aspect is the time. Just sweeping one house can take hours in terms of stabbing, smashing, pulping, and butchering. It also makes passive protection more effective - I had to switch to a Reinforced Leather Jacket because my arms were taking too much of a beating. Focus is another problem, I wind up using all of my focus on combat which makes training other skills such as Survival and Archery difficult.

160
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 15, 2013, 10:58:13 pm »
So I decided I was up for a challenge and turned the spawns up to 3x. On static. Day 2 and I have 106 kills under by belt. If weapons sustained wear and tear, the pipe I've been using would be bent in the shape of a human face.

That's pretty intense.

161
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 15, 2013, 07:14:35 pm »
So I started with a hobo character. Started hallucinating, then stepped on some landmines. !!Fun!!.

162
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 15, 2013, 04:17:18 pm »
I have managed to kill them all. This is where buying ranks of a skill is useful - you need dodge skill for survival and you need unarmed combat to do enough damage and unlock the right abilities. You also need to head to the window IMMEDIATELY! The window is the only choke point that can really keep the zombies from completely mobbing you. You still get a few around the edges of the building, of course, but that's why you want a martial art that lets you dodge and block multiple times per round and has other mitigating factors (Taikwondo has a knockback, for example).

163
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 15, 2013, 03:19:37 pm »
Zombies spawn in the shelter. Like HOARDS of zombies in the shelter. 20+, and specials. I grant a concession and wish in a filter mask if I see a smoker, but otherwise I've seen Feral Hunters and even Brutes spawn inside the building. It's brutal.

There's a reason it's not the default. I've managed to survive exactly once with a non-martial artist by grabbing a pipe and fleeing into the woods full speed, and only barely got away with a shred of torso health left. B.R.U.T.A.L.

164
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 15, 2013, 03:12:42 pm »
I mostly just wanted to see how well Zui Quan held up under Black Road. I've managed to survive Black Road a few times, but only with Martial Arts characters who chose an art with defensive bonuses (Taikwondo did fantastic, Karate survived surprisingly well, Krav Maga did a ton of damage but got it's Israeli ass handed to it by sheer numbers). I figured that being able to dodge an unlimited number of attacks per turn, combined with the Drunken Master and Alcohol bonuses to damage and at least one starting point in Unarmed Combat and Dodge might give Taikwondo a run for its money. Unfortunately I can't Wish martial arts on a character, so without being able to buy it at the beginning there's no good way to test that. Oh well.

165
Other Games / Re: Cataclysm: Dark Days Ahead - Version 0.9 "Ma" released!
« on: November 15, 2013, 02:35:07 pm »
One thing, to go back to the skills vs traits debate from earlier, skills are borderline mandatory if you start with Black Road. The only time I've managed to survive a Black Road spawn was starting with a Taikwondo character.

As a side note, Zui Quan and all of the Shaolin and Venom Mob martial arts are gone. Have they just not been converted yet, or is that a bug?

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