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megane
Jun 20, 2008





This game really needs some intermediate weapons. There's nothing between "literal trash I hammered into the rough shape of a sword" and glorious hanzo steel you need a working forge, smelter, acetylene torch, anvil, and 7 fabrication to build.

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megane
Jun 20, 2008





Fior di Battaglia works with axes. You can start with it via Melee Weapons Training.

megane
Jun 20, 2008





Problem: We added a mechanic, but everybody who plays our game says it's stupid and mods it out!
Solution: Make it harder to install that mod!

megane
Jun 20, 2008





Well, guess I'm going back to stable. If you pick up a bottle of water, your character will put it in a bag. The bottle will not display in your inventory, but the water will. If you try to drop the water, your character will just spill it on the floor. Drop the bottle? Well, it's not in the list to drop stuff, because it's in the bag. Unload it from the bag, you say? Your character takes it out of the bag and then immediately puts it back into a bag, usually the same one you just took it out of. Ooh, here we go: drop every single bag you have, then unload the bag from the floor -- you have no storage, but you can just wield the bottle!

Error: tried to remove an item from a container that did not contain it. Bottle ceases to exist.

megane
Jun 20, 2008





Vib Rib posted:

I feel like the most obvious and problem-free solution to a lot of these problems is to just use an advanced inventory style UI where every item you pick up has to be designated a place to put it, rather than being automatic. The problem is it'd be frustratingly tedious.
Plus I guess you could just mark the bags in priority number and it'd automatically attempt them in order.

I mean, maybe, but why not just... let me pick poo poo up and have it in my inventory. What problem is this whole container mechanic solving except "the game isn't annoying enough yet."

megane
Jun 20, 2008





Palcontent posted:

They claim they want the new system to be largely ignorable if you don't want to use it.
They've apparently been planning and working on it for years and you can't even drop water bottles.

quote:


That kind of thing is fun in other games,
Is it though?

megane
Jun 20, 2008





How do you get your tailoring and fabrication that high that fast? Reading books takes almost an entire day to gain a level past, like, 3.

megane
Jun 20, 2008





Rockopolis posted:

poo poo, that sounds incredibly useful. But I might save that when I get more established. For now it's just me and two NPCs wandering the countryside, which is alternatively cool and terrifying, like handy cabins and supply drops between massive craters or hives or just mass graves everywhere.
Might try it if I have more woods to hike through. It's kind of inconvenient to wiggle through the trees.

There’s also the other, completely unrelated feature that is confusingly also called “auto-travel.” Find it in the keybinds and assign a key to it. It makes your character automatically juke around obstacles and slow terrain as you move, so you can just hold a key to move through forests (usually).

megane
Jun 20, 2008





Tin Tim posted:

You can also use a weapon with good bashing damage(build a homewrecker if you don't have anything) and smash the outer tiles of cars to get some chunks and scrap. It's a little wonky though and sometimes you'll hit the road instead of the car for some weird reason.
I found this goes a lot faster if you find an already-wrecked vehicle (i.e. called "Wreckage"). It'll have lots of parts that are already at XX status, and those will break in just a few swings of your homewrecker. Busting up less-damaged parts is possible, but takes dozens if not hundreds of smashes.

There's also the tricky, but very stylish, technique of getting a horde of zombies to bash a car to pieces for you.

Oh, and it took me a moment to work out, but the level 1 anvil quality you need for some things is provided by a naturally-occurring boulder.

megane
Jun 20, 2008





I just forged myself a nodachi out of broken car parts and then went out and cut down a dissoluted devourer with my invincible hanzo steel.

megane
Jun 20, 2008





reignonyourparade posted:

Eh, I can KIND of get the logic behind it. Cordless drill is putting a bunch of preexisting parts together, hand drill is making it entirely from scratch.

With a few exceptions, C:DDA assumes that the only way to craft any object with any metal bits is to hand-forge it from raw, molten scrap iron. Wrenches are the most egregious example. Want to turn a bolt? Find a wrench or build an entire metalworking forge from scratch.

There's one notable exception, the screwdriver; it used to be like this, but at some point they added a recipe to let you bodge one together.

megane
Jun 20, 2008





Vib Rib posted:

Time to finally jump back in. Is it worth getting any build past the stable? I know recently they've been broken thanks to the new inventory system but was any build between those points a significant upgrade, or should I just default to 0.E?

