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File: 1779215785701358.png (432 KB, 1436x1077)
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Previous thread: >>567489143
Featured game by thumbnail: Path of Achra

>Are mystery dungeon games allowed in this thread?
Generally yes, most mystery dungeon games(Shiren the Wanderer, Pokemon Mystery Dungeon, Etrian Mystery Dungeon, etc.) can be considered roguelikes
>Is Elin/Elona allowed?
Yes, they are roguelikes. Please do not post your Little Sister farms
>Is Dwarf Fortress allowed?
If it's adventure mode, yes. But adventure mode is boring. /tg/ has a general for fortress mode playthroughs but you can share here too!
>FAQ
https://l.idrix.fr/J7sOv
>What to Play
https://l.idrix.fr/eYNOh
>Individual Game Pastas
https://l.idrix.fr/wXd8t
>Roguelike Archive (Collection of pretty much every free roguelike there is)
https://archive.org/details/ArchiveRL.7z
>/rlg/'s "most popular" Cataclysm: DDA fork
https://github.com/cataclysmbnteam/Cataclysm-BN/releases


>RogueBasin News
26 May 2026 - Overworld v2.10.3 released - https://redasteroidgames.com/overworld/
24 May 2026 - Steam Sky 12.0.1 released - https://thindil.itch.io/steam-sky/devlog/1532190/version-1201-arrived
22 May 2026 - ZMAngband V.22 released - https://jose-machete.itch.io/zmangband-med
19 May 2026 - Tales of Kathay v0.17.0 Closed Alpha released - https://store.steampowered.com/app/3939340/Tales_of_Kathay/?utm_source=roguebasin
5 May 2026 - Twilight of Bronze v0.1.8 “Beta” released - https://store.steampowered.com/app/4601440/Twilight_of_Bronze/
1 May 2026 - Monster Lily v1.0 released - https://store.steampowered.com/app/4135810/Monster_Lily/
1 May 2026 - LUZH v1.1 released - https://psyclimb.itch.io/luzh
1 May 2026 - Wizard School Dropout Preview 15 "Everybody Wants to be Famous" released - https://weirdfellows.itch.io/wizard-school-dropout/

>/rlg/'s shared DCSS online account
User: rlgrobin
Password: ownfault (or "robin" on Xtahua)

Roguelike Servers
>>
>>568636568
These hours are the absolute worst for /rlg/, they are the fastest, so they're the most dangerous ones. Didn't help that I was distracted with something. Still, +600 posts, not bad, there's threads that are struggling even more.
>>
grim
>>
is there any good way to view what sprites are missing in a tileset on dda, im gonna SLOPPAI the rest for myself until someone finally makes some proper ones
>>
>>568639219
I'm 95% sure there is but I forgot. Actually thinking about it I'm not sure if I'm mixing it up with Elona tilesets.
>>
You see: rotten food or a piece of food (/rlg/ corpse)
>>
play Rogue Survivor!
>>
>>568645323
Isn't that game long dead?
>>
>>568645371
a game never dies as long as it has people playing it. you could bring it back to life, like a zombie. I'm surprised you even remembered it desu
>>
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Play SotW
>>
Good night, /rlg/
>>
>>568646593
sell me on it
>>
>>568646593
I tried a few times maybe 2 years ago... the randgen dungeons are a brutal filter after the babymode turorial where you just kill some bandits in a burial mound.
>>
>>568647032
i know where you live
>>
I'm playing rogue survivor rn
>>
>>568647032
Aside from the usual classic RL fare such as
>race and class selection
>god selection, with each god having actions they like and dislike, which determines how much they favour/hate you, with consequences either way
>randomly generated dungeons
>unidentified items, cursed items, enemies that cause debuffs, petrification traps that can end your run, etc.
>tons of spells you can learn or cast through wands
It's a very intuitive, easy to get into RL with a fantasy world with lore you can approach only by reading ingame books and talking to NPCs.
Procedural generation when it comes to the worldmap and most tiles, but some are premade, mostly the main cities (somewhat similar to the system in CoQ).
There are crafting skills you can level up to create anything, be it tools, weapons, armor, jewellery, scrolls, potions, wands, etc. You can make your own paper, write your own scroll of enchanting and use it to enchant a ring you crafted yourself from gold you mined.
Hunger mechanic in which eating the corpses of enemies is an integral part of the game, even letting you acquire elemental resistances by doing so, with more powerful enemies making you more impervious to their element
One main win condition, slaying that big bad wyrm, and also tons of sidequests that aren't always about killing. Also two secret special "win" conditions. Lots and lots of secrets all around which reward exploration.
Great atmosphere, well written books, enemy descriptions, music and a general sense of a mythic sort of early medieval world.

Overall it's a much more exploration oriented game than a strict "make a build and throw it against a set predefined challenge" sort. Tons of quests can only be won by (you) figuring them out or simply exploring so much that you randomly stumble upon the answer, but it's not a simple stat check.
>>
>>568648694
nta but thanks for letting us all know, sounds like my cup of tea
>>
I set an expiry date on myself and it's coming in 4 months
rl4tf?
>>
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>>568652898
If your chunks are about to expire, drink a mana potion and cast a bunch of spells
>>
>>568652898
24/7 MuMo grind
earn some self-satisfaction or hasten yourself along your predetermined path; either outcome should be a net positive
>>
ive just noticed theres no shoes ever in houses or closets or anything in dda. which you normally dont need except on skyisland where you lose them every time you kick it
>>
Bump
>>
>>568660002
Huh. Shoes used to be a fairly common spawn in houses. Not in wardrobes, but lying around on the floor and such. Wonder when that changed?
>>
>>568660002
>no shoes in the closet
That's because DDA players wear programmer socks inside their closet.
>>
>>568660002
I just tried myself and yeah I didn't find any shoes in 4 different houses. weird, I don't remember this being the case before. There's a fuckton of clothes in houses now, probably when they changed houses to have a billion useless shirts and pants and socks they accidentally removed shoes somehow.
>>
>>568662285
the additional clothing is nice, because you actually do want to pick up a set of clothing or two every expedition, or sometimes i just warp in naked and just grab whatever in the closest closet, scav style. all ive really found so far is some of the "special" shoes like motorbike boots and steel capped sneakers/boots in places like garages. having to loot them off zeds is kinda annoying because their condition usually sucks or might be (poor fit).
also sorta annoying, no wallets or loose money. wallets i can understand because eh, everyone keeps theirs on them anyways, but the change is a tad annoying because that shits EVERYWHERE irl, every couch should have a few stuck in them, a kitchen drawer should have loads of that shit. again, not something you ever really care about in a normal world, but in sky island you need one of each denomination for one of the warp upgrades, and its kinda more difficult than i expected to actually find them.
>>
>>568664168
hmm, forgot about cash registers, so cash is spawning in some locations. still, change sound be shit you find everywhere.
>>
>>568648694
>>568646593
Can you give me a rundown on crafting?

I have only made it past the first dungeon but have not really figured out how to interact with it and the docs are not helpful.

Are you just supposed to know the recipe or is there a gui or some sort of craft menu im not seeing.
>>
>>568665131
Nobody uses cash anymore, grandpa! Enjoy your vibrator spawns!
>>
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Fun fact:
nu-DCSS most offended three goddesses:
Ashenzari, Fedhas and Kiku
That would be the Maiden, the Mother and the Crone.

How is Ashenzari the Maiden? Ask the Oracle at Delphi:

>The connection between virginity and prophecy is a profound theme across ancient religions, mythology, and theology, where bodily purity or sexual renunciation is viewed as an essential conduit for divine communication and supernatural signs. Across different cultures, an untouched body was believed to be uniquely receptive to the spirit world, serving either as a vessel for the voice of a god or as the ultimate marker of a promised, miraculous event.

>The connection between chastity and chains spans thousands of years, evolving from an ancient religious symbol of spiritual purity into a metaphor for mental focus, and finally into a tool for physical power dynamics.

It's a bold strategy, Cotton. Let's see how it works out for them.
>>
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>hardware stores still spawning loot outside of it
DEEEEEEEVS, i didnt pay zero dollars, and zero zero cents for this BODGE job, fix itttt NOW
>>
>>568669548
>BODGE
Is that like britbong for botch?
>>
>>568670012
oh no, its armenian for "svelte"
>>
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>>
is the tripnigger gone yet
>>
What's an example of an area in RPG that's
>large
>mostly not combative
>interesting
I feel like it's just gonna end up as a fetch quest hub
making a roguelike, don't ask
>>
>>568673997
sorry bro, he's camping the stairs
you'll get like 3 level ups if you can kill him though
>>
Why is there now also a thread on /vrpg/
>>
>>568674954
because this thread keeps dying like it just did after the 2 DDA autists went to sleep
>>
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>>568674954
why aren't you there? You're clearly unfit to live.
>>
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>>568673997
How venomous.

I discovered MfVM Chei because my child wanted to play Mermaid. Genuinely more helpful than rlg. I am only here for the buns.

MfVM Chei is everything NaVM Chei was *supposed* to be (but sucked at).
Which is fine, because detonating poisoned adjacent Inner Flamed foes during time lapse with NaFE Chei is hilarious.
Another thing nobody figured out, AFAIK.

>>568674941
>3 level ups
Cuz it's capped.
>>
>>568648598
How is it
>>
devving a bit, upgraded the sprite renderer
>>
>>568675012
hey im not asleep
>>
>>568666623
>Can you give me a rundown on crafting?
It relies on your crafting skill
>Are you just supposed to know the recipe
You get more recipes as your skill levels up
>is there a gui or some sort of craft menu im not seeing.
You press A to interact with objects around you (eg.: close doors). You need to find the relevant work stations in cities and use them. Isen Dun has a cauldron for potions, a tannery for skins and a forge for weapons and armor. Carcassia has a jeweler station. etc...
>>
Got doors opening from both sides. I'd like to add the ability to kick in the door so the monsters on the other side are stunned for a little while.
>>
jesus fucking christ man they NEED more quality control on the shit they add to cdda. I just started a new game only to find it playing absolute deep fried ass, randomly hanging for several seconds at a time constantly. turns out it's because some jackass added in a new location that has about a thousand fucking hostile npcs in it, and the game is choking and dying trying to process the jank ass npc AI for so many of them at once.

when would this ever be a good addition to the game? why do they insist on adding this type of shit that is cancerous to the game's performance?
>>
>>568702307
runs on my pc
>>
>>568702307
wow even better, it's not just the npcs. The location is a bunch of steel shipping containers, and after killing all of the npcs there with debug my game is still running like shit. I opened up the containers to see what's in them and there's one that contains literally like 50,000+ protein rations each. And there are probably multiple of these containers. So what's actually killing my game is a fucking squintillion food decay calculations running on hundreds of thousands of individual food items.

WHY the fuck would you add this????? This is just like the old military base location with the mountain of MRE's that kill your game via spoiling except a million times worse.
>>
>>568704386
wait the storage containers causes an issue with your machine? lmao what are you running this on, an eeepc 701? i love the storage depot, its craft city
>>
>>568704743
I have a ryzen 5600, that should be sufficient to play a game like cdda you would think.

I don't see how you can not have any issues at all, because it's mostly with the game itself not your hardware. my cpu isn't going over 30% at any point while the game hangs like this, it's the game itself choking.

And this is a known issue and has been forever, like I said the military base was another one of these map cancer locations because of the shitload of MREs they contain.
>>
>>568705121
i dont have issues at either of those locations, lol, and i play it on a 7 year old laptop sometimes.
>>
>>568705462
well I guess your computer is simply magical then anon. I definitely believe you.
>>
>>568702307
You're talking about stable?
>>
>>568705121
NTA but while it definitely can be poor design for the way the game processes stuff, it's also common sense to assume that both whoever added it and whoever reviewed it are unlikely to be running dda on a supercomputer, so some other fuckery may be the actual issue. If it's really the protein bars, have you tried deleting them?
>>
>>568706298
I tried moving away far enough to unload the location and my game immediately starts running fine again. Near the container location it takes 20+ seconds just to complete an autosave and my game hangs for 3+ seconds every few steps. when I'm not near that location the game runs normally as it always has.

Again, this is a known issue. Calculating food spoilage has been known to cause the game to choke forever. I have had to play around it for years now by managing my food stockpile. What I don't understand is why they would add this location which exemplifies that known problem by 1000x. They must know about it, but they added it anyway.
>>
>>568706780
I mean, I'm not saying it's not plausible, but all just moving away solving the issue proves is that something in the area is the problem. It can be the bars. It can also be some shit underground. You have sewers on z-1, upper subway on -2 and lower subway on -3. If there's a subway lab, it can go deeper. Try outright deleting the protein bars to have definite proof, then it's fine to bring it up as the issue in need of solving if you'd like to actually help. Obviously not saying you have to, but just malding at the issue without even being sure that it's the actual issue is, well, not cool.
>>
>>568705598
weeeeee look at him go!
>>
>>568707360
I'm not going to waste my time on that bullshit when I know that's what's causing it. I haven't had anywhere near this much problem with labs or anything else ever except for the military base in the past like I said. I don't care if it's "not cool", those cunts can eat my ass for adding this shit that explodes their own damn game, they should know better.

>>568707532
Now do it at the place I was actually talking about in the post. They changed the military base to have less MREs since specifically to solve this problem.
>>
>>>568706298
whoever reviewed it are unlikely to be running dda on a supercomputer
More like they aren't actually reviewing it at all in game.
>>
>>568707721
It's funny because even on that webm you can see him hanging lol.
>>
>>568707721
What is this location? Is it even a location or one of those generated map specials like the drug dealer corpses or portals? I remember one of them is a number of scattered crates likely meant for evac shelters you can open, auto notes mark it as "Supply Drop", is that the one?
>>
>>568709107
No it's not that, it's a new actual location they just added recently as in the last few weeks. It's a gigantic bandit camp in a collection of steel shipping containers like those on a container ship. It's called "inland container depot" on the map, it's nearly as big as a nuclear plant.
>>
>>568707721
oh, okay, fair enough, i see your point. but several seconds per pause? oof, bruh
>>
>>568710714
Was there NPCs at this one or no? check the containers see if they have food. the one I found with NPCs had multiple containers of protein bars and regular food.
>>
>>568710997
food and npcs. little worse, but still not grinding to a halt
>>
>>568712710
I was just curious if there are multiple variants and it's not strictly a bandit camp like the "wooden fortress" or whatever. So I guess I got double fucked by getting the NPC one. My game is similar to that except it hangs for longer, but even that is completely unplayable.
I did a prison start and had just cleaned it out to set up my base when I found that my game started to choke on one side of the prison and not the other, and it turned out to be that place. Had to trash my new game because of it.

