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Topics - TacticalPteridactyl

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I've played this game for a long time, a very long time, on and off. It's the same problem every time:

Cataclysm is boring.

This isn't a troll-thread, and I'm reasonably certain that I've mentioned this before. The early game has always been the most enjoyable. It is the only moment which presents any sort of a challenge. I understand that hordes were implemented as a way of addressing this, but have largely failed to do so. Beyond the first few days, the game transitions from one centered around stealth, combat, and loot acquisition, to one concerned with skill grinding. Hunker down and read a library of books. Craft everything you can. Build a suitable vehicle. Ostensibly, in preparation for visiting the special sites, but there is no compelling reason to visit them. There is no longer any threat to the player aside from starvation and boredom. Should I drive to another town, which offers more or less the same things as the current one? Nothing especially gained in doing so, aside from an alleviation of boredom. Should I see how deep I can go in the lab? Sure, but again, this activity is simply an alleviation of boredom. There is no game-world pressure to do anything at all aside from sit in your happy comfy fortress; Rather, the game actively punishes risk.

NPC Quests, too, exist for variety, but they don't tie in to any sort of narrative arc. They're ultimately bland and inconsequential.

Yes, there's a whole discussion to be had about "open" game-worlds. What's the point of an open world if everything is just the same no matter where you go?

Games like DCSS, Cogmind, ADOM and IVAN work because there's something to do, while Cataclysm just continually spins its wheels. It's frustrating that this game never seems to develop beyond this one sticky issue.

I have empty hands and two weapons holstered: a Glock 19 in an ankle holster, and an M1014 shotgun in a back holster. When I press 'f' it asks me if I want to draw my Glock. It does not give me the option to draw my shotgun (though 'a'ctivating the back holster works as normal)

There is currently no difference in reload speed when drawing shells from the bandolier as compared to general inventory.

This means that the bandolier is only useful for carrying a few shells at the expense of encumbrance, as opposed to other pockets (ie. ankle ammo pouch, chest rig) which allow for more rapid reloading.

Ballista bolts (these are a mod item I think?) are described at being "not particularly accurate", despite the fact that both wooden and steel varieties possess 0 dispersion.

probably a mod conflict or something but

the machete has much better stats than the tanto, despite being much simpler to fabricate.

not directly comparable is the machete's block vs the tanto's rapid strike. maybe a consideration.

The Drawing Board - Suggestions, Comments, and Future Plans / Bundles
« on: October 12, 2017, 04:19:07 PM »
Yeah yeah I know it would take some rehashing of the inventory code and it's one of those things that has been mentioned a number of times but man-oh-man would it be useful to bundle items together, either as items stored within a specific container or "tied up in string" or just to loosely associate one with another. We've got a bunch of craftables that do effectively this (ie. mess kits, toolkits, etc.) but it would still be handy to associate my shotgun bandolier with the holster holding the shotgun to quickly drop/pick up/equip both items at once. Or, for example, treat all my melee equipment as a collection to store it neatly when the fighting is done. It irks me when I forget one piece in the car or lose something in a shelter I've moved out of.

The Garage - Bug Reports and Technical Help / Balance: fletching
« on: October 05, 2017, 07:45:31 PM »
"wooden arrows" are better than "heavy field point arrows" in every way, and require less skill to craft.
"Sharpened metal arrows" are even worse.
"field point arrows" do more damage than "heavy field point arrows". This is counterintuitive.

plain jam sandwiches provide more nutrition, more enjoyability, and require fewer ingredients to produce as compared to PB&J sandwiches.
Seems a bit odd.
Both sandwiches (realistically) should have their nutrition values lowered.

Sometimes it's nice to have a frame with a battery and a light.
We shouldn't need a welder to install a simple switch.

The Drawing Board - Suggestions, Comments, and Future Plans / Hospitals
« on: September 28, 2017, 03:11:32 PM »
How come hospitals are all out in the country? Why aren't they in the heart of the city, where it would make the most sense for them to be?

The Garage - Bug Reports and Technical Help / Free Gunpowder
« on: September 28, 2017, 04:13:32 AM »
Latest experimental, 6807.
Disassembling bullets (tried .22 CB & .410 birdshot) gave me a nice little pile of components .... but the ammunition remains in my inventory.

The Garage - Bug Reports and Technical Help / Bad Moods
« on: June 05, 2016, 06:45:47 AM »
In the latest experimentals, bad-day shower victims start the game in a bad mood, which gives them +50 morale. PLUS-FIFTY.
That's very likely 100 points higher than it is supposed to be.

I expected I would have at least a few turns before it was going to explode. I lost a good character. Please update the item description to reflect that it blows up after one turn. Or extend the timer. Preferably the latter.

The Garage - Bug Reports and Technical Help / Tractor won't go.
« on: February 11, 2016, 05:30:59 AM »
I've got this tractor, I drove it from one farm to the other, no problems, but now it won't move. There's gas in the tank, there's charge in the battery. The engine has yellow-damage, not too bad. Enough wheels. Everything else is fine. I get in the seat, press ^, and receive the message that I've taken control of the vehicle. But the engine doesn't start. I've tried it with and without cruise control. Nothing. Without cruise control, I'm told the engine isn't on. I've tried turning the engine on from out of the seat. And flipping switches - plow on, plow off, nothing.

The Garage - Bug Reports and Technical Help / Drugs take up space
« on: February 11, 2016, 12:24:58 AM »
Hey, was this change intentional? My aspirin, cocaine, etc. now take up space in my inventory. No more walking pharmacies?

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