Cataclysm: Dark Days Ahead - FUCK NO SPORTING GOODS STORES
3,120 replies, posted
[QUOTE=Lijitsu;46467174]Good luck killing a wolf spider at range. Their chitin has rather impressive armor ratings, and until I get a pretty good archery skill and arrows my shots tend to bounce off unless I'm literally standing right next to them. There really does come a time where you genuinely [i]can't[/i] pick a fight. If a wolf spider sees you through the shelter windows, he'll tink against the glass until you come out. If you close the windows and go out the back, you have to go a full screen over before you can turn to go another direction, otherwise he'll see you again and rush you. And then you're probably dead.
[/QUOTE]
If you don't think you can take a wolf spider, retreat until you can. Even with Animal Discord, I'd have to get within close range of any wildlife to have them chase after me. Even spiders and wasps kinda hang around and don't pursue you from far away. As always, ensure you have as much of a view of the surrounding area as possible. Since wolf spiders and giant wasps generally spawn in fields and forest outskirts, you will usually see them before they see you.
Tried downloading 0.A.2287 but the link in the thread is broken, is 0.A.2363 the same thing or am I fucked if I want the release candidate?
[QUOTE=Bob_Namg;46467979]Tried downloading 0.A.2287 but the link in the thread is broken, is 0.A.2363 the same thing or am I fucked if I want the release candidate?[/QUOTE]
Download it from this page: [url]http://www.wiki.cataclysmdda.com/index.php?title=Download[/url]
[editline]12th November 2014[/editline]
[QUOTE=Teh Zip File;46467213]Is there a new version out or what? This thread is actually alive :v:[/QUOTE]
It will be soon, 0.B hit a feature and string freeze not long ago and they're ironing out the last bugs now.
[editline]12th November 2014[/editline]
[QUOTE=eatdembeanz;46467577]If you don't think you can take a wolf spider, retreat until you can. Even with Animal Discord, I'd have to get within close range of any wildlife to have them chase after me. Even spiders and wasps kinda hang around and don't pursue you from far away. As always, ensure you have as much of a view of the surrounding area as possible. Since wolf spiders and giant wasps generally spawn in fields and forest outskirts, you will usually see them before they see you.[/QUOTE]
I guess we're having considerably different experiences, because without Animal Empathy wolf spiders tend to aggro on me almost as soon as I see them.
[QUOTE=Lijitsu;46471123]
I guess we're having considerably different experiences, because without Animal Empathy wolf spiders tend to aggro on me almost as soon as I see them.[/QUOTE]
That's unusual. Are you using the earliest stable release, or are you using the Experimental release?
I'm talking about 0.A. Can't remember if they actually did any minor updates that I never downloaded though, it's very possible I'm using the first launch 0.A and they tweaked something in an update.
[editline]12th November 2014[/editline]
You should also keep in mind, aggro radius isn't a set thing. Creatures have various senses that all have different ranges and chances to detect you in. It's very possible that I get unlucky with them, because I have had them aggro on me almost immediately with Animal Empathy alongside their completely ignoring me even if they're on screen.
You guys think it would be worth playing the Release Candidate? What are the odds that a save-breaking bug be found between RC2 and 0.B?
Save breaking? Not high. Considering since about 0.7 or 0.8 they've been aiming at making saves as compatible as possible between versions.
Wait, are NPCs and hordes still experimental? Should we leave them off for now?
As far as I know, static NPCs are mostly okay and hordes are okay as well. But don't quote me on that.
[QUOTE=Lijitsu;46500751]As far as I know, static NPCs are mostly okay and hordes are okay as well. But don't quote me on that.[/QUOTE]
Static NPC's are good and pretty stable. But Hordes are pretty shit. Considering they just spawn in and sometimes can spawn in RIGHT in a place you were about 15 seconds ago and can just fuck you over.
I leave hordes off.
How do the different skill rust systems work? By default it's Int dependent.