They really need to just stop adding those kinds of fucking places. How is it good for the gameplay to add locations that have a century worth of food that also makes your game stutter like crazy? And since when is fucking new england a major port location for container shipping anyway? I just looked it up and there is only one port of that type in boston in the whole region.
>>
>>568713694
its supposed to be a special spawn that only appears once, but ill agree, you find it and its lmao why go anywhere else, theres so much loot and food your just set for years.a single cargo container of tampons and youve got tens of thousands of dollars to trade with rub, hub and shelter. there needs to be some crazy level threat to make it balanced, some unique spawn of something. a giga tear in reality, or maybe rubs worker bots and turrets thatll turn hostile if you try to enter.

its also 3 levels of containers, lel. make the top 2 levels already cleared by exodi and bam, solve the quantity problem and give it a lore reason to be in the game, its how they built their strange metal castle
>>
>>568712710
>>568713694
Not either of you but I just checked it on the latest experimental and at least the bandit variant is eating RAM for me like mad. I just walked for around 50 tiles up and down and the dda process ate all my ram and started tapping into the pagefile to just not crash. Granted this is on a toaster with 16gb of ram, but still. Walking in a continuous line once the shit has loaded makes the game stutter for around half a second every like 5 steps, but revealing more unrevealed tiles by walking further than before lags a lot more and eats more ram.

Also I did NOT expect this amount of crates or I wouldn't have suggested deleting them. I thought it was just 10 or something, this place is packed with items. While it may definitely be the decay timer (although turning time on and off didn't affect the lag, you'd think it'd make the difference in that case), it may also be the sheer amount of bullshit the game has to load and unload into memory that's the real cause. Even static items likely have some mini-function they have to run when being loaded and unloaded from the reality bubble, it may also be that.
>>
>>568714579
>its also 3 levels of containers, lel.
jfc I didn't know that lmao. it's just absurd.

I don't think it's salvageable at all, I think it should just be axed. The fucked up performance alone is unacceptable, but it also fails in gameplay for the reasons you mention AND in the setting. If every grocery store is looted then why would these things not be? And why would they exist at all? presumably giant stacks of shipping containers only exist at actual ports and major logistics hubs, you couldn't even handle this amount of containers without gigantic cranes and shit.
I'm shocked they approved it at all.
>>
>>568715191
its 7 gigs of ram for me, but i also have 2 monitors and a shitload of crap open eating at the rest of my performance

>>568715415
it needs a rework, but id keep it. exodis looting grounds or giga tear, empty out 75% of the containers to represent it, and its an end game goal. an empty one preset where only 5-6 of them are full would be a cool multi level base.
pretty sad there wasnt one full of zombie women or something to imply human trafficking, but maybe thats a rare as fuck spawn chance for flavor.
im definitely checking how that runs on my laptop because i definitely petered around that place before and had no issues. would be pretty funny if the old hardware ran it better then the desktop.
>>
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>>568715415
and not every grocery stores looted, nor is every supermarket. supermarkets are also absurd loot regions
>>
>>568680318
Can you add an ominous gray filter to make it look less like Gnomish Fantasy Land and more like Evil Orc Territory?
>>
>>568715191
Thinking about it, maybe it's part of the reason why at least the performance issues flew under the radar like this? I mean, maybe if you actually have enough ram to store the entire location in memory with all its items it may just stutter for a bit, but if the process resorts to using the pagefile (and god forbid if you're still using a normal hard drive for it instead of a NVME or at least a SSD) it has to continuously load and unload chunks instead of just reusing reserved memory?

>>568716289
So after walking through the entire location, the dda process is only 7gb for you? I only actually revealed a 4x4 overmap chunk max and had it eat 11, the remaining 5 being occupied by firefox. Maybe there's some variance for how much stuff actually gets generated, if it's a wild range like 1-5000 maybe that would explain it. Though honestly speaking, it could also an OS/driver issue, as I don't update things on this computer.
>>
>>568717403
Ill fiddle with it more tomorrow. Delete all food, then see what happens. I loaded 5 for the overmap which is just massive but didnt check in that world, but thats 7 gigs standing in the middle of that last webms world.
>>
save rave
>>
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>>568708679
This, the secret we developers don't want you to know is that we review the code carefully if you're lucky, and actually test the PR out maybe once in a blue moon. The rest of the time we just cram the code in and hope all goes well!

I try to do better than that, but I have no illusions about others after long experience
>>
>>568729753
This is true.
>>
>>568678794
Nostalgic. I recommend playing it. There are likely less than 10 people playing at the moment, I may even be the only 1
>>
>>568705121
Honestly it's your fault for not playing Rogue Survivor instead
>>
>>568718406
they should straight up remove all perishable food spawns from the game, the start of the game is supposed to be a few weeks into the cataclysm anyway so there wouldn't be any perishables left.
I don't know if non-perishable foods still do any kind of calculation for spoilage but if they do they shouldn't. perishable food should only exist when you create it from hunting animals or harvesting crops or opening up sealed containers.
>>
>>568746330
also any perishable foods with extremely long shelf lives should just be made non-perishable for the sake of performance. the case that anyone would be able to meaningfully exploit dried pasta having an indefinite shelf life instead of a 3 season long shelf life or whatever it is ridiculous. White flour has a shelf life measured in years IRL yet my stack of flour is always separated into 10+ separate stacks because it's extremely important to accurately account for the handful of days difference in remaining shelf life between them.

Exceptionally few people play a game that goes beyond a year or two, any food that would remain that long should just be made into an indefinite shelf life by default.
>>
>>568746807
I think that before doing that, you'd have to make sure it's actually an issue.
While the guy above is blaming food decay, I'm not so sure if that's actually a problem because literally iterating over every single perishable every few ingame seconds isn't the only way to handle it. I have had many occasions where I was looting a fridge a month into a run, and was surprised to see fresh milk in a gallon jug. Which rotted a few seconds later. You also frequently see corpses decay this way. You come back to some area where you killed a bunch of zombies 3 weeks ago, and watch as they actively disappear one by one due to fully rotting, leaving their items behind. If they really updated every few ingame seconds, they'd have long since disappeared before you even noticed.

So I think the game actually handles decay semi-lazily which is probably the sanest way to do this, there's some hard infrequent maximum timer for a forced update, but otherwise decay is only updated when it matters.

I think it's more likely that it's just the stupid amount of items, you obviously can't have infinite items loaded in memory, and I guess the amount in that location is just really pushing this limit. Thousands of MREs would also have this problem, since a single MRE is like 7 bags, 5 of which have one item each, 1 has 3 wrappers with 1 item each, and 1 has 8 napkins, 1 spork, 2 gums, 4 zipper bags with sugar, water tablets, tea bags, and one matchbook with 20 matches. It's just a ton of items in one. I'm not sure why MREs would be on a decay timer, aren't all of their contents sealed in the special MRE container that 100% prevents decay? At least the only MREs with rotten contents I've seen were half-eaten ones.
>>
>>568750645
They ought to look at BN, there were some huge performance increases gained there recently. Though the codebases have diverged far enough they probably couldn't use big parts of it easily, it might point them in the right direction at least.
>>
>>568751951
>huge performance increases gained there recently
In what areas?
>>
Good night, /rlg/
>>
>>568755371
Here's a big chunk of it:
https://github.com/cataclysmbn/Cataclysm-BN/pull/8252
>>
ok should *every* zone have a boss monster
I feel like it's weird if one zone has a boss and another doesn't
>>
>>568760759
What game
>>
>>568759531
Cool thanks
>>
>>568762251
making a game
>>
>>568760759
If a zone doesn't have a boss monster it should have something else instead rather than just nothing.
>>
>>568765258
What could that something else be
>>
>>568765338
really bad weather, or really stinky
>>
>>568760759
It's very videogamey to give every area a boss, but it's a videogame, so hey, why not?
>>
I'm not playing rogue survivor but I will be playing it in a few weeks from now and I'll become a new resident poster itt like the amy and various other schizos used to be (except I'm not a tranny.. yet)
>>
>>568765338
An normal monster ambush, a strange trap, a choice for the player to make that involves
>some type of stat change
>gambling
>short term gain vs long term
, bandits that try to steal your stuff but also have decent items if you kill them, monks that try to convert your player to their religion if your game has gods, and so on and so forth. Use your imagination.
>>
>>568768951
What if those are already in every area
>>
>>568770475
Seems like it'd be crowded. That's a consideration to take into account -- give the players some space, don't cram every square foot with stuff.
>>
>>568770475
If every other conceivable thing than a boss is in every other area? Then I guess you better get creative with your bosses.
>>
>>568770475
make a very slow, indestructible enemy, to force players to work around them. like a zombie horde, but its just one big chunkyboi with a giant club. an enviromental hazard. that way there might be no boss but theres something still here. would be cool to exploit it so the force of nature destroys all in its path and a cheese tactic is to make boss enemies get steamrolled in its path
>>
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https://www.youtube.com/watch?v=-13LUfagQhY
>>
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>>568746807
your right. walking into a grocery store or house and fining milk with a 6 day shelf life after 6 months is kinda goofy. imma VIBESLOP that shit and see how it goes, make everything with an expiration of 6 months, removed entirely and anything with it above adjusted appropriately. the amount of canned goods and shit you find anyways, i bet it wont take that much a difference, and maybe itll reduce the performance impact
>>
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alright /rlg/, i want your opinion on this
is this a good enough build to go for a mastery? i plan to put 1-2 enchants more into the rings to get them both to +5 so i can always have blades to conjure for pseudo-paralysis to keep spellcasters/dragons from blasting my ass with fire spells, since i feel my damage output with lunges is solid, but i might also put more into the armor, since im kinda scared of getting oneshot with this if i try to go too deep
>>
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>>568788029
>get chain exploded by multiple explosive furies near the amulet
oh okay
niggers
>>
Anyone else find it hard to gauge your speed in DCSS? It all happens simultaneously, but sometimes you take two or more moves and sometimes not depending on the enemies.
>>
>>568792227
Every action you do will tell you how much time passed right?
>>
>>568792227
>find it hard to gauge your speed
That actually used to be a valuable player skill in Nethack, until they made speed non-deterministic for dumb reasons
>>
>>568792227
Just be a NaFE Chei wielding a two-handed mace, and tell time to go fuck itself.
>>
>>568794315
I'm sure the game tells you exactly what's happened, but it's hard to be on top of it intuitively.
>>
What's wrong with this goddamn site today
>>
>>568802610
The other threads I frequent are also slowing to a crawl, I don't know where everyone's gone
Are classes back or something? Did an altchan actually take off for once?
>>
>>568803795
It's saturday you filthy neet
>>
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>jewtube randomly recommends me a DRG Rogue Core video
>then DRG Rogue Core discourse videos
>hear someone claim that they're a "Roguelike enthusiast"
>>
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PAGE 10 POLISH POWER BUMP NIGGERS
GO TO CHURCH TOMORROW

are you ready for NetHack 5 update on May 2nd?
did you know some absolute madman created first public release of Incursion fork and it's good?
niggers stay alive, you aren't trannies
>>
>>568816087
>niggers stay alive
I got that AC on -4 and a unicorn horn, i will be kicking for a while
>>
>>568816087
>May 2nd
Anon, I...
>>
>>568819996
oops
but Incursion!
imagine if dck shows up to play it and then plays MuMo and a golden era of arelgee starts again
>>
>>568782740
Again?
>>
Rogue isn't a roguelike. Rogue is a rogue.
>>
>>568795228
2H Chei build is just a way to put all the puckering moments in the first hour or two of gameplay and then cruise through the rest of the game when you get Manifold Assault. Especially in the older game when you could start with Manifold on Warper start.
>>
>>568829719
Buddha a buddhist? Was muhammad a muslim?
>>
>>568842370
>Buddha a buddhist?
No.
>Was muhammad a muslim?
Also no.
>>
>>568829719
You can't be a rogue without also being like a rogue. A rogue who isn't like a rogue in any way is not a rogue.
>>
>>568845738
Was thor a norse pagan? Chessmate.
>>
brazier
>>
New BN stable release today:
> https://docs.cataclysmbn.org/game/changelog/stable-0.12.0/
>New lab finales including boss fights
Guess I'm doing some labs on the next run
>>
bump
>>
>>568707532
bird mutant?
>>
>>568848257
A christian is not a christ.
>>
Good night, /rlg/
>>
Ragu
>>
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>>568877932
/rlg/ can always just start a new run.
>>
100% black
>>
>>568863841
Congrats on getting the stupidest reply in to a stupid reply chain, tripfag
>>
>>568888657
Don't feed the tards please, or they'll come back begging for more.
>>
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>>568888956
>>
Bump
>>
im on windows 10, how do i back up my highscores on dcss? where are they saved to on my computer?

actually how do i backup most all files on my computer without doing a full computer backup thats like 64gigs?
i only have a couple gigs worth of files and just want to back those up. i usually just copy and paste all the folders like "pictures" and "downloads" but then my dcss highscores never transfer over even though i saved the file that dcss is stored in.
>>
>>568888956
it's two clicks, retards
>>
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God bless, page 9
today I will be playing Overworld but only after I splat in All Who Wander
I consider trying SPD too since he added Cleric, despite that sad picture from earlier showing how he's apparently non-binary or whatever clown marketing shit the dev said to appeal to sodomites
Android turns out to be the best platform for novel polished roguelikes
>>568885789
yet 100% semitic
>>
>>568854624
>furfag traits are now pickable without mutie start now
Yeah that tracks
>>
For a formal
>>
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>>568900262
happy slaughters

>>568835728
Even on a build that plans to go 2h, shield is usually too good to pass up for the early game
Just do more branches and train them both
A shield is perfect for stealthy scouting in light armor, and for reflecting missiles
MfBe is the only build where early 2h makes sense.
Literally Poseidon
>I will give the Aegean sea a roaring voice, and the shores of Euboea shall be choked with corpses
>>
>>568900673
From the PR:
>I have a dream. That one day every person in this nation will control their own nekomimi
>
>senator armstrong idk, havent played metal gear

It's a dumb change IMO, and chaosvolt objected, but apparently scarf has self-merge rights for some reason. ¯\_(ツ)_/¯
>>
Yeah
>>
Just a PSA if anyone might be looking for large STANAG mags in dda like I was, you can reliably find tons of them on an aircraft carrier. It's got all kinds 40, 50, 60, 90, 100. Along with tons of everything else.

If you plan to raid one though, keep in mind that it's huge, completely dark and there isn't a single wooden door. And around half the doors are locked. I think you might be able to halligan those normally locked metal ones, I had the lockpicking proficiency so I used that.
There were also many bestial stalkers in particular (around every 10th zombie), which move fairly fast and can knock your character away which damages through any armor. I happened to have a really cool .22 SMG with a 165 round mag I put a silencer on for 0 noise and just plinked away at them with NV goggles.
>>
>>568900673
I think as a consequence of that rando NPCs are more likely to have mutie traits
>>
>>568768736
>used to be
I'm still here
>>
>>568911413
>halligan those normally locked metal ones
I always carry around a halligan bar and that doesn't work, I think you need to cut them with a torch or smash them with a jackhammer or pickaxe
>>
>>568913143
I'm pretty sure you can halligan some metal ones open, I've done it before. Not all work, but some do. Just not sure what kind they are on the ship.

