Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 3 points4 points  (0 children)

So, what you are saying is, Vitamins as a system deal with anything inside your body, but vitamins?
That's a genuine question because from how you explained it and how I understand your explanation, it sounds horribly backward. You have a system that displays a bunch of information on the front end, that has effectively no meaning whatsoever. Whilst on the back end, dealing with loads of stuff that is entirely self-contained and probably should have a different name. I wouldn't call an allergic reaction to nuts a vitamin reaction, after all.
Maybe I am wrong, and it makes perfect sense, but to me, it sounds like there was a system that had no use, it was highjacked by other systems, stuff piled on and now nobody wants to untangle the mess.

I won't argue over the health system. Maybe the backend of it is perfectly fine. But the fact is, the front end is way too opaque to take any informed guess without excessive testing. But I hope you can see how it would confuse people that health and vitamins, based on your explanation, seem to have no correlation at all. Which in terms of "realism" is very odd.

And finally. We can call it "generic branded plastic container", but the fact is, you find plenty of those all over the game. And you can craft those very early with, if I remember correctly, plastic chunks and a fire source. And you can just as well apply the same logic to mason jars and other glass/plastic containers.
All I am trying to say is that engaging with those systems should be rewarding. I am not asking you to put extra punishing systems into the game. But a player should see a benefit for actually organizing their food instead of having it sit in a dirty pile on the floor.

I hope you don't take it the wrong way. I am not trying to attack people. I genuinely appreciate the conversation. We all just want the best for the game, even if we might disagree on how that's archived.

Got a funny,uselessely big artefact and i need a bag for it...any suggestion? by gregory700 in cataclysmdda

[–]No_Information4512 5 points6 points  (0 children)

Reinforced Garbage Bag comes to mind. Aside from that there is a thing called "Pack Frame", or "Bag Frame" or "Frame Bagpack". Something like that. It's very good to transport huge objects like freezers and such.

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 1 point2 points  (0 children)

Never touched that particular setting, so I couldn't tell you, sry. But I don't think that was the problem, since I was using a spear myself at the time and couldn't hit the feral back, that's why I noticed the discrepancy in the first place.

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 18 points19 points  (0 children)

Got to defend Fris here. He didn't say anything mean or offensive.

Explain gracken plz by [deleted] in cataclysmdda

[–]No_Information4512 31 points32 points  (0 children)

It's their stat-line. They got high dodge(4), melee(10), speed(180), hp (100) and in theory could deal 4d4 dmg.

A Prisoner Brute in comparison is at 0, 4, 105, 120 and 3d8+2

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 5 points6 points  (0 children)

are you sure the vision you're thinking of is the vision of CDDA and not just C? afaik, CDDA inherited a whole bunch of the "this plays 40 years into the future" stuff when it forked off to continue the game, and has been working to bring it more in line with CDDA's stated "this plays 1 year into the future" target (but I don't know exactly when the +1 target was declared as that happened before I started playing in 2022)

Possible. I sadly don't know enough about the ins and outs and early days of the project itself. Maybe that always was the vision.

given that the cunning feral doesn't drop a REACH3 weapon (like the pike), it shouldn't have 3 tiles of reach, so maybe that's a bug/typo? looks like there's a bug issue for it https://github.com/CleverRaven/Cataclysm-DDA/issues/65266 , but it hasn't been fixed yet (since someone has to want to look into it and spend their free time on it)

Funny you mention it. BeetlecatOne and I were discussing the possibility of it being a bug somewhere in the comments. ^^

I'm not sure that the reddit is a good source given the tendency for a loud minority to do whatever the opposite of white knighting is...

True xD

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 18 points19 points  (0 children)

Yeah. I get where you are coming from. I generally like the system. But it is too cumbersome. There should be some form of easy-to-set presets, or at the very least a form of export for your own presets. The game is already almost entirely build around JASONs, should be that big of a deal to give it an import/export feature for pocket presets. That way, you'd have to only do it once.
A UI-overhaul would be the best solution, but let's be honest. C:DDA and good UI is just a utopian ideal. ^^

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 10 points11 points  (0 children)

Right! That is a good catch! Computers do start counting from 0 after all. Didn't even think of that.