[url]http://www.wiki.cataclysmdda.com/index.php?title=Skill#Skill_Rust[/url]
I would copy and paste it, but the formatting breaks.
[QUOTE=Lijitsu;46506177][url]http://www.wiki.cataclysmdda.com/index.php?title=Skill#Skill_Rust[/url]
I would copy and paste it, but the formatting breaks.[/QUOTE]
Thanks. What do you guys usually go with? Seems that no skill rust or cap might be unbalanced, but the opposite might be annoying.
[QUOTE=StrawberryClock;46506201]Thanks. What do you guys usually go with? Seems that no skill rust or cap might be unbalanced, but the opposite might be annoying.[/QUOTE]
No skill rust is much less of a hassle. Plus, it's not like somehow forgetting how to aim a gun or install a solar panel over a matter of [I]days[/I] is realistic.
I do no rust because of how tedious it is to hit the higher levels, and especially to maintain it. Even with a cap to avoid level losses, it can take days of constant work to hit the next level and I don't want to lose half of my progress because I needed more parts or something.
Seems odd that skill rust seems like such an annoying feature when a few things in the game are balanced around it.
Martial Arts is very confusing. The wiki article doesn't really explain well how blocks and attacks are triggered.
[QUOTE=eatdembeanz;46464959]Fleet-Footed and Quick are great, but Quick is more constant.[/QUOTE]
both is best
[editline]17th November 2014[/editline]
[QUOTE=StrawberryClock;46508291]Martial Arts is very confusing. The wiki article doesn't really explain well how blocks and attacks are triggered.[/QUOTE]
It's completely automatic.
If you have a martial arts style "equipped", it will automatically use all it's abilities automatically when appropriate. So martial arts attacks are triggered simply by attacking things, and blocks simply be being attacked by things.
Only thing I dislike about Cata. Is the fact that your guy is completly inept at holding a steering wheel straight. Makes zero sense that you completely lack the ability to keep a car going straight at speeds of only 10mph.
It's why the only thing I cheat with. Is setting my driving skill high enough so that I don't fumble with the controls.
[QUOTE=Jamie1992GSC;46509959]Only thing I dislike about Cata. Is the fact that your guy is completly inept at holding a steering wheel straight. Makes zero sense that you completely lack the ability to keep a car going straight at speeds of only 10mph.
It's why the only thing I cheat with. Is setting my driving skill high enough so that I don't fumble with the controls.[/QUOTE]
It's a really dumb feature, the fumbling should only happen if you're going above the recommended speed for that vehicle. Not when driving 5 km/h
Agreed. It is my only major gripe with Cata. I can understand perhaps if you were travelling at say 130mph in a sports car or something and your driving skill was low that you'd not be as good with the car as you could be due to a lack of experience. But to suddenly veer to the left or right at ultra low speeds or crawling speeds is beyond silly.
My other gripe, and a minor one at that. Is that you get hungry very fast. I can understand the thirsty/dehydration. Maybe it's just me. It's only minor due to the fact that it isn't truly an inhibiting factor per se. If that makes sense.
[QUOTE=Jamie1992GSC;46510002]Agreed. It is my only major gripe with Cata. I can understand perhaps if you were travelling at say 130mph in a sports car or something and your driving skill was low that you'd not be as good with the car as you could be due to a lack of experience. But to suddenly veer to the left or right at ultra low speeds or crawling speeds is beyond silly.
My other gripe, and a minor one at that. Is that you get hungry very fast. I can understand the thirsty/dehydration. Maybe it's just me. It's only minor due to the fact that it isn't truly an inhibiting factor per se. If that makes sense.[/QUOTE]
Well, they need a reason for the driving skill to exist.
[QUOTE=dreukrag;46510031]Well, they need a reason for the driving skill to exist.[/QUOTE]
Agreed. But the manner they use it right now is rather stupid. If anything, have it work in the manner of driving different variants of vehicles. IE Low skill makes driving something like a Semi harder or near impossible. Due to different gear shifting, retarders, air brakes, engine brakes. Etc. I don't see any reason for the whole swerve at 5mph. Feels like they made the driving skill then couldn't think of a good way to put it to use.