Are you only trying to pry them open using the "e" key like you normally do with crowbars? Try "a"ctivating the prying action on the halligan and see it that works. You gotta do this even with normal crowbars on wooden doors sometimes as the "e"xamine action doesn't always work on some wooden doors, I think the electronically locked wooden ones found in some houses in particular.

If you really can't halligan them, I think it's best to raid the ship with lockpicking because there's, well, a LOT of these doors.
>>
>>568913856
certain types of locked metal doors (such as those in science labs) cannot be lockpicked either in my experience (by activating the lockpick or 'e'xamining the door) but you may be right, activating the "pry a door" function of the halligan bar might work, I'll give that a shot.
>>
>>568911413
>you can reliably find tons of them on an aircraft carrier.
ok, now explain how to reliably find an aircraft carrier.
'just find one of the most rare locations in the game' isn't the most useful advice lol.
>>
>>568922357
I think carriers can only be found in lakes, and lakes are kinda in your face with how big they are. Even if you're not sure if the body of water is a lake at a glance on a map, you can look at the label for the water tile to see if it's a lake or not. Since carriers aren't underground locations and they're big, you're likely to spot one from the top of a nearby radio tower or something.
But if not, you might still need to explore the rest of the lake yourself, so you'd need a boat.
It's not a trivial thing to find, but I don't think it's that hard to find a lake.

I think also if you raid a military base, you can find a military map underground which should reveal all military-related stuff nearby. Might also be a way to find it, though from using those maps I think the reveal radius isn't all that large honestly.
>>
All that Cata talk makes me want to reinstall it again but then I remember how tedious both early and late game were and give up. What do.
>>
>>568925796
I have used a good amount of those military maps and they have never revealed a carrier, only outposts bunkers and silos. also I have many hours in the game and I have only come across an aircraft carrier once.
it does suck that they massively nerfed the availability of larger capacity magazines. the large capacity mags do incentivize weird gameplay however, I found it most effective to have one 60-100 round mag in the gun and to reload that mag out of the 10 round stripper clips you get from military ammo cans, only keeping two 30 round mags as emergency backup. The clips are smaller and fit in more pockets, and are more convenient for topping off your current mag.
>>
>>568927412
Make a hilariously OP character with a late start to skip earlygame and quit before lategame. Not sure why you'd hate early game though, I think it's the best stage. The only thing that really sucks for me at that point is gathering enough manuals and all the crafting tools since you can't find all of them in one accessible place.

Also if you have not used mechanics for skipping some tedium before, try them out. Autodrive, zones, keeping NPC slaves to speed up crafting.
>>
>>568928250
>Autodrive, zones, keeping NPC slaves
I'm not sure those were a thing last time I seriously played until endgame.
Also is BN still the recomended "fun allowed" fork?
>>
Roguelikes for that feel when jerking off while depressed give you headache
>>
>>568927975
I guess I just got lucky then as I found a carrier just by accident on 2 different characters. Still, at least you'd know you could get them there if you do locate one. The mags are in rooms with crates that have military armor and stuff like LAWs/RRs and rifles. Two other good things in those crates with armor in particular are shooter earmuffs in bulk amounts if you happen to have many npcs you want to not go deaf around shots, and "full" military tactical helmets that have 100% head coverage instead of the usual 50%.

Interesting idea with the clips. I just keep 2 40-round mags in a leg ammo pouch that seems to not conflict with scabbards on the same leg, and just retreat if I happen to run through both my main mag and the two pouch extras because it takes a long time to reload the mags themselves.
I wish you could detach the ranger plate things on some of the rarer STANAG mags and attach them to the bigger ones so you could just clip them to your belt.
>>
>>568750645
>like 7 bags, 5 of which have one item each, 1 has 3 wrappers with 1 item each, and 1 has 8 napkins, 1 spork, 2 gums, 4 zipper bags with sugar, water tablets, tea bags, and one matchbook with 20 matches

Why are items in CDDA so complex? Is this level of detail really worth it for all the problems it can bring ?
>>
>>568930143
BN definitely has the least tedium. And NPCs can craft for you in the latest release, which is one thing I missed from DDA.
>>
>>568750645
>special MRE container that 100% prevents decay
idk how it really works but probably the easiest way to code it would be giving MRE container a x0 miltiplier to decay speed, so the game still iterates through every item inside.
>>
>>568701376
I'm hoping it's superhotlike.
>>
>>568937320
it's just simple autismo obsession. it's the same story with the guns in the game, a ton of unnecessary bloated gun variants that are literally identical in stats and function but are still in the game because some guy with a gun obsession wanted to have 30 different AR military rifles in the game.

The MRE packaging thing is particularly annoying though. Way back when I first started playing the game, I looted one of those military bases that have thousands of MREs in them. I wanted to unload all the MREs to get rid of all the useless shit, and it literally took me 5 in game days to unload them all. I could tell it was a waste of time after the first 5 minutes but by then I was pissed off at the totally needless autism that went into every MRE having 50 individual items that I went through with it anyway.
>>
>>568937320
I personally don't think it's worth it so I don't even bother interacting with MREs outside just eating from a random one I come across if my character happens to be hungry. On one of my first characters I kept the sealed MREs in a reinforced bag and organized the unsealed ones with minimum wastefulness so I literally opened each zipper bag with 2 units of sugar to transfer it to my main sugar container and put the fruit tea bags into the box containing a box with only fruit tea bags, but it was pure cbt. Even putting more sealed MREs into the sealed MRE bag had noticeable lag. Well, likely because I mostly use "v" instead of the advanced inventory manager.

This wasn't just a pain for all the button presses, it actually took quite a while to do ingame because like I had the MRE in a backpack with 3 seconds of draw speed. The MRE bag has another bag which takes more time to open, and so on. I just picked up a random MRE I had and tried to wield the spork from within it: 7 seconds.

But I guess it's ignorable because food isn't all that important unless you're on some challenge run, and at that point you likely don't have infinity MREs to juggle around.
>>
>>568940125
>>568940308

Can you eat MRE's directly ? Or do you have to unpack them first ?
>>
>>568940649
You can eat from them directly, I just prefer to unload everything as much as possible to avoid having shit nested into 30 different containers. Aside from being annoying in general it becomes impossible to tell if something is useful or garbage. Like if you eat everything out of an MRE the exterior package stays the same, so you can't tell at a glance if it's empty without expanding all of the bullshit nested containers.
>>
>>568937320
Because Kevin (PBUH) said so. And everyone who disagreed was banned.
>>
>>568940916
>exterior package stays the same, so you can't tell at a glance if it's empty
Wait, so the game doesn't even display when a container is empty ? Are there really no indicators ?
>>
https://www.youtube.com/watch?v=3kMbTzomh94

miss her
>>
>>568940950
it's more like a rigid autisic opposition to abstracting literally anything.
one that kills me is looting kitchens, every single kitchen has dozens and dozens of kitchen tools that have literally no in game purpose. Corkscrews, cutting boards, rolling pins etc., similar to the sporks in MREs actually. Most of them are so useless that you can't even deconstruct them into basic materials, I resorted to attempting to burn many of them but you can't even do that to anything metal.

And these things only exist presumably because some autist finds it "realistic". As opposed to assuming that the player that is trying to survive the apocalypse would ignore literally useless junk making their inclusion in the game or at least appearing on looting interfaces completely pointless.
Another favorite of mine is wearing gloves while crafting, we can't assume that the player character would simply take his gloves off before starting to craft, no we have to force people to specifically unequip and re-equip their gloves every time they want to craft.

>>568941939
You can't tell when it's containers inside of containers like MREs. Containers do show their immediate contents but MREs are packages inside of packages inside of packages, so looking at an MRE whether full or empty you just see 'MRE package -> smaller MRE package' without expanding it.
>>
>>568942665
100% black
>>
>>568942665
>so looking at an MRE whether full or empty you just see 'MRE package -> smaller MRE package' without expanding it.

That's really annoying, nested inventories suck
>>
>>568942665
If you have a static base you could debug yourself a funny hole to z-10 with a lava tile and just throw your junk there. Uhh, lava does instadestroy everything on it, right? At least zombies instadie in it and leave nothing behind. Except the player/npcs apparently, as when I was savescumming on one character to figure out those randomized mines I had to walk through lava and all it did was burn some clothing. I think the character was wearing a "kevlar firesuit" on top of a phase immersion suit though.

I think most people used to put their base junk in front of their driveway so the items would gradually get destroyed under the wheels, but now that'd probably wreck your tires.
>>
Page 10...
>>
>>568942560
How many years has it been now
>>
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>>568949419
>>
>>568949419
our eternal state
>>
christ the way they broke zone looting has ruined the entire game. It's taking me ten times longer to loot a tiny group of 8 houses than it did before, and my game is locking up every other house as the pathfinding gets stuck in a loop.
>>
>>568960389
5 forced restarts now and barely halfway through clearing the town. I have to quicksave after finishing every building. wow what an amazing addition to the game, forcing you to spend hours of real time shuffling junk around because it's just too game breaking and unrealistic to have a convenient system for quickly and easily moving junk.
>>
>>568960389
>>568962876
>I played DDA and it was like punching myself in the dick
Many such cases
>>
>>568952562
expedition 33 came out last year dude
>>
>>568964559
yeah I just quit again and I think I'm done for a long time now. Having to give up on 2 separate starts because of stupid bullshit making the game run like shit or lock up entirely is way too much.
>>
>>568964559
>>568967625
I even forgot to mention the other critical performance problem I encountered. Certain crafting recipes taking an eternity of real time to finish. I tried to make a bronze spear and it was literally doing 1% per real life minute. I go to look it up and apparently it's a problem with their attempt to "stepify" crafting whatever the fuck that means.
https://github.com/CleverRaven/Cataclysm-DDA/issues/87316

no doubt another effort to make a perfectly functional system into a torturously complicated mess to appease the autisitc obsession with realism of some jackass.
>>
>>568967625
Switch to BN, it's actually fun
>>
>>568968608
I have tried all of them, I had the most hope for TLG but I gave up on that one too. Although it gets major points for running about a million percent better than DDA. I don't care for BN simply because I don't care for the excessively wacky sci-fi setting. I think it's too much even in DDA, that's another thing I like about TLG.
>>
bump
>>
Do 7 floors of lab to get 1 shot of rat serum in the vault. Thanks.
>>
>>568942665
But crafting would be the best time to be gloved so you don't harm yourself in the process.
>>
fart
>>
/v/ mods are so fucking awful
Roguelikes for this feel?
>>
Good night, /rlg/
>>
>>568977537
Classic Cata
>>
>>568925796
waterway maps will also reveal lakes, and have a big hole in them where the aircraft carrier is
>>
>>568977537
rat mutate a random follower for me please
>>568984081
liberal crime squad
>>
>>568938559
Not quite.
>>
test
>>
>>568977537
>note extracting the rat milk by hand
grim
>>
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Which DCSS mage is the best, or your favorite? You can pick any mage from any version, this is just current release because I'm a freak.
>>
>>568975545
>Turn off your bluetooth or we're turning around
>>
the humvees have mounted c9's now? thats the minimi, its a canadian machinegun. what the fuck, first we have to deal with aliens, zombies, fungas people, elderitch abominations from hell, and NOW we have to deal with FUCKING canadians? how is this remotely fair
>>
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also while everyone was bitching about the items and loading shit, they massively buffed armored wheels. solid strat, hide the good shit beneath the crap
>>
>>569005795
Neccymancer may not be the best it is, or was, my favorite
Why did they get rid of Pain man
>>
>>569007445
>do 1 thing right
>do 5 things wrong
>everyone bitches about the 5 things
How is that in any way a "solid strat?"
>>
I feel bad for you riggly, stuck in a wasteland devoid of the gods
picking through trash and trans flags
the detritus of a dead civilization
while the other dimensions seal you away.

All you had to do was not eat the blob.
>>
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>>569005795
That would be Osiris the Risen:
>Of the supreme the greatest, and of the greatest the sovereign: Osiris Goldenrod
MuWz Kiku
a rough start, to eternal life.
>>
>>569010364
>roll to detect sarcasm
>you rolled 0!
>>
>>569013060
Fair. I should probably be in bed right now.
>>
Wanna create my own rogslop
Thinking about making a quasi-original Rogue with some different mechanics, but the task at hand seems monumental even though I have some experience in the field
>>
>>569005795
What the fuck is a hedge wizard
>>
>>569020004
A whizz who works at a hedge fund
>>
>>569020004
It's like a hedge knight, but he wears a dress
>>
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>>569020004
>>
Someone give me the tl;dr on the differences between C:DDA and CBN
>>
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>>568952562
I'm in a healthy relationship with a biological woman now
>>569028758
both aren't roguelikes and should get their own generals, NIGGER
>>
>>569030841
They are roguelikes no matter how much you keep crying about it
>>
>>569031093
survival simulator roguelites
I've been crying since MuMo, it's fine
>>
>>569032462
Nope, roguelikes.
>>
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>>569032857
and picrel is best jrpg of the last decade
>>
>>569028758
DDA is for realism autists, BN is for braindeads I mean casuals who want to play a game like any other roguelike, just in the Cataclysm setting.
If you want a list of changes:
>No proficiencies
>No pockets
>Usable helicopters
>You want to HIT enemies grabbing you instead of breaking the grab since hitting whatever is grabbing you will usually stagger it out of the grab
>No speed penalty for being low on stamina, so it isn't a valuable resource anymore. Essentially turns it into the 'sprint bar' that every other survival horror game has, use to get away when in danger.
>No body weight mechanic (can't get obese or underweight), can still starve
>No lifestyle mechanic
>Jumping in water doesn't make you wet and doesn't make you freeze.
>Imba loot like mart manuals feels more common, but I can't say for sure
>Autoloaders fuck yeah
I'm sure I'm missing a lot but this is what I recall off the top of my head.
>>
>>569033656
Felvidek is in fact a JRPG, yes.
>>
>>569033719
>DDA is for realism autists
DDA lost the plot way back and stopped pretending it was about reailsm.
>>
>>569033949
ok I've had enough, I started a run
can we at least agree on how great it is? based even
>>
>>569034182
Do elaborate, please. I think they're heading in a horrible direction with realism right now with turning it into a sandbox simulation instead of a video game with proper loot balance, but even the most recent stable release is before they took a turn in said horrible direction, and I think the game is fine as both an omni-apocalypse simulation and a video game (though still a bit too easy to just survive for my taste) on said stable.
>>
>>569005795
I miss stalker
>>
>>569033719
DDA has useable helicopters though. do you mean usable without a helicopter pilot proficiency?

martial arts manuals are also extremely common in DDA now, you find them everywhere including in random houses. In fact books in general are way less scarce than they used to be. Intact libraries will have multiple copies of nearly every book in the game now.
>>
>>569037389
>do you mean usable without a helicopter pilot proficiency?
Yeah, mostly that. Since in DDA you need to start with the proficiency, then find a functional helicopter on a civilian airstrip or military base or wherever, and still struggle a lot with fuel when using it, it feels more like a flex than an actual utility. Like, 'yeah, I could fly now if I really want to, except I almost always never want to because of how expensive it is and because it can't take me far'. Not to mention if it gets totaled you can't repair it or modify it too aggressively. Meanwhile in BN you don't need the proficiency and can put together a functional helo yourself if you scavenge the rotor blades off of a broken or malfunctioning one, and helos have buffed fuel efficiency so they're actually really useful to fly over forests and cities. Fuck man I really wish DDA development tards didn't introduce the sickest kind of vehicle in the world just to make it this anal to find and use. I fucking love helicopters.
>martial arts manuals are also extremely common in DDA now
>Intact libraries will have multiple copies of nearly every book in the game now
Experimental DDA sucks, there is no future for this fork past 0.H. But between 0.H(or below) and BN I always felt like I got way too lucky in BN and found some great books just lying around in random houses. I don't play a lot of BN so I can't tell if this is just confirmation bias from me subconsciously thinking 'hurr durr this stupid normie fork sure is spoiling its players with manuals out the ass huh' or an actual tweak to loot tables or whatever. I'm hoping a BN player can correct me if it is indeed just in my head.
>>
>>569039362
I agree they are going off the rails with the realism shit. I think they default to the appeal to realism as a way to circumvent arguments and complaints about the design of the game.

