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Author Topic: Cataclysm: A Zombie-Survival Roguelike  (Read 1263324 times)

Angle

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5835 on: August 30, 2011, 03:33:49 pm »

They will if you break a tendon or bone.
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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5836 on: August 30, 2011, 03:54:05 pm »

A small SMG bullet does less damage than a full metal mace with a proper strength. Believe me :).
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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5837 on: August 30, 2011, 03:56:06 pm »

Assault rifle kit for the machine gun, with extended clip, and double clip. Heck yeah.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5838 on: August 30, 2011, 03:59:26 pm »

I agree that melee is a bit too powerful right now, particularly at high skill levels.

Balancing things, especially combat, is a slow process of tweaking, nerfing, buffing, and tends to go back and forth a lot.  I'm trying to make melee and ranged combat both viable options, with no clear "better" choice, without simply balancing numbers.  To this end, melee means that you probably don't want to wear a backpack, and it's a bit more dangerous, as you have to be close.  However, ranged combat is less reliable, tends to be noisy, and isn't as sustainable as melee (since ammo inevitably runs out).

I'll be shifting things towards ranged combat in the future, by nerfing melee damage a bit, making being close to zombies more dangerous (this can mean a wide variety of things, from simple damage increases or dodge nerfing to "grapple attacks," bites, or bleeding), and possibly making melee weapons break or degrade with use.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5840 on: August 30, 2011, 05:17:52 pm »

FINALLY! I got to a real computer!!! :D :D :D :D

So, Here they are. The ridiculous as hell basement spawning and my so extremely late Falls-in-own hole comic :-/

Spoiler (click to show/hide)

Spoiler (click to show/hide)

EDIT:Saw your youtube video, shado. Promote the cataclysm! We shall all give in eventually!
« Last Edit: August 30, 2011, 05:21:42 pm by jc6036 »
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The Scout

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5841 on: August 30, 2011, 06:09:19 pm »

What's the most damaging bullet type? And the conversion kit with the largest bullet.
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BishopX

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5842 on: August 30, 2011, 07:09:15 pm »

What's the most damaging bullet type? And the conversion kit with the largest bullet.

00 Shot, Shotgun Slugs and .30-06 AP all do 50 damage. AP values vary widely however.
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beorn080

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5843 on: August 30, 2011, 07:12:08 pm »

One thing you could do is increase ranged attackers. Plants that shoot thorns, zombies that spit stuff that doesn't last for 5-10 turns.
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Whales

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5844 on: August 30, 2011, 07:14:44 pm »

I'll just leave this here
http://www.youtube.com/watch?v=R_rPdZjjcjU&list=PL5ADFD0486A058055&index=1&feature=plpp

Nice, gameplay videos are pretty fun to watch.  *Arch brofist* ;D

jc6036, is that spawns that happened immediately when you went down the stairs, or did they happen over time as you spent time down there?  The former is an expected consequence of the crappy way monsters "follow" you down stairs (they just get teleported down with you, I know, it's bad).  The latter is indicative of bigger problems.

Nice comic. :D
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5845 on: August 30, 2011, 07:27:53 pm »

I was actually sleeping and woke up to crashing sounds. Turns out it was a hulk smashing through the wall he spawned in. I ran to get a gun, and they began crawling out of the walls. Like, spawning on the wall edge and moving out of it. The funny thing is that that character actually escaped. Too bad I had to leave that big pile of loot :'(
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SolarShado

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5846 on: August 30, 2011, 07:41:54 pm »

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GlyphGryph

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5847 on: August 30, 2011, 08:42:01 pm »

Quote
jc6036, is that spawns that happened immediately when you went down the stairs, or did they happen over time as you spent time down there?  The former is an expected consequence of the crappy way monsters "follow" you down stairs (they just get teleported down with you, I know, it's bad).  The latter is indicative of bigger problems.
Definitely the later. I think I had it happen to me once. I can try and recreate it.
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jc6036

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5848 on: August 30, 2011, 09:03:55 pm »

I think it makes for a good "WTF?!" moment :P
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Paul

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Re: Cataclysm: A Zombie-Survival Roguelike
« Reply #5849 on: August 30, 2011, 11:48:09 pm »

Yea theres a problem with the spawner not clearing on transitions. I had a bunch of triffids start spawning in a science lab and turn the place into a forest once, they were spawning on the surface and after going up and down a few times they started spawning down below. Had some zombie scientists spawning up top too. Not following me back and forth, but actually spawning down there.

Maybe the system that stretches the spawn area out as you pass through an area if enemies follow you is taking effect here and pulling them down stairs?


As far as ranged power, it really depends what kind of gun you use. A .45 is far more powerful than the other pistols, and with good skill you can headshot everything and take everything out from one shot. My char with a TDI vector can run up to a zombie swarm and hold down F for a few seconds, making it fire one shot at each zombie and kill every one of them - even the special ones - from a good distance away.

I think the issue is more that high skill = all powerful. High dodge means you never get hit, high gun skill means you mow down everything (although I think the current release still has that bug with firearms that makes high skill reduce accuracy, I fixed it in my mod and high skill = always headshots). High melee means you can punch things to death in a single blow. Etc etc. Reducing the bonus for high skill might be warranted to balance things. Maybe use a float or double and take the square root of your skill and use that for a bonus calculation? That way a guy with 16 skill is only getting 4 times the bonus of a newbie with 1 skill instead of 16x.
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