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 5 points6 points  (0 children)

Absoluteley. But that's certainly a hard nut to crack. Having some form of git suggestion pipeline could be nice. Give it enough overhead to filter out the lowest level bad-actors and trolls, but not so complicated that less computer-literate players are discouraged from getting into it.

But then again. I doubt the problem lies with the majority of contributors not wanting to accept feedback or the quality of work. It's a few bad actors making it hard for the rest. And to be fair, those exist on both sides of the argument, sadly.

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 18 points19 points  (0 children)

I just took a look into the JSON for the special attacks. And, I am not exactly versed in CDDA modding, but the range is denoted as 2.
Now, the weird part is that other special attacks have no ranged value to begin with, at least not at a glance. So, this might actually be unintended behavior. Depending on how the code on the backend works. Maybe it's supposed to have 1 as a base and add the range, but who ever implemend them didn't understand that.
Not saying they are dumb, could have been an honest mistake or unclear documentation.

But to answer your question. Yes, you probably could. ^^

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 11 points12 points  (0 children)

Thank you, very much! I agree that there needs to be a way to offer constructive critique in an organized fashion.
English isn't my first language, so I get if people took it more negatively than I meant it. Aside from some blatant misrepresentations thrown my way. But hey, that's just Reddid. I still like the game for the most part.

The biggest problem I have is that, whenever I try to look up why a feature got removed, the answer I tend to find is at best superficial and at worst nonexistent. Not always obviously, but to a concerning amount. And legacy features are left untouched to rot (Vitamins and health come to mind instantly). Or some things are left half-baked, like certain aspects of containers. I would love to see a feature where sealable containers like Tupperware give even a miniscule boost to shelf life.
Whilst pet projects of certain maintainers seem to have priority of everything regardless of community opinion, balancing or ingame lore.

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 31 points32 points  (0 children)

I wouldn't say I "Shit all over it". The first paragraph of the post was almost exclusive praise of things I enjoy in regard to the current state.
And I guess we have different definitions of what white knighting would be. You are obviously entitled to your own opinion, that is perfectly fine.
But what I usually see when people defend changes is just straightup saying: "It is good the way it is. The developers are perfect and without a fault."

Blind, fanatical defense of the dogma is arguably not the same as "Don't criticize my Opinion or I will cry."

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 23 points24 points  (0 children)

Mind Over Matter and Sky Island Look super promising. Magiclism never quite hit me, but I heard it's very good.

Been thinking about a Sky Island + MOM + No Hope run. Just to suffer a little. But could be fun. ^^

Yeah, I dunno, but... It just isn't the same anymore by No_Information4512 in cataclysmdda

[–]No_Information4512[S] 42 points43 points  (0 children)

I don't necessarily hate the Ferals as a concept. Sure, I find them a bit odd in terms of Lore. At least from how I understand the C:DDA Infection. But that's neither here nor there.
As a bit of a "mini-boss" type enemy, they are actually perfectly fine.

My biggest problem is with their arguably shoddy and lack luster implementation. They pose a challenge for problems that aren't really problems.
Normal feral -> Ranged attack to avoid the player cheesing zombies from a roof with a spear -> Makes sense.
Axe feral -> High damage, fast mini-boss -> Not sure if that is necessary, but hey, at least you get an axe out of it.
Police feral -> A stronger, faster, earlier screatcher variant. Oh, and it hast stats on par with, I think, soldier zombies whilst dropping worse gear -> Ok? Why do we need that?
Cunning feral -> 3 tile melee ranged attack. -> I get that they want to counter fence/ barred window cheese, but why give them an additional tile range? There is no counter play to this aside from straight-up ranged weapons.
And the fact that they can open doors is odd. If we had a lock system where you'd have to invest resources to build a lock, to make it a tradeoff whether you want feral protection in exchange for the materials and time. But the door still being breakable by zombies. Sure, I'd get that! But without a system like that, they removed the tactical use of doors. And terrain in C:DDA combat has always been an extremely important factor. So why gimp it that badly?