If someone bitches up a storm about a part of the game that was made as a product of a specific dev's vision that dev feels like they have to defend their decisions publicly by confronting the complaints and arguments which never succeed. Instead if they base everything in realism it gives them leverage to dismiss the complaints, they can simply justify any change as complying with real life.

The constantly reinforced legitimizing of realism as a basis for game design then invites autismos with hyperfixations on something or another outside of the game to put together needlessly complex and tiresome updates pertaining to their obsession that don't satisfy anyone but them, and more importantly don't serve the actual gameplay whatsoever. In fact more often than not they are detrimental to the gameplay.

And then other devs that can see the gameplay problems arising from this are compelled to produce absurd exhaustive arguments based in real life to justify the denying or removal of any of the autist's pet projects that are harming the game.

Ultimately the problem that causes this mess is a lack of a centralized authority that can dictate the direction of the game. Even kevin lacks that kind of authority. A classic too many cooks in the kitchen situation.
>>
Is the no vitamin tracking default mod in BN also not tracking toxins from mutant meat making it 100% safe?
>>
>>569005795
I like EE, but Summoner is obviously the best class. Summons block line of sight, and the crocodile spell means you never have to get hit by a melee enemy if you don't want to. It's a lot easier to win when you only take damage from beams and smite-targeted spells.
>>
>>569020004
Bad class that starts with multiple schools of spells and can't cast any of them.
>>
>>568943836
>>568941939
gotta change the bind expand item to expand all, thatll just always show you everything down to the lowest level. if you wanna see volume/length yadda, its a setting under interface>naming options>detailed containers, and change it to "all" instead of "worn".
>>
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>hitting page 10 in 50 minutes today
>>
>>568912385
Actually yeah every single survivor i've come across so far has had some mutie traits on 'em
Surely that can't be intentional
>>
achra is fucking cinema
>>
Does anyone know which stat affects unarmed hit chance in Soulash 2: str, dex, or both?
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>>569066128
It's amusing that some builds require triggering X effect which deals Y damage and triggers Z effect and so on. Then other builds just take off all their armor and put every point into one skill.
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>>568943872
>now that'd probably wreck your tires
That's an understatement. I got out of my way acquire a road roller to smash useless items I couldn't burn, and a pile of ceramic shards DESTROYED the roller drums outright. As in from full || health to XX from one pass over the pile. Fucking Looney Tunes logic.
>>
>>569033719
You forgot FUKKEN BLIMPS
Blimps are awesome
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>>568969275
> excessively wacky sci-fi setting
Some interdimensional aliens, a couple laserguns, UPSs, robots and cyborg gear being available from anywhere but Muh Speshul Doodz faction and a few portable nuclear reactors, that kills it for you?

Is all of that really gone from DDA by now?
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>>569005795
I think Summoner or Forgewright is the coolest for FUN factor.
Summon Forest is already the most fun a RLG`er can have in midgame without taking his pants off, Leda's Liquefaction and Eringya's Surprising Crocodile or Malign Gateway getting mixed in is Da Way.

Forgewright's fun wants you to push until Hellfire Mortar (and friends like Spellspark Servitor), and really suffers from not getting (most) all of the spells in its school to drop more than not.

Special shoutout to Conjurer for guaranteeing Mephitic AND Fulminant tho.
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This one was my own fault. I thought Death Knight's effect would just kill him through the armor, but I was still triggering extra attacks from the boss when I failed to penetrate his armor with the main attack hit.
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>>569077304
I don't understand how Mephitic and Fulminant can be the spells you get excited about. People mostly pick Conjurer just because it has a bajillion starting INT.
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>>569070238
true choice
>>
I died again.
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>>569080543
Strong unique? Mephitic and Fulminant spam
OOD pack? Mephitic and Fulminant spam
Difficult vault? Mephitic and Fulminant spam

I like it because it's a save or suck for a long time and a tankbuster that punches up at a very long range which has you kiting backwards by default. Gives you plenty of room to explore and look for something better.

Anyways, I mixed it up, mephitic goes on Hedge Wizard. I'm retarded I guess
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>>569088585
Conjurer used to have Dazzling Flash, a spell that confused monsters like Mephitic does except it had an absolutely terrible success rate and only checked HD one time. Somewhere along the line they got more INT and lost Dazzling Flash from the starting book. With their +10 INT you can basically just pick it as the default mage because it is easy to learn any spell school.

Kiting backwards and dropping Fulminants is boring and makes the game take a long time to play. I don't deny that it's effective. It's just not exciting. I get more excited about spells like Fireball and Airstrike that I can quiver and run through the game in a couple hours instead of playing DCSS for 8 fucking hours.
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>>569076358
Did you miss this part?
>>568969275
>I think it's too much even in DDA

If the choice is between extremely wacky or slightly wacky I will take slightly wacky. But like I said I still had the most hope for TLG because it eliminated a lot of the remaining slightly wacky stuff from DDA. The exodii are probably the worst offenders on the wackiness scale in DDA and they don't exist in TLG.
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>>569020004
pretty retarded when your level 27 Deep Elf is still called a hedge wizard
nu-dcss: not even once.

>>569030841
based

>569031093
little girls play in sandboxes
rogues penetrate.
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The 20 points in Mindfighter class. It requires 2H weapons so Asi Malak is the only good choice I think.
>>
Good night, /rlg/
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>>569094715
>pretty retarded when your level 27 Deep Elf is still called a hedge wizard
What level should magically grant him a wizard academy degree?
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>Rift wizard 3 demo out since 10 hours ago
Fuck i fell asleep
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>>569103974
I hate the new look. Does it at least play well?
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>>569104231
Will tell you once i play it tomorrow, unless illness kills me overnight
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>>569059129
How come this general can't exist on /vrpg/?
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>>569102402
>What level should magically grant him a wizard academy degree?
The one where he starts vaporizing anyone who prefixes his title with "hedge"
Must've been a talking bush.

Not only is your objection stupid (honorary degrees exist), it is irrelevant:
Wizard is not a title that requires formal accreditation
And the Deep Elf who shows up should be a fucking wizard, not a hedge wizard.
As should the Pharoah himself, who owns the fucking academy. Plural.

t. wizard of fucking
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>>569110146
are you even still called a hedge wizard? you can be a fighter and become a mage and it still calls you a fighter in any version. it seems like a really odd thing to be upset over, its what you START as.
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>>569094715
"Hedge wizard" doesn't mean weak or low-level, retarded tripfag attention whore. Gandalf was referred to as a "hedge wizard" because he called no place home.
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>>569118732
ackstually gandalf calls himself a hedge wizard because he appreciates all manners of grass and weed, especially when lit and smoked
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>>569103974
>Haha nice try anon, RW2 isn't even out of Early Access
>Check anyways
Jesus fuck, fine, ok.

Anyone have the QRD for a noob on RW 1 to 2 to 3?
I got more into Achra than RW1 (which I never won, though I closed in on a few levels from the end once or twice)
Felt like I could make my own builds much more easily in Achra, but I could never quite get in tune with the pacing/power scaling of RW1. My most promising build died to a single-update bug sometime in EA.
I don't remember much about RW2 besides refunding it.

Maybe it's time to get back into it and notch a win?
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>>569119424
kek, head canon accepted!
But the point is a "hedge knight" isn't called that because he's bad at being a knight or something, instead he's a knight who, for whatever reason, doesn't have any lands or holdings.
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Beat Lair and Orc.

Im somewhat upset my amateur self got the +10 barding because now i feel like i have to try.

Where does a armadillo man go next
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>>569122934
Probably wherever you want, that's a fat cock worth of gear.
(I only play casters, but you shouldn't have any problem in shoals or whatever)
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>>569041876
The thing is, they already sacrifice realism to make the game more fun to play in certain places. Broken bones don't take 4-6 months to heal because having to spend half a year in a bed would fucking suck and everyone would qyy upon breaking a limb. The solution? Just make the justification sci-fi. The blob powers you up and heals you, which is why you recover from wounds and broken bones so quickly. That's the explanation they have right now and I think it's way better than waiting ages for your bones to heal. The question then is why don't they use the same logic in other places that warrant it? Never flown a helicopter in your life? No worries, just find a feral helicopter pilot, butcher him for his brain, take it to a special lab finale with a Brain-Draininator (patent pending) and sit inside it to go comatose for a few hours while it transfers the helo pilot's knowledge and muscle memory to you. You don't need to spit in the face of realism by making helicopters always pilotable like BN does for a good solution. DDA isn't a reality sim, it's an apocalypse sim where the government has automated robots with guns and entire secret mutagen and cybernetic development programmes, it makes complete sense for them to have some top secret machine like this that you can use to your advantage. The realism and sci-fi aspects should both lend themselves to good gameplay, and sci-fi should win over realism if it would make a better, more fun game. Fucks sake, the military uses room-sized flight simulators with massive screens and a replica set of helicopter controls to train actual helicopter pilots, way simpler than a blood memory machine right, but DDA devs wrote that idea off because it would take too much power for an abandoned lab or something to realistically produce. They just hate playing actual video games and want DDA to be their coomfy trannie hugbox where players collect estrogen pills and pride flags and never lack useful loot after an ingame week.
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>>569119730
the resident rwiz anon is probably sleeping (>>513299989 >>566022426)
but I remember one main difference was rwiz1 spell charges were entirely dependent on MP potions which made every cast and drink timing consequential to the next floors, and rwiz2 was based on replenishing both HP and charges per floor
but more experienced anons say 2 is still harder or as hard as 1 even with the changes
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>>569111634
It calls your character by starting class on the title screen and the morgue file.
Yes, I care what things are called in my fantasy game. If you call the shirtless Barbarian a Faggot, it changes things.

>>569118732
Gandalf was never referred to as such
He allowed the hobbits to underestimate him as a purveyor of cheap tricks, but not to his face.
You are only read because you cannot be filtered, bottom feeder.

>>569119817
A knight who is good gets land and holdings, and a wizard gets addressed without reference to any past academic informalities.
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>>569129880
>spit in the face of realism
Flying a helicopter is not hard, it's significantly easier than flying a plane.
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>>569131961
>A knight who is good gets land and holdings
If he has the favor of the king, that can have nothing to do with his skill as a knight. I don't know why we're having this conversation. You're wrong, you're retarded, and you're a tripfag attention whore. Fuck off, retard
>>
If a colon is colon-y, then Rogue is roguelike.
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>>569110146
Extremely dense foliage, sir
Excellent shot.

*catches coin*

Cause of death: Accidental self-annihilation
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>>569132354
I cannot even trust you to define your terms correctly:
"hedge knight" is a fictional term popularized by the fat faggy midget GRR Martin to replace knight-errant.
In short, there is no such thing.

>A hedge knight is a wandering knight without a master, land, or permanent allegiance to a lord. The term is disparaging, implying the knight is so impoverished that they must sleep outdoors under hedges, in ditches, or stables rather than in inns.

>Origin: The concept, popularized by George R.R. Martin in A Song of Ice and Fire and its adaptations like A Knight of the Seven Kingdoms, draws from real-life Irish historical terms for itinerant workers.

The REASON no one calls them hedge knights is because they were cockerels itching for an excuse to fight, as anyone but a fat midget who's never been punched in the face would know.
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>>569133224
>"hedge knight" is a fictional term popularized by the fat faggy midget GRR Martin to replace knight-errant.
False
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>>569132260
Nah, modern helicopters are way less intuitive for the uninitiated. They feel more like piloting a spaceship, more about managing your inertia and altitude than anything. They're also way harder to do quick corrections in, so if you're losing altitude fast, even if you point your rotor straight up you might not be able to stabilise in time and run into the ground anyway. With planes you just need to remember not to go too slow or too steep lest you start stalling, the rest is comfy. And if we're considering the sort of ghetto vehicle a survivor might put together with scrap in BN, it would absolutely be significantly more difficult to pilot a heli than a plane, not even a question. In planes, manual trimming is a comfort at most, it's very simple to just push the stick slightly out to compensate for the nose naturally rising since fighter planes are almost always built with their center of mass slightly behind their wings, to make it easier for them to pull up their nose up than to push their nose down, the former of which is what they do in dogfights. Modern jets with fly-by-wire systems compensate for this automatically. But with helicopters, you aren't just stabilising your pitch manually without an autopilot, you're also stabilising your drift, your roll (rotating around your front-back axis), spin (rotating left and right), and altitude all manually, which is a lot to micromanage while also moving where you want to.
In either case, someone who has never touched a flight stick in his life would absolutely crash a few times while getting the hang of flying. Even someone flying a modern retard-friendly passenger airplane with a powerful autopilot would very likely crash while landing without any prior practice. DDA's mechanic of not letting john doe the office worker become an aerial ace the moment he touches the flight stick is pretty reasonable, it's just never being able to learn the skill after starting the game which is stupid.
t. flightsim autist
>>
I mean if you can learn forging a sword from scratch in about a week from book learnin' there's nor eason you sohuln'd be able to learn how to fly a helicopter the same way, right?
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>>569134968
if you fuck up forging you have a shitty sword
if you fuck up flying...
>>
btw i gotta say this is one of the shittiest "arguments" i've heard in a while

yes. surely all skills are the same! everything is at an even level of difficulty. of course.

