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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1879946 times)

Graknorke

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3840 on: July 03, 2013, 09:15:14 am »

I don't think it's a problem of realism, it's a problem with the concept of special zombies in and of itself.
Yeah, pretty much. They just really irk me.
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Angle

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3841 on: July 03, 2013, 09:16:43 am »

but just zombies is boring. And how would being a special zombie beat being a regular zombie? You're still dead.
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Fniff

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3842 on: July 03, 2013, 09:20:44 am »

Yahtzee had a pretty good reason for why everyone likes special zombies and includes them in every zombie game.

"Sooner or later, though, even these people have to face the fact that it's fairly likely that they won't be one of the survivors in a zombie apocalypse scenario. I mean, an apocalypse depends on almost everyone being dead, so basic probability's working against you. Fortunately, the special zombie system grants a secondary level of exclusivity for the apocalypse dreamer. As their flesh bloats hideously and bile gurgles in their throat, one could imagine their dying thought being one of total elation. "I get to be one of the fat pukey zombies! I knew I was special! The popular kids were wrong to shun me!""

It's rather joking, but hey.

miauw62

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3843 on: July 03, 2013, 09:23:20 am »

I still don't see what's bad about them. They're more powerful zombies, like other games have normal and special versions of enemies too.
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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3844 on: July 03, 2013, 09:42:27 am »

I don't think it's a problem of realism, it's a problem with the concept of special zombies in and of itself.

And that problem is?
Realism wise not every zombie has to behave the exact same (altho growing 50 meter long tongues is questionable) and a bodybuilder would make for a way stronger zombie tham Gamer McPorkinson who never saw the inside of a gym in his life.

But now... zombies with electrical powers?
Well there are mutagens flying around that could turn a normal man into a beaked 3 handed furry upon ingestion... are electrical zombies so much of a streatch in this setting?
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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3845 on: July 03, 2013, 10:03:36 am »

Encountered my first Jabberwock.

Took it down with one shot of cocaine, a longbow, and a shrubbery.
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Knight of Fools

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3846 on: July 03, 2013, 10:20:36 am »

Actually, poisoning living creatures with chemicals you make/come across would be hilariously awesome.

Imagine lacing all of your arrows with extracts from hallucinogenic mushrooms to fight NPCs. While they fight off the horde of insanity charging towards them, overdose them on cocaine.


Now deal with NPCs that do the same thing to you.
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CognitiveDissonance

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3847 on: July 03, 2013, 10:33:47 am »

Now deal with NPCs that do the same thing to you.

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3848 on: July 03, 2013, 10:36:25 am »

Even without special zombles you still have more than one sort. I.E., army, police. I think there are also science ones, but im probably wrong.
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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3849 on: July 03, 2013, 10:37:48 am »

I don't think it's a problem of realism, it's a problem with the concept of special zombies in and of itself.

And that problem is?
Realism wise not every zombie has to behave the exact same (altho growing 50 meter long tongues is questionable) and a bodybuilder would make for a way stronger zombie tham Gamer McPorkinson who never saw the inside of a gym in his life.

But now... zombies with electrical powers?
Well there are mutagens flying around that could turn a normal man into a beaked 3 handed furry upon ingestion... are electrical zombies so much of a streatch in this setting?

You're missing my point. The point is that Graknorke just doesn't like the idea of special zombies on principal rather then just because it's unrealistic. This isn't a question of how unlikely it is, it's just a question of whether or not someone likes the idea.

CognitiveDissonance

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3850 on: July 03, 2013, 10:42:34 am »

For what it's worth, I think both options are equally viable; pick whichever one suits you better. At the end of the day, even special zombies become window-clogging rabble very quickly, so it doesn't REALLY matter which ones you pick.

Does Classic Zombies get rid of triffids, fungaloids etc?
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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3851 on: July 03, 2013, 10:43:01 am »

It says 'Classic Zombies', not 'Lovecraft mode off' ;)

Akhier the Dragon hearted

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3852 on: July 03, 2013, 10:44:29 am »

   I must admit that if any other game besides Cataclysm did this I would call it a rip off of the L4D series and spit on its name. While Special zombies of a sort have been around ever since someone decided they wanted a faster one the layout and powers shown follow the recent trend of special zombie types. Cataclysm manages to get away with it for me because its not just taking from L4D(2) but so many other end of the world settings.
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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3853 on: July 03, 2013, 10:45:03 am »

It removes them. Just normal zombles and naturals.

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i2amroy

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Re: Cataclysm: Dark Days Ahead (Discuss the Kickstarter in the other thread)
« Reply #3854 on: July 03, 2013, 12:00:20 pm »

It removes them. Just normal zombles and naturals.
Indeed. Classic Zombie mode works by disabling the "reason" why zombies came into being and replacing it with just a normal disease zombie outbreak. The end result is that pretty much everything disappears, labs, portals, triffids, etc., since they are all "caused" by the same thing as normal zombies.
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