Is it? I was thinking that CDDA is a community project and that it was picked up (mostly) by the bay12 community after Whales abandoned it.
Yes, it is. DarklingWolf, GlyphGryph and myself founded the dda project about 5 years ago.
DarklingWolf lost interest and wandered off after about half a year (as you can clearly see on
github.
GlyphGryph stuck around longer, but he was never focused that much on the code side of things, as you can see also on
github and eventually he lost interest as well.
So for the past 4 years I've been the sole owner of the project. If that doesn't qualify me to call it "my" game I don't know what would.
You could have put things a lot more tactfully, but eh, we all have our weaknesses. Aside from that, that's a fair point.
I'm not trying to start anything, but I'd like to know for my own reference what I posted that was lacking in tact?
seems to me that it shouldn't be the guns that are inaccurate, it should be the character in context
The question is, do we exaggerate the degree to which guns contribute to inaccuracy, or do we remove accuracy of guns as a differentiator? While it might be jarring for a "perfect shot" with a Glock 19 to miss at 30 squares, it's even more jarring IMO for a handgun and a sniper rifle to have equivalent accuracy. You might disagree and say that dda is a short-range game, and rifles just aren't that much better than pistols in that situation, but that outcome seems to be really strange to me.
Long-term, I have some ideas for extending maximum gun range, but short term there has to be some kind of pretty gross compromise.
i havent played cdda in like a couple years but wasn't there some kind of stress stat? the sort of thing that increased from killing child zombies and being out in the rain?
There is not a stat for "grit", you stop caring about killing child zombies and similar specific things, but there's not an overall stat for it.
use that - or something like it - to make it more stressful to do the close range stuff, like kiting zombies with a pistol or otherwise firing at close range, with stress decreasing accuracy.
I think something like this would improve things a lot, but I'm not sure what that would look like offhand.
also i don't remember but didn't you need to hold still and aim for a turn before firing? ie if you had just moved, accuracy was lower?
Yes, that's actually been expanded a lot, you spend time aiming and get a lot of feedback about what it's doing to your chances to hit. I think this is what triggered a lot of the complaints, because now players are getting feedback about their chances, whereas before it took taking a bunch of shots and guesswork to figure out how likely they were to hit, so it wasn't as obvious a problem.
the long range stuff, like sniping zombies from range, should be effective but require more skills?
That naturally happens with the current system, up close you can tolerate a lot of inaccuracy (bad gun/ammo, low skills, low stats, not aiming much), but to make distant shots you have to eliminate all the sources of inaccuracy, and just one or two can severely limit your effective range.
it's too bad that people can't discuss solutions and issues without becoming so dramatic
Agreed. Honestly I'd settle for productive discussion AND drama, but usually it's just the drama :/