RETARD
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>>569134968
I've never forged anything in my life so I'm not really in a position to compare the two, but with forging you don't break every bone in your body and turn your organs to mush impaled by sharp metal debris if you fuck up. Forged a bad knife, who cares, just try it again until you've got the hang of it. Helo spinning out of control, well, either you're losing an incredibly valuable and rare piece of equipment or you're turning said equipment into your metal coffin. Flight simulators in Cataclysm would equalise the two in this regard, by letting you try and get the hang of flying on a computer program until you're comfortable with the controls.
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>>569135431
braziers > hedge wizard
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>>569129880
>Broken bones don't take 4-6 months to heal because having to spend half a year in a bed would fucking suck and everyone would qyy upon breaking a limb. The solution? Just make the justification sci-fi. The blob powers you up and heals you, which is why you recover from wounds and broken bones so quickly.
I think an even easier fix would be to simply not call broken limbs "broken". If they were called "incapacitated" instead or something there would be less obvious incongruity with the player healing it in a matter of days not months.

The naming conventions of game mechanics lead people to think of them in pretty rigid ways I find. Health or HP is another one, most people default to imagining health to be your literal pulse and when it reaches zero you literally die, which makes for players finding it strange when you survive a fight with 1 HP where you logically should be on death's door. But if your HP simply does not denote your basic vital signs but instead something like your physiological ability to stay upright and active instead of critically wounded and bedridden that conflict goes away.
If you actually did break a limb in that cataclysm setting it would be an effective death sentence in nearly every imaginable case, so rewording the "broken" limb status to instead be temporarily incapacitated serves the same purpose without the logical conflict.
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>>569134968
forging steel into basic tools is an incredibly simple process, particularly in the modern day where extremely pure high quality steels are all around us in cars and machinery and countless other things that could be repurposed into weapons and tools. Much of the difficulty and skill that went into medieval blacksmithing and heat treating was from having to work with much cruder materials and tools. Today you can gain a working understanding of forging tools literally from reading a book, I did it myself.

Forging a sword in the cataclysm could be as easy has taking a leaf spring from the rear suspension of a junked truck, hammering and grinding it to the correct thickness, then heat treating it.

Flying a plane or helicopter would be infinitely more difficult than that lmao.
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>>569136213
In fact you could make very high quality weapons without any forging or heat treating at all. Probably not swords, but you could easily make a tomahawk or battle axe just from chopping out sections of truck leaf spring into the length of the axe head, then cutting and grinding it into shape with an angle grinder.
That axe would literally be higher quality than any medieval equivalent weapon because the modern alloy steel is a much much better materal. Using that same process you could make spear heads and probably even short swords if you found a thin enough leaf spring.
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>>569138006
Isn't that the bolted/welded weapons in fab 4?
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>>569138710
the bolted/welded weapons are made from mild structural steel going by the recipes. Mild steel is so low in carbon that it cannot be hardened, so it wouldn't make very effective weapons. The sharpened edge would deteriorate almost immediately. Alloy steels like those used in springs and tools like wrenches and in the shafts for most rotating machinery among many other things can be hardened to a level appropriate for weapons and are also substantially stronger than mild steel. The springs in truck suspensions are already hardened to a level similar to what you would want them for weapons, so the point is that you could create a weapon that is as strong and hard as something forged and heat treated from scratch just by cutting and shaping a truck spring with an angle grinder.
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>>569135463
At least the braziers thing didn't have awful namefags
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I refuse to use anything but conjuration, my brain is smooth
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>>569134405
I dunno, I don't think it's unreasonable at all to simply require piloting ability to be chosen at character creation. It's not like the game penalizes you with a crippling downside from choosing a background in helicopter piloting. Professional flight simulators like those used by the military are incredibly rare hand-built machines, tying the ability to learn flying after the end of the world to finding one of those machines is incredibly contrived not to mention would require the creation of a skill progression just for that one highly niche function. The utility of flying vehicles in the game is essentially that they make exploring new areas and traversing the map much easier, but that function has been filled by highways.

If anything more of the advanced skills should be tied to character creation. The game is already unbearably grindy, you need to grind for hours on end just to do mundane things like modifying your car. Adding in more complicated crafting chains that you grind for hundreds of hours in your basement bunker to learn advanced chemical synthesis or semiconductor manufacturing or fucking brain surgery seems like a massive distraction from the core gameplay, surviving the apocalypse.
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>>569135829
I do agree that getting to 50% hp on say your torso doesn't actually mean your torso is 50% bullet wounds and cuts, it's just the point where you can't actually survive the injury.
But I think the problem with changing the wording is explaining why your incapactitated limb needs a long extra process to begin healing back up from 1 hp to whatever your max is. I think "broken" is fine, because it's fact that even survivors are infected with the blob, and the nature of the blob is basically mutating shit for survival on steroids through ridiculous regeneration and adaptation. Everything in the game aside from robots heals like crazy, it's not like survivors are an exception.

I also don't think that a brain-scanning-memory-transplanting machine is on the same level as the blob making things tanky. One implies that humans could do that before the blob hit, the other is that the blob is just that ridiculous. Even most of the fancy science tech you find in labs is just the result of studying the nether, mi-go and blob shit that started spilling out into earth. From this perspective, actual autonomous combat robots made solely through human tech are less believable than just eggheads getting ahold of a ton of new alien toys to play with.

An advanced flight simulator would be a good way to tackle it though. If power is an issue, you can just throw a stupid amount of batteries at the problem, it's not like there's a shortage of them in the game.
Another way could be an NPC pilot you could find so he could teach you.
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>>569144898
Handwaving away inconsistencies with the blob is clearly something they are uncomfortable with doing and only do so out of a lack of a better explanation. And they are right to be uncomfortable with it because you can use blob infection as a justification for almost anything since it's basically magic with extra steps. If the blob can inexplicably turn you into superman instead of a zombie the whole premise of the game goes out the window on multiple levels, why do you need to find food and water or maintain your body temperature or avoid infection and disease if your blob infection is also making your wounds regenerate like wolverine?

The ideal answer would be one that removes the need to handwave away problems with "it's the blob, I ain't gotta explain shit".

>An advanced flight simulator would be a good way to tackle it though. If power is an issue, you can just throw a stupid amount of batteries at the problem, it's not like there's a shortage of them in the game.
It really wouldn't for the reasons I mentioned. There are probably only a handful of those kinds of flight simulators in existence, and using one isn't like playing a video game. They are very complex technical instruments in their own right. Most people would fail to get their plane off the ground in something as simple as DCS just by fiddling with it.

Again, you have to ask yourself, what purpose does the ability to fly planes or helicopters in the game serve? It doesn't really accomplish anything except let you move around the map faster, but you can already do that to an effectively equivalent level with highways. So why do you want it in the game so much, because you think it would improve the gameplay or because you have a personal interest in flying planes? The game is not supposed to be a flight simulator.
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>>569145689
I don't think it's so much as being uncomfortable with the act of handwaving things in general. It's being consistent in what can be believably handwaved and what can't.
As much as people would like to paint the dda maintainers as being cartoonishly autistic about realism, it's mostly just a funny strawman they could mentally spar with to feel cool for playing the cooler alternative. A fully realistic game would just be real life, without any monsters or aliens. I don't see any plans for removing anything non-mundane, the intent is still to keep aliens and monsters around.

Just because the blob has limitless potential doesn't mean you get it right away. It's an alien thing, and it's reasonable to imagine that it works in some way. It's not a hocus pocus spell. There's a loosely plausible mechanism by how it works. Maybe the fact that sane survivors are able to mentally resist the blob's takeover and thus experience less mutation effects. So unlike the perpetual motion machines that zombies are, they need a degree of sustenance because they're more human and less blob.

Oh and I don't personally think that actually using helis is important. I'm fine with not getting the ability personally.
I just understand the notion that from a "game" standpoint, in a game where you actually spend more time collecting neat shit than actually "survive", it's a bit weird to have a special snowflake piece of content that you can only get by starting as a pilot, when any other skill is acquirable ingame. The only other "gated" content is post-threshold mutation, but that's a conscious choice made during gameplay.
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>>569143939
>It's not like the game penalizes you with a crippling downside from choosing a background in helicopter piloting.
Point cost. And frankly, it's stupid to have content that you need a starting trait to access, can you imagine if marts was the same way? It isn't great that you can learn a style of combat that usually takes years of practice by reading a book over an afternoon, but it's way better than if you could never have them unless you started with a, what, 5 or 7 point proficiency for unarmed marts and melee styles respectively?
>Professional flight simulators like those used by the military are incredibly rare hand-built machines
Rare, yes, but not unheard of. Commonality of certain structures in Cataclysm is a bit off anyway, you'd expect nobody in the world to find the head of an underground top-secret government science lab sticking out the ground in a lifetime, yet you can find multiple within a few kilometers of each other if you're lucky with worldgen. As long as they exist for players to use, how common they are can be hand-waved by the simple fact that science labs generating once or twice in the entire world would really suck for gameplay. Same should apply for flight sims, I think. They exist in real life, so they should exist in game, they might be more rare in real life but do you really want to scour the entire world for a single globally-unique science lab or flight simulator?
>If anything more of the advanced skills should be tied to character creation.
For helicopter piloting specifically, I don't see the problem with allowing both. You could start with it if you pay with points, or you could spend those points elsewhere and end up having to find a way to learn piloting mid-run.
>The utility of flying vehicles in the game is essentially that they make exploring new areas and traversing the map much easier, but that function has been filled by highways.
I don't play experimental, never seen em, sorry.
>>
>>569144898
>Another way could be an NPC pilot you could find so he could teach you.
I don't see how having someone explain to you how flight controls work is any better than just reading a manual. Or did you mean an NPC sitting in the helo as a co-pilot telling you how everything works? That would also work, yeah.
>>569145689
>Handwaving away inconsistencies with the blob is clearly something they are uncomfortable with doing and only do so out of a lack of a better explanation.
Then why do they do it? Because having broken limbs heal over half a year would fucking suck, and citing le blob is much preferable to horribly balanced gameplay.
>because you can use blob infection as a justification for almost anything since it's basically magic with extra steps.
You could, because the blob is a fictional entity. But if you got rid of the need to eat and drink and sleep and whatever because le blob made you superman, the game would become way more bland, since you don't need to do anything to survive anymore. Cataclysm is a video game, and video games ought to be fun, I think it's fine if the fictional elder god that is wreaking havoc on human civilisation throws you a digital bone if it means the game is way more fun to play than without said digital bone.
>Most people would fail to get their plane off the ground in something as simple as DCS just by fiddling with it.
It isn't something you could figure out in an evening, maybe not even in a day, but the higher-quality modules have some very comprehensive manuals, and you know what they say about the monkey locked in that one room with a typewriter.
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>>569147852
>Maybe the fact that sane survivors are able to mentally resist the blob's takeover and thus experience less mutation effects. So unlike the perpetual motion machines that zombies are, they need a degree of sustenance because they're more human and less blob.
That doesn't really strike me as believably handwaved. The amount of people that are non-feral or zombie is in the tiny fractions of a percent, what is so special about these people that they are able to overcome the limitless potential of the alien entity where the other 99.999% of humanity couldn't? And if their mental strength of whatever variety is what maintains their humanity how much impact could that possibly have on the energy needs from food and water that all the other blob infected mutants don't. This sounds highly contrived, the opposite of believable. And again if all of this is in service of explaining how players heal faster than IRL people it seems needless. You could simply ignore the inconsistency for the sake of gameplay or re-contextualize the states of wounding to avoid the inconsistency.

>I just understand the notion that from a "game" standpoint, in a game where you actually spend more time collecting neat shit than actually "survive"
Seems to me the solution there would be to make the game more focused on surviving instead of more focused on extraneous neat shit to do inside of the zombie survival game.
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>>569148220
>it's stupid to have content that you need a starting trait to access, can you imagine if marts was the same way?
Why is it stupid? Makes perfect sense to me. And yes I think martial arts would be better if you could only acquire them at character creation.
>Rare, yes, but not unheard of.
Even if we assume they are available, it's still a significant leap to go from finding a flight simulator somewhere to then using it to teach yourself how to fly planes with no outside instruction. And there still remains the question, why would the player character waste countless hours trying to teach themselves how to fly planes in the apocalypse instead of doing something that contributes to their immediate survival?

All of this just so you can min/max your character creation points a tiny bit more by not spending any on a helicopter pilot proficiency? Point buy character creation doesn't even exist in DDA anymore by the way.

>Then why do they do it? Because having broken limbs heal over half a year would fucking suck, and citing le blob is much preferable to horribly balanced gameplay.
Or you could do what I said,
>>569135829
>I think an even easier fix would be to simply not call broken limbs "broken". If they were called "incapacitated" instead or something there would be less obvious incongruity with the player healing it in a matter of days not months.
This exchange is the exact reason why citing blob infection for every inconsistency is bad. We went from "you heal faster because blob" to now, "you should be able to teach yourself to fly planes because blob".

>You could, because the blob is a fictional entity.
If a better explanation is available why resort to that?

>and you know what they say about the monkey locked in that one room with a typewriter.
That with infinite time they could write shakespeare? The operative word there is "infinite". In the apocalypse, you can't waste time on playing with a flight sim.
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>>569148463
It's not that their "mental strength" is the cause for being "less blob" and thus experience less effects of the blob.
It's the other way around. Since they're "less infected" by the blob on a biological level, they were able to keep their sanity. Your biology drives your mind, your mind does not drive your biology.
Another less-realistic thing would be implying that survivors are somehow almost fully blob-free (if they had literally zero difference in their biology from the normal realistic human baseline) despite not having any special circumstances for being this way. They didn't get isekai'd into cataclysm land, they drank the same water everyone else did. They're still infected, just less so because it's believable to expect that individual human biology allows for some variance in reaction to the same outside effect. In real life, people react differently to the same chemicals despite being the same species. The differences are just normally "more" or "less" in some way rather than random complete 0 effect.

And don't you think that making limb breaking impossible is somehow more believable than having wound levels with vague names? Also, just having a fancy name for a severe wound does not fully paint the picture of the limitations you'd have when you actually break a limb. You literally can not use the limb when it is broken, that's the main difference, and the game reflects that.

As for reworking the game to be more survival, that would be a direction. Just, similar to evolution, devs can't just decide to rewrite a completely new game on a whim, they can only build on what they have now. Right now, dda is what it is, and you can't make it survival-focused enough, fast enough, to bandaid the "issue" enough in the short term.
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>>569149736
>It's the other way around. Since they're "less infected" by the blob on a biological level, they were able to keep their sanity. Your biology drives your mind, your mind does not drive your biology.
If that's the explanation then how do you remain "less infected" despite constant contact with infected zombies including wounds inflicted by them that would presumably be a vector for infection? The entire notion of everyone being infected on some level was constructed in large part to explain away gameplay inconsistencies. If you remove the notion that everyone is infected again all of this goes away.

>And don't you think that making limb breaking impossible is somehow more believable than having wound levels with vague names?
It doesn't need to be flat out impossible. In fact while posting I was thinking about how you could have stages of incapacitation, for limbs. The first incapacitated stage being equivalent to the current broken state where the limb is useless but healable, and if the limb continues to be damaged it can reach a "crippled" state or whatever you want to call it that makes it unhealable outside of exotic means.