Just do stable. The launcher's list doesn't go back far enough to avoid the bagpocalypse, so you'd have to hunt down the relevant build yourself, and there's nothing terribly amazing you're missing.

megane
Jun 20, 2008





Exploring at night is much safer (which is why you should automatically take Night Vision on every character). Zombies can only see about 4-5 tiles in the dark, making it a lot easier to slip away, or to drag one off alone so you can bludgeon it to death without a dozen more joining in.

Keep in mind that you can run, but running is a very sharp double-edged knife. It drains your stamina very quickly, and having low stamina makes you slow. It's sort of bullshit; you'll run to get away, run out of stamina, be forced to stop running, and then they'll catch up because you're slow from being out of breath. As such, you generally want to run short distances, and press | to "wait until you catch your breath" as soon as you can.

As The Lone Badger said, definitely try to fight only one enemy at a time. Fat, tough, and feral runner zombies are slightly harder than normal ones, while crawling, headless, and decayed are weaker. All can be beaten, one on one, by a newbie survivor with a cudgel or 2-by-sword or whatever. On the other hand, brutes will tear your rear end in half - avoid them at all costs. A good plan is to lure your victim onto rough terrain, such as a chair, window frame, or bush; stand on the far side of the obstacle from them so they have to climb onto it to get next to you. Doing so takes them several moves, giving you a few turns to beat them. You can then drag them to another obstacle if you like, but usually one is enough.

The main danger of fighting early on (aside from, you know, getting mobbed and killed) is infected bites, which work like this. At some point you will get grabbed, which is bad enough on its own; move away to escape it. While grabbing you, zombies can give you a "very deep bite," which will turn the affected limb's name blue. You need to disinfect such wounds ASAP -- you can use antiseptic from a first aid kit, or craft cattail jelly using one of a number of "outdoor survival" type books. Cattail jelly is the grease that makes the wheels of Cata turn, make a shitload of it as soon as you can.

megane fucked around with this message at 07:01 on May 20, 2020

megane
Jun 20, 2008





Qubee posted:

Even if I try and kite zombies (swing, backstep, swing, backstep) they still manage to bite me even though there's no grab prompt.
So, there are actually two distinct "bite" attacks, confusingly enough. I think they give slightly different messages, but I don't remember. One is just a "normal" bite, can happen any time, and just deals damage. The other can only be used while grabbing, and does more damage along with a chance for a blue bite.

quote:

They're consistently tearing through previous bandages and wounding me, but the bars are green so I suppose I'm okay? No need to keep bandaging? I used antiseptic from a first aid kit, but it says the outcome is poor, same with bandages I apply. So I'm at a loss as to whether I should disinfect these wounds or just let them heal naturally and save these bandages and antiseptic for more serious matters.

To deal with just normal damage (i.e. the HP bars going down), I just keep a pile of boiled makeshift bandages and a gallon jug of cattail jelly by my bed, and apply them to all wounded areas before I go to sleep. You essentially absorb healing out of applied bandages/disinfectant over time. Zombies will knock them off, as mentioned, and you heal faster while sleeping anyway.

This is independent of their use for deep bites (i.e. "TORSO" is written in blue) and bleeding ("TORSO" is in red). Those should be handled immediately, making it worthwhile to carry a few bandages/doses of disinfectant around with you.

megane
Jun 20, 2008





You can't blend styles quite the way you describe, but I believe switching styles takes no time, so you can knock someone down with one style and then instantly switch to a different style that takes advantage of them being prone.

megane
Jun 20, 2008





Tin Tim posted:

Use this handy page. Aside from stats for everthing you can also see recipes and such. If you don't want to spoil yourself you have to go by trial and error

I might feel bad about spoilers, except that somebody asked the devs to maybe put, like, some tiny fragment of a hint about how diseases work in-game — you know, maybe if you’re an actual medical doctor with 8 first aid and a pile of medical textbooks you should get some info about what “your veins itch” indicates?

The response was “there’s no way a survivor could possibly know that without blood analysis (which doesn’t exist); also it’s immersive and realistic and scary to not know!” So reading the wiki is the only way you can possibly learn how bloodworms work, period.

megane
Jun 20, 2008





Manager Hoyden posted:

3.) realism only matters when it makes the game more boring.