[QUOTE=Jamie1992GSC;46510483]Have it work in the manner of driving different variants of vehicles.[/QUOTE]
That's not a bad idea, I like it.
Bicycles should not require the same skill level as a semi, or even a normal car.
Don't know how one would program that though, considering the extremely customizable nature of the vehicles.
Perhaps calculating balance between number of wheels/placement and center of mass, and total weight, as well as top speed?
I'm no programmer, so I have no clue if something like this is even feasible :I
[QUOTE=Svinpels;46510879]That's not a bad idea, I like it.
Bicycles should not require the same skill level as a semi, or even a normal car.
Don't know how one would program that though, considering the extremely customizable nature of the vehicles.
Perhaps calculating balance between number of wheels/placement and center of mass, and total weight, as well as top speed?
I'm no programmer, so I have no clue if something like this is even feasible :I[/QUOTE]
Bicycles should work based off your strenght and dexterity. Balance and ability to move your weight around and your ability to keep it moving.
Well the vehicles have different kinds of classes. At-least in the source code it refrences different variants of them which there code runs through for each car. The depths of which I'm unsure as I never really digged into the code all that much.
I guess you could run it through the weight of the vehicle, or number of wheels, or engine type. Although it wouldn't be a solid way to do such a thing. Either way. I believe trying to drive a car shouldn't be put within the same factors as say a semi for reasons described in my previous post.
Perhaps they will flesh that skill out or make ammends as time goes on?
[QUOTE=Jamie1992GSC;46510916]Bicycles should work based off your strenght and dexterity. Balance and ability to move your weight around and your ability to keep it moving.
Well the vehicles have different kinds of classes. At-least in the source code it refrences different variants of them which there code runs through for each car. The depths of which I'm unsure as I never really digged into the code all that much.
I guess you could run it through the weight of the vehicle, or number of wheels, or engine type. Although it wouldn't be a solid way to do such a thing. Either way. I believe trying to drive a car shouldn't be put within the same factors as say a semi for reasons described in my previous post.
Perhaps they will flesh that skill out or make ammends as time goes on?[/QUOTE]
I see what you mean.
Didn't know about the vehicle classes. Seems a bit flawed though, if the different classes required different levels of skill to operate properly, but I assume that's not the case (yet)?
I'm fairly certain a more "fluid" way to define vehicle difficulty would be the way to go.
[QUOTE=Jamie1992GSC;46509959]Only thing I dislike about Cata. Is the fact that your guy is completly inept at holding a steering wheel straight. Makes zero sense that you completely lack the ability to keep a car going straight at speeds of only 10mph.
It's why the only thing I cheat with. Is setting my driving skill high enough so that I don't fumble with the controls.[/QUOTE]
I don't know how to drive. I can't keep a car going straight at 10 MPH.
[QUOTE=Svinpels;46511049]I see what you mean.
Didn't know about the vehicle classes. Seems a bit flawed though, if the different classes required different levels of skill to operate properly, but I assume that's not the case (yet)?
I'm fairly certain a more "fluid" way to define vehicle difficulty would be the way to go.[/QUOTE]
I believe it's just routing the coding to identifie the base vehicles rather than individual classes or variants. Just sort of letting the game know you are driving a truck, or a quad and allowing the code that runs with it to function. As opposed to the game saying. This is a truck, that is a car. It's more along the likes of, this is called a truck, and has 6 wheels. If that makes sense?
[QUOTE=Lijitsu;46511055]I don't know how to drive. I can't keep a car going straight at 10 MPH.[/QUOTE]
First time I ever drove MANY years ago. I had zero problems with it. And that was trying to do Manual also at the same time.
[QUOTE=StrawberryClock;46508291]Martial Arts is very confusing. The wiki article doesn't really explain well how blocks and attacks are triggered.[/QUOTE]
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