>ou literally can not use the limb when it is broken, that's the main difference, and the game reflects that.
Your limb can become unusable without the bone being broken.

>As for reworking the game to be more survival, that would be a direction. Just, similar to evolution, devs can't just decide to rewrite a completely new game on a whim, they can only build on what they have now. Right now, dda is what it is, and you can't make it survival-focused enough, fast enough, to bandaid the "issue" enough

What you can avoid doing is making the problem worse by futher bloating the game with extraneous shit that has no bearing on the core gameplay of zombie survival. I really do not understand this desire to make cataclysm into some kind of omni-game where you can simulate every hobby or interest a person might have.
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>>569149098
>In the apocalypse, you can't waste time on playing with a flight sim.
>why would the player character waste countless hours trying to teach themselves how to fly planes in the apocalypse instead of doing something that contributes to their immediate survival?
You can secure a stable source of food or a stockpile of it within a week of starting if you're lucky, and a month at most if you're not. This isn't a tough-as-nails survival focused game to begin with.
inb4
>>569148463
>Seems to me the solution there would be to make the game more focused on surviving instead of more focused on extraneous neat shit to do inside of the zombie survival game.
A game where you gather food and water to survive until the end of time is incredibly pathetic. As cataclysm is right now, monsters evolve and get harder over time not to assfuck you for your masochistic pleasure, but to drive you to find labs and power yourself up with mutations and CBMs and guns, without which you can't reasonably survive hulks and such. This is why you would want more skills in the first place, and being able to fly is a great skill, since it's something zeds can't do and every hulk you fly over is a hulk you don't need to waste ammo on.
Even if you don't consider the ability to avoid all combat to be valuable (you would have to be an idiot not to), helicopters make exploration far easier, and there are some very interesting locations you can find and explore in cata. That one psuedo-dungeon with its entrance looking like the head of a hellish beast, aircraft carriers, strange temples, spiral caverns, nuclear reactors and hazardous waste sarcophagi, etc etc. Or do you think these dungeons/alien locations should be removed as well, since they aren't conducive to your vision of cataclysm being a dreary heartbeat simulator where you try to live and do nothing else?
Before you mention highways again, I'm sure they don't let you go over cities and water even though I've never seen them in game.
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>hungry
>eat an entire bag of chips in 3 seconds
>still hungry
Imagine the girth of the average Cata dev
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>>569153203
>You can secure a stable source of food or a stockpile of it within a week of starting if you're lucky, and a month at most if you're not.
In the context of the setting though, your stockpile would not last indefinitely or anything close to that. The wildlife and livestock and leftover crops you harvested to make that stockpile would not last beyond the first year if that. With that in mind, the player character would be insane to devote large amounts of time to learning to fly a helicopter for no clear purpose, because
>even if you don't consider the ability to avoid all combat to be valuable
cars already allow you to effectively avoid combat simply by being faster than most enemies, and if they are sufficiently armored they are outright immune to damage from almost every enemy in the game.

>A game where you gather food and water to survive until the end of time is incredibly pathetic.
Ideally you would also have to defend against the zombie threat instead of clearing out an area and it being safe in perpetuity. That combined with the secondary concerns of food and other essentials is what makes the "survival" in zombie survival. If the point of the game is not the zombie survival but instead simulating the niche interests of individuals, what are we even doing? Going back to the point of helicopters in the gameplay of the game, the only thing they can do that cars can't is move faster over the map for transportation and exploring. past the point of acquiring mid-end game equipment, exploring is something you do for its own sake just to see what's out there and you reach that point without having to do very much exploring, certainly not enough that would require a helicopter.

So, we are talking about including a whole system of flight training and flight simulators simply for the purpose of allowing players that don't want to spend 2 character creation points on a pilot proficiency to explore the very late game a bit easier?
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>>569150272
The original vector of infection for everything native to earth is the blob being in the water. It's not a classic zombie virus where you either have it and thus are a zombie, or you don't. This has been part of the premise for ages and it's not changing for... what would you even change it for? It's a decent enough explanation for the way everything went to shit and why survivors are the way they are both in terms of regeneration speed and the rambo-like mental state where they can have no hesitation in fighting zombie hordes alone a week after going to their mcjob and partying with friends on weekends. I'm not really sure what you're trying to argue, why would you change this? It's good both for lore and gameplay.

>What you can avoid doing is making the problem worse by futher bloating the game with extraneous shit that has no bearing on the core gameplay of zombie survival.
The issue in this sentence is that you outright state that the "core" gameplay is zombie survival. It's "a" neat concept for "a" hardcore zombie game (maybe Zomboid would be a better game to say this for), but this is not how it is or even has been in cataclysm. The core gameplay is the collect-a-thon of funny loot you have little practical use for, and killing funny monsters you have no reasonable reason for fighting, in funny locations you really have no reasonable motivation to be exploring, if you're really there for "survival".
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>>569155316
>and it's not changing for... what would you even change it for?
Because it's stupid? And more relevant to what I care about, it provides an excuse for people to want to include adding tons of bloated extraneous shit to the game that they justify by saying their character is blob superman.

>The core gameplay is the collect-a-thon of funny loot you have little practical use for, and killing funny monsters you have no reasonable reason for fighting, in funny locations you really have no reasonable motivation to be exploring
Wow, that sounds like a very fun video game.
You really don't see the issue here? You think this description of gameplay is acceptable just because the game has been in this state for some time? And you think it would be a bad thing to take any effort that would make the game NOT be a pointless exercise in collecting junk?
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they really did buff the fuck outta books
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>>569154062
>your stockpile would not last indefinitely or anything close to that.
When food from one city runs out, move to the next city. If they make farming worth the effort some day, that would also be a possible source of perpetual calories.
>>569154062
>cars already allow you to effectively avoid combat simply by being faster than most enemies
You can't drive through trees, buildings, wrecks in the middle of city roads, or over water, while you can fly over all of them. You also scout very effectively in helicopters, since you can go up Z levels freely.
>past the point of acquiring mid-end game equipment, exploring is something you do for its own sake just to see what's out there
You can get mart manuals, guns, mutagen and CBMs all from labs, which require exploration to discover on the overmap, unless you consider this mid-end equipment, I've no clue what high-end equipment would be then. There's also locations I listed in my previous post which either also give you loot or are just fun to explore because they're there to explore. Fucking hell I'm tired of typing. Exploring is fun. The game is full of weird funky shit like pluto alien concentration camps and spiral cities and mines that end in evil wyrm monsters and ICBM silos and you want to sit in your greyscale east polish hutch worrying about whether you planted enough beans for the winter? Retard. I do agree that the survival aspect of the game is way undertuned, but still, retard. There's a reason the github page says that there's a lot more to cataclysm than just zombie survival. The game wouldn't have silly references to Foodplace Foodstuff or internally name feral trogs 'chuds' if it intended to be a super serious grim and dark survival simulator. At it's heart the game is still a classic roguelike and overpowering monsters to collect kino shit is an integral and deeply awesome part of roguelikes, the fact that you need to take your vitamins and get good a good night's sleep doesn't change that.
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>>569156942
>When food from one city runs out, move to the next city.
And scavenging cities for food would be a pretty time consuming endeavor, you know, enough to where it probably would not be wise to spend days and weeks playing around with a flight simulator.

>You can't drive through trees, buildings, wrecks in the middle of city roads, or over water, while you can fly over all of them.
You can drive around them though, which serves much the same purpose, so again, what's the point?

>You can get mart manuals, guns, mutagen and CBMs all from labs, which require exploration to discover on the overmap
Yes, but you can reliably find labs in any game. A helicopter covering a million overmap tiles is not required to find labs.

>Exploring is fun. The game is full of weird funky shit
So spend your 2 character creation points on the helicopter pilot proficiency so you can spend hours combing the map for every random location in a single game. Trust me, you really won't miss investing those 2 points into having early game fabrication 2 if you are really planning on playing a single game of cataclysm long enough to see literally everything.

This is the critical point about the special locations that you can't reliably find like labs. You aren't restricted to only playing one game of cataclysm in your entire life. The next map gen for your next game could put something you have never seen before right next door. Insisting that the game must bend over backwards to accommodate the biggest kleptomaniac out there that can't let go of his 100k 5.56 round stockpile is simply bad for the game.

>Retard. I do agree that the survival aspect of the game is way undertuned, but still, retard.
>you're right, but you're a retard
lmao.
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>>569157554
>You can drive around them though, which serves much the same purpose, so again, what's the point?
Sorry if this is genuine but I'm absolutely certain that you're just trolling at this point. I'd recommend actually looking at cataclysm worldgen when you're done felating yourself after your obligatory "SO YOU'RE LEAVING SO YOU ADMIT I'M RIGHT????' post.
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>>569158025
>I'm absolutely certain that you're just trolling at this point.
It's not, and it's a fact that you can drive around them. So like I have said from the beginning, the only purpose that helicopters serve is allowing you to more around slightly faster by flying straight over things instead of around them.

This is simply not an important part of the game, and it makes all the sense in the world to not expend effort on making the game into a half assed flight simulation trainer because some autist has a fixation on aviation and will bitch and moan incessantly about it.
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>>569155676
Stupid in what way? Literally what's the issue? "It's not realistic"? Monster and alien invasions aren't realistic.
>excuse for [...] adding tons of bloated shit to the game
Add what? The healing is already in the game and has been in for ages. Do you mean heli piloting? How is that related to the blob infection? People want heli piloting to be learnable because it would be fun and not all that far removed from reality to a layman. You'd like to say "Aha! But to a NOT layman this would be ridiculous because...", but frankly to a pro in any field, any fictional element touching on their field is extremely laughable if taken seriously. I'm sure an actual specialist would get quite a chuckle out of someone actually suggesting that brewing "mutagen" in a basement and drinking it would somehow result in anything useful and not hilariously painful death. That doesn't stop the guy from making funny bear mutants in a funny videogame and deriving enjoyment out of it.

>Wow, that sounds like a very fun video game.
-Been like that for ages.
-Tons of people find it fun.
-It's reasonable to assume that fun things are fun because things are the way they are.

And you claim to prefer a "survival" angle.
But that would be a different game, nothing like cata.
Even this angle of only survival would not guarantee the result being fun. There would be many ways to botch it because frankly, the entire concept of survival is just "seeking sustainability in extreme situations". A person cannot exist in a perpetual state of survival, because that would be stability. What is stability in life? Covering your needs in a sustainable manner. Survival is exciting because you're forced outside the mundane. You need to figure out how to get food, tools, shelter or deal with threats. If you have tools, skills, shelter, know where to get food, standardized the ways of dealing with usual threats it becomes a slow game of whack-a-mole where you just... eat, sleep and "work"? That's fun?
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>>569158025
nta, but yeah? if for some reason you cant get to the desired, closest easy target, you just keep driving. in one day you could get hit 5 airports. how many towns ive driven past because the gunstore was 2 buildings deep and figured it wasnt worth the squeeze and kept going till i found a gunstore on the edge of town is...uh, a big number.
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make helicopters easy to acquire and operate, but produce 750 sound every second. helicopters are fucking loud, landing one anywhere remotely close to any sort of population with zombies would be fucking insane.
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>>569158283
>Stupid in what way? Literally what's the issue?
In the way I described in my earlier posts, which you responded to so the pretending to not understand schtick isn't working.
>Add what?
We had an anon in here earlier suggesting that you should have the ability to put a brain in a blender and inject the result into your veins to learn how to fly a helicopter, and this was justified "because blob". Much like every moronic fantastical bullshit suggestion people make for including things to that game that have zero relevance to the point of the game.
>I'm sure an actual specialist would get quite a chuckle out of someone actually suggesting that brewing "mutagen" in a basement and drinking it would somehow result in anything useful and not hilariously painful death
Yeah that's a good point, crafting mutagen yourself should also not be possible. It should only be obtainable as loot from labs.
Insert autistic screeching about making mutagen non-craftable despite tons of other lab loot not being craftable.

>Been like that for ages., Tons of people find it fun., It's reasonable to assume that fun things are fun because things are the way they are.
Really? Because the vast majority of discussion for the game especially here is actually bitching about the game being shit. And the game being shit for a long time doesn't justify it being shit.

> You need to figure out how to get food, tools, shelter or deal with threats.
Except you don't have to do any of that by your own admission.
>The core gameplay is the collect-a-thon of funny loot you have little practical use for, and killing funny monsters you have no reasonable reason for fighting, in funny locations you really have no reasonable motivation to be exploring

You have no reason to explore most places, you have no reason to fight most enemies, you have no reason to do anything because the survival aspect of the game is essentially non-existent past the first week.
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>>569158870
Doesn't work in practice because of the reality bubble, guns are already as loud as something can be and they will attract a city block at most if you fire it in the worst place possible.
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>>569158627
I'm talking about exploring fog of war in general, not being blocked out of structures you can see but not reach. Forests often almost close in on themselves, for lack of a better term, or continue going in a line until they hit a city on their edge. 'Just drive around it bro' could take you to a city full of zombies that you can't go through or around because it has two 'blobs' of forests on either end or just keeps going on in a straight line. I'm not sure how to describe it, they aren't quite concave blobs of trees, more like very often intersecting blobs of trees that result in a lot of dead ends or fields surrounded by forest with a narrow entrance into the opening.
In any case, the argument is retarded since not only does it admit that helicopters are superior to cars as they aren't hindered in movement by forests, helicopters also don't get their overmap sight radius reduced by forests and buildings if they fly on Z+1 or higher. You can essentially have radio tower level overmap discovery radius all the time with helos.
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I always quit playing cata after I get enough solar panels and batteries to be self-sustaining and have enough food to last longer than the game can keep me interested. The early game is way more fun than the late game specifically because there is a reason to do things other than for their own sake. That's what a video game is, without that it's basically minecraft with shitty controls.
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>>569158981
>brain in a blender
Not that I'm advocating turning 4chan into reddit, but the anonymous posting nature makes it hard to string together long reply chains without mixing up what people are talking about. I personally also find that idea weird, largely because it'd hinge on human technlogy being developed that far (not believable), not the blob working in mysterious ways (believable). But I don't find flight simulators or NPC pilots you could learn from weird.

>the vast majority of discussion for the game especially here is actually bitching about the game being shit
People bitch about dda devs being TOO autistic about realism, damaging the fun parts of the game for no reason. Not the other way around.

>>You need to figure out how to get food, tools, shelter or deal with threats.
>Except you don't have to do any of that by your own admission.
Because as I said, cata is NOT a survival game. It never was. The "survival" ends after the first week once you've secured the essentials and can begin your holy one man crusade of purging the bullshit invading your planet.