As is generally the case, cries of "realism" are actually just an excuse for bad design. Implement whatever you want, put the word "realism" in the justification line, and if somebody challenges you, quibble archly about precisely what sense of "realism" you meant until they give up.

megane
Jun 20, 2008





The devs' goal is to slowly convert C:DDA into a survival-porn prepper simulator. It's safe to assume that anything not related to the core game loop of stockpiling a bunch of MREs and guns in a bunker and then meticulously micromanaging your health to stay alive as long as possible is getting phased out.

The only reason the game even has zombies in it is so you have something to shoot at with your pile of lovingly-modeled, customized, vintage soviet assault rifles.

megane
Jun 20, 2008





BlondRobin posted:

Realism is the goal!

C:DDA is the video game equivalent of the mouse-with-wrist-strap post.

megane
Jun 20, 2008





I turn off fungals now, since as far as I can tell the primary thing they attack is your framerate

megane
Jun 20, 2008





And the only indication you have them is that it prints "Your stomach churns" once every few hours, often in the middle of thousands of lines of combat spam. There is no way in-game to learn what this message indicates, because it's "immersive" that way.

megane
Jun 20, 2008





Cauterizing always progressed the infection on a failure, but at some point they drastically increased the degree to which it does so. So cauterization is, as far as I can tell, utterly useless now. Instead, you want to craft cattail jelly and use that to clean blue bites. It’s trivial to make, takes nothing but cattails, and is in several survival books.

megane
Jun 20, 2008





There's no way a lone survivor, no matter how skilled in Computers, would be able to substantially improve the CDDA codebase. You need professional facilities for that. Maybe those facilities will be added sometime in the future, for example as a reward at the bottom of a lab, but until then this seems unrealistic.

megane
Jun 20, 2008





That seems just a little buggy, yes.

megane
Jun 20, 2008





Sounds like it's overly complicated, unpredictable, easily sidestepped via trivial-yet-tedious workarounds like going to sleep constantly, and has no actual effect other than to vaguely attempt to punish you for doing anything other than sitting in a bunker.

So, like half the mechanics in CDDA, then

megane
Jun 20, 2008





It's also way faster smashing up pre-wrecked cars, since most of the parts will be heavily damaged already. If you're feeling spicy, you can also lure zombies into a car and let them do the manual labor trying to get to you, but that's more entertaining than efficient.

megane
Jun 20, 2008





Tin Tim posted:

Iirc last time I tried smashing cars I ran into the issue that my character often hit the pavement instead of the car tile
I'm pretty sure "You don't seem to be damaging the pavement" is just a misleading/incorrect message. The feedback on smashing things is miserable.

megane
Jun 20, 2008





It's true double-fold in CDDA, because simply having low stamina debuffs your speed. So the lower half of your stamina bar is worth dramatically less than the upper half, both in terms of distance covered and how fast you cover it.

See also: pain, disease, injuries, infections, being wet, being hot, being cold, being unhappy, being hungry or thirsty or tired, being overburdened, etc. etc. etc. because every loving thing under the sun debuffs your speed in CDDA. Until you're a giant badass, fight at perfect condition or don't fight at all.

megane
Jun 20, 2008





I assume some dev thought for a few moments about killing zombies with a bow, went "anh, that's silly" and so bows are pointless trash forever and any suggestion to improve them is shot down as "unrealistic."

megane
Jun 20, 2008





Yes, the pocket system fixes a rare, minor annoyance by replacing it with incessant, awkward tedium.

megane
Jun 20, 2008





Legin Noslen posted:

Does anyone know what tileset this is? It looks neat

RetroDays, a.k.a. the only good one.

megane
Jun 20, 2008





Enola Gay-For-Pay posted:

Do zombies spawn infinitely, absent a portal? Is it possible to completely clear a town or will it just always be full of dead assholes?

Depends on your game settings. I forget the exact name of the setting, maybe "dynamic spawns?"

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megane
Jun 20, 2008





Alternately, a harmonica; that doesn't even need batteries.

v: Yeah, a harmonica with a holder can be played while doing other stuff, but you're right that it produces noise, if you're somewhere where that's a factor.

megane fucked around with this message at 21:44 on May 13, 2021

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