>you have no reason to do anything because the survival aspect of the game is essentially non-existent past the first week
What I was saying in the sentence saying you have "no reason" to stick your neck into, for example, labs, was specifically from a _survival_ aspect. If you're just some office guy tryin to survive in the zombie-zomb-world there's "no reason" to put yourself in needless danger by going downstairs into the depths of a physics lab filled with distorted space that can very well trap you in a wall and filled with nightmare fuel monsters. Fortunately you're not just a housewife hiding in a cave armed with a pan eating leaves and nuts all day, you're the guy in power armor with a cool machine gun and an underslung grenade launcher. You explore labs because you're dabbing on big mean shits and it's fun. Not because you somehow derive enjoyment from watching the date go forward.
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>>569160630
>more like very often intersecting blobs of trees that result in a lot of dead ends or fields surrounded by forest with a narrow entrance into the opening.
I have been playing cdda for close to 10 years and I have never had a situation where I was forced to go through a city to progress. There is always a route around them even if it takes time. The worse case I ever have is being too lazy to go around so I catch up on reading while burning a path through a narrow section of trees.
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>>569160948
>Because as I said, cata is NOT a survival game. It never was.

>Survival is exciting because you're forced outside the mundane. You need to figure out how to get food, tools, shelter or deal with threats.

So, cata is not exciting? You are arguing in circles.

>"no reason" to stick your neck into, for example, labs, was specifically from a _survival_ aspect.
What other "reason" could you possibly have to go in a place like that? because you really appreciate concrete walls and fluorescent lighting? You are trying to bullshit your way out of your own admission that the game doesn't have gameplay beyond fucking around.
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>>569160989
Booted up the game, made a brand new world, debug explored my current overmap square, instantly saw picrel. It isn't blocking me into a clearing from which my vehicle can't exit, but I've had starts like those as well, one very recently on a 0.F based fork (Era of Decay) right after exiting a lab that I started in, where I was boxed in with the lab entrance, a light industry, a hunting lodge and a city blocking my exit out of said clearing. In case of picrel it's possible to go around if you travel some overmap tiles, but that is exactly why just being able to fly over the city or forest instead of fishing for openings in forest walls is so valuable.
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>>569160948
>Because as I said, cata is NOT a survival game.
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>>569161261
>So, cata is not exciting
I said _survival_ is exciting because it pushes you outside the box.
Survival is not the only concievable source of excitement. Cata is not a survival game. Any "survival" it offers is NOT its main source of excitement because the survival stage ends after the first week. Cata is exciting because you put yourself in retarded danger because it's fun. Dangerous combat is its source of excitement.

>What other "reason" could you possibly have to go in a place like that?
Because it's a videogame and going there is FUN. Jesus christ. Who gives a shit if you die in a videogame. If it was real life, nobody would go to such places. Obviously. Fortunately I can afford to take retarded risks and reroll if I fail, because I'm playing a videogame and not actually trying to survive in an apocalypse.
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>>569162123
>Cata is not a survival game.
see
>>569161901

>>569162123
>Cata is exciting because you put yourself in retarded danger because it's fun.
It isn't fun though. It isn't fun in terms of mechanical gameplay because it's a fucking turn based game, there is no mechanical gameplay. In terms of tactical combat cataclysm is also so simplistic that it's laughable. The focus of the game is clearly not meant to be fucking around in combat for its own sake.
>Because it's a videogame and going there is FUN.
It isn't fun to hold down tab though. You are pretending like this is some bleeding edge action game. Even you can't believe bullshit this rancid.

I get the impression that you are yet another one of these people who want the game to be a half assed simulator of your weird and possibly perverted interests to tinker with. Much like how it was incredibly important for the furries to include 30 different flavors of animal mutation so they can most accurately live out their fursona, and the inclusion of that pandering to their strain of autism justifies their playing the game itself.
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>>569161901
It's only described as such to illustrate what a new player would experience playing his first few runs. It's not far-fetched to imagine one's first few non-zombie related gameovers to be due to "survival" issues like freezing to death or drinking unclean water. It's dishonest to pretend most of the playtime you spend actually playing a run once you get the hang of the game will be actually trying to find food and shelter or whatever your definition of survival is, and not just throwing grenades at shoggoths or blasting zombies with your endless supply of large caliber rifle rounds so you could find a nanofab or a CVD machine and print yourself a set of fancy invisibility pants and coat your tempered steel katana you use with the finest ninja techniques you learned from a lumberjack in exchange for finding his lost dog in literal diamond so you could be a more efficient meatgrinder of a one man army.
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>>569162945
>It's only described as such to illustrate what a new player would experience playing his first few runs.
Right so the website of the game is lying to you and the REAL intent of the game is to be an autism simulator where you grind your skills for hours on end to craft overpowered equipment you don't need to fight the enemies you have no reason to fight.

You can spare me the verbose nonsense by the way, it doesn't make your self-defeating position any more convincing. No matter how many examples of le wacky zany words you pluck out of things that are in the game it doesn't make the game any more fun.
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>>569162748
>The focus of the game is clearly not meant to be fucking around in combat for its own sake.
Cata is not a game consciously designed with some guy's holy vision in mind to be "meant to be played" in any specific fashion. Maybe the original was, but none of the development past that was. Hundreds of random people just added small shit they thought was fun over years of development, and the resulting mess happens to have gathered a big playerbase which does find the result fun. If you don't think it's about survival enough, play URW or something.

>It isn't fun to hold down tab though.
That's only true if you don't go to any fun locations with the actually cool enemies. Even city zombies eventually evolve enough hulks and shit that you can't just stand and take punishment. Tons of zombies slam you away which will damage you through any armor. Electric shits shoot lightning at you from a distance and you might not always be wearing electricity proof armor because it's encumbering and hot which will ruin your day. If you expend too much stamina swinging your fuckoff hammer and get winded, even basic bitch zombies can surround you and choke you to death through any armor. Don't pretend all lategame combat is risk-free or somehow automatic.

>>569163134
So you don't find the pile of mishmash content that cata is fun enough because it's not survival enough for you. Cool. Play something else? That's no reason to delete all the content people actually find fun. And if you did, you would get a different game, not cata.
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>>569164379
>Cata is not a game consciously designed with some guy's holy vision in mind to be "meant to be played" in any specific fashion
That didn't stop you from conclusively stating that it is NOT a survival game. So now the game "is" conveniently whatever you need it to be to make your argument work. And even more conveniently you don't need to define what that "is" aside from vomiting a bunch of in game jargon at me.

>That's only true if you don't go to any fun locations with the actually cool enemies.
I have been to almost every location in the game. The combat in the game no matter what the enemy is extremely simplistic. Hulks are not remotely threatening, with mid-game armors you can fight them in melee and only take minor damage from the knockbacks. More importantly than how dangerous they are however, they are simply not inherently interesting to fight like you are pretending they are. In 99.99% of cases you will have a gun by the time you see hulks and there is next to zero reason to not shoot them, at which point they are literally no different than a regular zombie with extra health. Same story for electric zombies which also do not shoot lightning anymore by the way and haven't for a long time.

>If you expend too much stamina swinging your fuckoff hammer and get winded,
And why would I use a fuckoff hammer as a weapon again? Oh right, because cataclysm is a game where we all put on our clown shoes and rainbow wigs and honk each other's clown noses while trying to find the most retarded and ridiculous way to play the game because that is somehow fun.

Ironically enough the most compelling enemies in the game are the hordes of regular zombies in the early game before you acquire your god equipment. As a unit you actually do have to put some thought into approaching them to succeed, but that rapidly disappears as you turn into a blob god which is the "fun" part of the game according to you.
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>>569165078
>conclusively stating that it is NOT a survival game
I was stating what the game IS in the state that it ended up being. Just saying something is "meant to be played" in some way doesn't automatically bend reality to make the game actually play that way. I'm not talking about desired direction, I'm talking about how things are now and have been for ages. It is objective fact you can't argue that cata has NOT actually been about "survival" for many years, maybe ever. You don't like it? Too bad. It's just the way the game plays, how things are. Undoing this state is not possible without remaking the entire thing.

>The combat in the game no matter what the enemy is extremely simplistic.
Hulks are not boss monsters you hype yourself up before fighting 1v1. They're upgraded mooks you deal with in crowds of other jerks. You can't just look away from the screen and hold tab until the area is clear. That's what you're implying by "holding tab". The danger of combat is not from being able to "down a hulk", eventually you'll have killed hundreds of all their kinds. It's the constant care you need to apply to not end your run by accident.
For example I had a mid-late character I was raiding a mi-go scout tower with. Those have a little room on each level with a decent chance of tough zombies like hulks and wrestlers to be contained within. Mi-go towers are hot, I was already getting warm shooting the mi-gos near the cells. Suddenly the little room door exploded and within a turn I was near two hulks and some flesh raptors from an exploding pupating, one grabbing my leg and the other about to open a can of whoop-ass. If the hulk grabbed my arm instead of my leg and I dropped my rifle, I would not be able to full-auto them from point blank, and my 300 hour run would be over. The character could have easily dealt with those from a careful distance, but a surprise can cost you your run.
The risk comes from constant exposure to low danger, not full on high danger.
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>>569167406
>I'm talking about how things are now and have been for ages.
And you are saying it's justified and good that they are that way because they have been for ages. I'm saying that something being shit for a long time doesn't justify it being shit.

>Hulks are not boss monsters you hype yourself up before fighting 1v1.
You understand that I am replying to the examples you yourself are giving correct? I said that the combat is not engaging, you offer hulks as an example of an engaging enemy, I explain how they are NOT engaging, then you reply as if I was the one making the case that hulks are interesting enemies. Can you do literally anything except desperately flail around with your arguments?

>You can't just look away from the screen and hold tab until the area is clear. That's what you're implying by "holding tab".
What I'm saying is that you pretty much can do that by the time you have mid-end game equipment. Optimized armor sets will make you immune to basic damage from a large majority of enemies in the game, including guns. Only special attacks that bypass armor or have some other kind of quirk can even damage you let alone threaten your life. The only threat you have when facing down hulks or any other kind of enemy you will encounter on the surface is running yourself out of stamina by fighting too much nonstop.
>For example I had a mid-late character I was raiding a mi-go scout tower with...
So your example of good engaging combat is, you almost got killed by something you could not possibly predict in a way that left you with no recourse aside from blind luck?

and fyi, trying to clear out a migo tower by going INTO it is insane, just open the doors and lure the shit out and blast it with your guns. Or even better wait to approach migo towers at all until you have a tank with mounted guns on it.
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I'm gonna post it again.

>>569134405
>>569135437
Ultralight gyrocopters made in your backyard! Fully legal! No license required! Hobby of mechanics nerds everywhere! Demonstrably flyable without special training!

Strapping a rotor to a chair was one of the first vehicles I built in Bright Nights and I believe it's genuinely the sort of vehicle you'd see in an actual 99.999% extinction event: All the spare time and alllll the free materials you could want with NO pesky FAA or law enforcement to stop you!
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>>569168120
>it's justified and good
The game has a playerbase, so it's doing SOMETHING right.

>I'm saying that something being shit for a long time doesn't justify it being shit.
You're the one who has decided that the majority of the actual game content is "shit". People do complain about some content. People complain more when content is REMOVED due to "realism issues". You're suggesting to do the latter on steroids. That direction would be:
-Worse for most of the playerbase
-Take a lot of effort for questionable gain

>I said that the combat is not engaging
You said you can just blindly hold tab for any engagement
>you offer hulks as an example of an engaging enemy
I offer an enemy you fight in crowds (where do you even FIND a lone hulk?) that will fuck you up if you do that
>I explain how they are NOT engaging
You explain how they are not engaging in a 1v1. I don't think there's a single enemy in the game that's engaging to fight 1v1. You always fight crowds.
>What I'm saying is that you pretty much can do that
But you can't. If you're careless, you will lose your run. I'm not sure how you can say otherwise. The only way you can actually reduce the risk of combat to zero is if you do what you're suggesting: "survive" by just avoiding the fun content forever.

>So your example of good engaging combat is, you almost got killed by something you could not possibly predict
Well, it's definitely not "just holding tab" like you suggest. It's not like I had no control. If I had acted differently, for example panicked and tried to break the grab instead of unloading with minimum aiming I would have died.

>just open the doors and lure the shit out
That works only for encampments which have mi-gos on one level. Towers you can't tackle like this because the mi-gos won't reliably go down stairs after you. Towers are normally not that dangerous because you can peek-throw a grenade or two to kill the actual mi-gos. The aliens were not what threathened me, the zombies were.
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>>569169065
>Make a hot air balloon
>Strap some propellers to it
Noooooo you need special training to fly that nooooo flying isn't realistic and it's too fun and strong!
Let me launch hang gliders off of tall buildings for fast travel while I'm at it
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>>569169776
>The game has a playerbase, so it's doing SOMETHING right.
the old popular=good argument again. except cdda isn't even popular lmao.
>You're the one who has decided that the majority of the actual game content is "shit".
Yes with my well reasoned arguments you have failed to rebut.
>I offer an enemy you fight in crowds (where do you even FIND a lone hulk?) that will fuck you up if you do tha
>You explain how they are not engaging in a 1v1. I don't think there's a single enemy in the game that's engaging to fight 1v1. You always fight crowds.
I mentioned a 1v1 fight in melee because it's the only context where a hulk is at all different than a regular ass zombie with more health. If they are in a crowd and you are fighting them intelligently, i.e. with your guns, they are even LESS of a threat because you simply shoot them as you would any other zombie except they take 2 or 3 more rounds to go down. What are you even arguing here?
>But you can't. If you're careless, you will lose your run
What about what I described was careless? If you are so overpowering to your enemies that they are trivial then you aren't being careless. When I get a typical chainmail+kevlar suit combo I literally do go up to city blocks, attract a bunch of zombies and hold down tab. Most of the time there will be no problem doing that because the varying positions and speeds of the zombies makes them approach you one at a time and you can kill them fast enough that you don't get swarmed with good melee weapons.

>Well, it's definitely not "just holding tab" like you suggest.
Right it's even worse. Your 300 hours goes down the drain if you fail a single diceroll. How fun.
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>>569170238
>flying isn't realistic and it's too fun and strong!
The argument the entire time has been that flying is NOT fun and strong. It doesn't do anything for you except travel the map faster. That's it. It's so insignificant that it makes no difference if you can do it or not. The literal only application where it's worthwhile is if you are hunting for some specific rare location.
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>>569103974
I thought they hired a new RW2 dev and that guy only released like 2 patches. Why are they making a new game instead of making more patches for RW2?
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>>569170365
>popular=good
>cdda isn't even popular
What's your metric of popular? Overwatch? Minecraft? You can't expect any game in this genre to be mainstream. For the genre, it's as popular as one can get.

>If they are in a crowd and you are fighting them intelligently
So you can't just hold tab.
>with your guns, they are even LESS of a threat because you simply shoot them as you would any other zombie except they take 2 or 3 more rounds to go down
It's not 2 or 3 shots. A basic zombie, even most of the evolved ones is like ~100 hp. A basic hulk has almost 500. If you're clearing zombies with a gun, you're not shooting .50, you're shooting 9x19 or .223. The latter is more damaging, and at 10 rifles and 10 marksmanship, WITH the zombie weakness proficiency, you can expect to deal like 40-60 damage per shot max. A single zombie thus takes 2-3 shots. A hulk with almost 500 would take ~10. That's not 2-3 extra shots. Now add some other shit on top: it appearing from around a corner, a nice zombie master hanging nearby, some other annoying shitter being around. Suddenly you can't just mindlessly "hold tab", you gotta do something before you fuck up.

>city blocks, attract a bunch of zombies and hold down tab
So you're not fighting any of the fun enemies in any fun locations, but just doing the safest thing you can by kiting zombies to yourself from afar. Obviously taking the safest approach would likely be boring.

>Your 300 hours goes down the drain if you fail a single diceroll. How fun.
But it's not a pure diceroll. A diceroll decides how bad the situation you might find yourself in. You have many tools for dealing with that, and none of them are "just hold tab bro":
-More careful awareness, if I had actually noticed the "BOOM" sound from them bashing their way out of their cell I would be more careful about going near the door
-There were objectively better or worse immediate actions I could take in that situation
-I could have brought an npc to die in my stead
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>>569119730
RW1 is just about picking the OP spells, avoiding 100% immunities, and picking the portals with more mana potions. It's still fun to try out the different spells and see what they do, but overall the game is very poorly balanced and you will end up picking the good spells every time once you know what they are.

RW2 is more balanced and harder, so it's all about rolling with whatever good items you get offered on stage 2-4. There are free rerolls so you have to shop around early and find those items. There is a big difficulty spike around stage 5 that most spells can't handle at a baseline, but the items are extremely powerful, so you can rely on them to get over the hump. Then the game starts throwing TONS of skill points at you because they scale up over time, so you can have every damage redeal and passively triggered explosion in the skill book by the end. It actually gets easier in the later levels, but there are a few surprising ways to brick a run if you don't read the enemies so it will keep you on your toes.
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I now regret calling cata not a roguelike because of course a dozen cddaniggers decide to post walls of text arguing their survival sim notarealroguelike

>>569080406
fun fact: Robak means worm in Polish
>>569094715
never call me based
never reply to me again
filtered
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>>569173129
>For the genre, it's as popular as one can get.
ever think that maybe the genre could me more popular than it currently is if the games weren't shitty?
>A single zombie thus takes 2-3 shots. A hulk with almost 500 would take ~10. That's not 2-3 extra shots.
Wow you really proved me wrong. A whole 5 more rounds. That completely changes the game, it's clear that this is truly amazing video game combat now.
> Now add some other shit on top: it appearing from around a corner, a nice zombie master hanging nearby, some other annoying shitter being around
And you run away to make distance and shoot them. What am I missing here?
>Obviously taking the safest approach would likely be boring.
Why exactly would I not take the "safest" aka smartest approach? Are we doing the clown shoes thing again where you pretend playing the game like a retard makes it better? What should I have done instead do you think? Run straight into them naked wielding a spoiled hot dog as a weapon? What qualifiers are you using where a combat strategy becomes legitimate in your eyes, oh wait I already know, whatever they need to be for you to concoct a highly specific scenario that might prove the casual comments I threw out when describing the braindead combat of the game technically incorrect. Because nothing is more convincing than a pedantic cunt obsessing over colloquial language.

>But it's not a pure diceroll.
>If the hulk grabbed my arm instead of my leg and I dropped my rifle, I would not be able to full-auto them from point blank, and my 300 hour run would be over.
Sounds like a diceroll to me. If you had not happened to get lucky you would have died and your 300 hours of effort would be gone.

This is, in fact, bad gameplay. Not good.
>>
wasted a bunch of points but man is master charge good
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>>569174796
Master Charge is one of the best skills in the game but I think it's usually a 1 point wonder. You need a lot of individual small hits to justify maxing it out.
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>>569175059
yeah it doesn't really scale like that
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>>569174049
>genre could me more popular than it currently is
Yeah sure it's nice to theorize how epically popular your dream game would be if everyone only listened to your game ideas.

>Wow you really proved me wrong. A whole 5 more rounds.
10-3=5? That's not + a few shots. That's literally 3.3 to 5 times the shots. The point is that taking a shot at mid range is about 1.5-2 seconds. Less the closer they are, more the further. Killing a hulk from afar with 10 shots is 15-20 seconds of aiming. ~12-15 tiles of movement for the horde to kill a single one of them? That's around half the width of the screen. Quite the distance.

>And you run away to make distance and shoot them.
If you have the means to. This being risk-free usually means you're fighting in the most boring locations.

>Why exactly would I not take the "safest" aka smartest approach?
>hurr the combat is mindless if I only fight the safest enemies in the smallest amounts in the safest conditions with the safest tools and approaches
>what do you mean playing suboptimally to see if you can actually get away with doing cool shit?? I'm trying to hecking SURVIVE here!
Your loss. This is a game dude.

>Sounds like a diceroll to me.
That's bad play on my part. I _knew_ there were often multiples of tough enemies in those rooms. I _could_ have paid more attention to the sound of mi-go resin cages breaking. I could have done many things because I played badly, and the only reason I survived a bad play was the RNGods blessing my character with a save. If I had played more mindlessly I would have lost the run.
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>>569176553
>Yeah sure it's nice to theorize how epically popular your dream game would be if everyone only listened to your game ideas.
As opposed to you theorizing how cataclysm is currently at the maximum possible extent of popularity it could have because of some arbitrary limit related to its genre. You definitely didn't pull that one out of your ass lmao.
>That's around half the width of the screen. Quite the distance.
And the point is? You are still in zero danger at any point as long as you maintain distance which is trivial, and the combat still consists of shooting your gun until everything is dead.

>If you have the means to
Where would you not? Can't think up a contrived scenario for that one, just gonna be content with vaguely alluding to some case that might exist?

>what do you mean playing suboptimally to see if you can actually get away with doing cool shit??
So yes, we are going back to
>Oh right, because cataclysm is a game where we all put on our clown shoes and rainbow wigs and honk each other's clown noses while trying to find the most retarded and ridiculous way to play the game because that is somehow fun.

The game is utterly trivial on its own terms, and the only way you can pretend that it isn't is to invoke some unspecified "cool" way of playing that totally makes everything better.
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>>569169065
I'd like to point out that gyrocopters are more like planes than helicopters. They might have a rotor but the freely rotating rotor behaves like a wing. Once they get up to speed, they handle and are controlled more like planes than helicopters. I don't really care about the argument, I'm just pointing this out. Also Cataclysm is not a roguelike, the blob is a reasonable explanation for everything, and the player absolutely should be able to learn how to fly a helicopter in a couple hours.
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>>569177948
>and the player absolutely should be able to learn how to fly a helicopter in a couple hours.
Why?
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>>569170627
Maybe if you're one of those lame ass "Huur durr combat is so easy I just hold tab and let the zombies swarm me" types, yeah. I can see how you might be so used to burning 5 minutes of your life every time you want to check out a new screen that you can't imagine the utility of hopping from rooftop to rooftop, or cruising large distances with ease.
You don't even have to be looking for some "super rare" location, just something that's less common than the average house. There's not always going to be six pharmacy and four gunstores and 23 hardware stores stacked up next to each other in the nearest city, anon
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>>569080406
I'm doing prestiges in order and death knight has me a little stumped at cycle 20, just don't know where to get big damage and not die to ranged on what's presumably a stand still build
>>
>>569177948
Like we couldn't stick a flight sim furniture into military bases.
"Oh but you can't learn to fly a helicopter with just a flight sim"
Brother if you can find me one real world flight simulator without ANY educational materials on the premises WHATSOEVER I will suck your fucking dick. Bonus round: No flight training books in any libraries or warehouses in a 300 mile radius? I'll eat your shit right now.
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>>569178214
>There's not always going to be six pharmacy and four gunstores and 23 hardware stores stacked up next to each other in the nearest city, anon
Why would you ever need these things in the first place? One pharmacy has more drugs than you will ever use. And hardware stores? there's barely fucking anything useful in them to begin with, why would you waste your time with looting so many of them?

Cities in general are basically useless past the early game, and I bet that even you know that. You are simply trying to come up with some kind of application for helicopters because you have an autistic obsession with them and want them in the game on that basis alone. No different than deranged furfags insisting that they be able to be specifically a catgirl or wolf or whatever instead of a generic beast mutant. You are more interested in the game as a tool for engaging in masturbation over your niche interests instead of the gameplay itself.
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>>569178159
I play games for fun.
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>>569178943
So give yourself the ability to pilot helicopters right from the start. Why bother with the contrivance of training it in game, that's just more time you could be spending flying your helicopter right?
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>>569177253
>As opposed to you theorizing how cataclysm is currently at the maximum possible extent of popularity it could have
You should stop thinking in platonic ideals and start thinking realistically. Who gives a shit what would be ideal and what wouldn't? The game is there for you to play in the state that it's in now. It's not changing at its core no matter how much you express your discontent over the internet. People ARE playing cata. People ARE playing past early game and engaging with the non-survival aspect of it. People aren't doing it because the jocks at their school are playing cata, there's no social pressure to play a roguelike of all things. Thus people are clearly playing the game because it's fun. A fun thing is a good thing. Is it the BEST thing possible? No. What is, though? Can you think of a single thing that's completely ideal in real life and not fantasies? And are you seriously suggesting that only you know what this BEST thing is?
I'm just appreciating REAL good things for the good things that they are. If you don't think they're good, play something else.

>Where would you not?
You could get sidelined in labs, or even further in a city if you get unlucky, from inside or the top of a building. I remember one time I was shooting zombies with a rifle from the middle of a city. Near-max skills, tons of 855 ammo, car nearby for a getaway. What could be more ideal? Shooting limits your vision while you're shooting, and you know how shooting stuff in bulk tends to make you careless. Suddenly I'm fucking blind. The fuck? Turns out there was a portal on the third-fourth story of an office building that was shitting out flaming eyes and crap. I didn't even know the portal auto-note appeared on that particular z-level of the map in that case. That wasn't pretty.
And if you suddenly come to the conclusion that this is somehow a game over diceroll, it's not. It's survivable. It's just something you can't tackle by mindlessly tabbing.
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>>569179026
In my benevolence I would look favorably to those poor unfortunates who found themselves locked out of an option for no real reason. What is the reason Kevan? Why would you do this? What do you have to gain from this? Did you try to play a flight sim and fail? Like you fail at jogging for 10 seconds or fail to manage your calorie intake? Is that it?
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>>569179587
>You should stop thinking in platonic ideals and start thinking realistically
Not going to bother picking apart your absurd paragraph of hyperbole, hilarious how it spirals into truly deranged places like referencing high school lmao.
My point is and always has been, the gameplay sucks, and there are clear ways it can be improved as I have outlined. Your only rebuttal to this was to say that there is some amount of audience for that game and that means it's should be above criticism.

>You could get sidelined in labs, or even further in a city if you get unlucky, from inside or the top of a building.
How? just run away as you would anywhere else. Unless you ran into the heart of an area full of zombies without clearing a path this would never be an issue.
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>>569179864
>who found themselves locked out of an option for no real reason.
No real reason? like not selecting it on the character creation screen? gamers truly are the most oppressed people.
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>>569180134
>referencing high school
It's explaining the notion that "lol popular!=good" is only applicable when there's social pressure to like [thing]. You can say this about the latest pop music track or some shitty shilled movie people bandwagon for because they experience social pressure to pretend to like [thing]. I'm sorry if you're unable to understand metaphors.

>My point is and always has been, the gameplay sucks
You're free to have this opinion. Whether it's realistically justified in a way that could translate into real life results is highly questionable, is the issue.

>there are clear ways it can be improved
Nothing in real life is "clear", mr idea guy.

>Your only rebuttal to this was to say that there is some amount of audience for that game
Because there is some real worth they find in the game right now, instead of some hypothetical that could very well have less worth. Or more. The point is, it's a gamble, and neither is anyone willing to take this questionable gamble by putting in real life work to accomodate such a big change. Are you? If so, make your own fork.

>and that means it's should be above criticism
Criticism is a tool for improving things. Being a tool, it can be used properly or misused. Just the presence of any criticism does not automatically translate to improvement.

>How?
I just gave you an anecdote of what really happened ingame to me once.

Look, if you want your internet victory, you can have it. I'm tired after posting for hours. I've expressed your opinion, you've expressed yours, all we did was spare the bump guy some effort bumping the thread with drivel that will not lead to any real life effect. Cool. Have a good evening.
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>>569181892
>I'm sorry if you're unable to understand metaphors.
The hilarious part is you resorting to that tortured metaphor in the first place lmao, all just to escape the trap you created for yourself by simultaneously citing the game's popularity and lack of popularity for why it's perfect and above criticism.
>Whether it's realistically justified in a way that could translate into real life results is highly questionable,
Yes it's highly questionable if the survival game could improve the survival mechanics instead of adding endless amounts of irrelevant bloated bullshit that has nothing to do with that survival gameplay and everything to do with autistic weirdos jerking off to the object of their fascination inside of a video game.
>Just the presence of any criticism does not automatically translate to improvement.
Right, so just blindly reject any and all criticism as illegitimate based on some vague notion of being "risky" for the free open source video game. Unless of course that criticism is arguing in favor of adding more superfluous shit to the game that you and your autism happens to appreciate.
>I just gave you an anecdote of what really happened ingame to me once.
And I explained how it doesn't make sense. Those locations are not significantly different from any other, you should have no issue escaping unless you played like a moron.
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Shut the fuck up.
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>>569178572
>just don't know where to get big damage
1 level in Necrokinesis, then pump Pugilism for free hits. Those small hits all get buffed by Death Knight bonus to death damage based on armor.
>not die to ranged
That is harder to solve. You can get retaliation damage if you're tanky enough to take hits. Or you can get any source of ranged damage like Psiblade, Grave Chant, Asi Malak, Electromancy, etc.
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What's 868-H(A)CK's selling/unique point mechanically?

As in, what would gravitate me to the game instead of another roguelike? I haven't played the prior game.
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>>569186229
No idea but there's interviews out there with the dev.
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blood
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3.46 MB
3.46 MB MP4
Adding bugs
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>>569188550
Now let me eat them in game if my hunger clock is under 25% left.
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>>569188550
Also add a race that can only eat bugs and gets a different elemental powerup based on the color of the bug they ate most recently.
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>>569189897
You report the bugs to Yendor. You can eat bits of monsters though if you have to though.
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>>569190593
>roguelike with a preset story
Bold move.
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>>569192878
It has about as much story as rogue does.
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>>569147852
>As much as people would like to paint the dda maintainers as being cartoonishly autistic about realism, it's mostly just a funny strawman they could mentally spar with to feel cool for playing the cooler alternative
Except some folks have interacted with the cartoonishly autistic directly. Part of the reason BN happened in the first place was that a gaggle of DDA developers decided they never wanted to interact with certain people on Kevin's team anymore, particularly after Kevin wouldn't kick the chief offender out.
>>
I'm looking for a color similar to rouge.



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