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Author Topic: Cataclysm: Dark Days Ahead  (Read 124904 times)

forsaken1111

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Re: Cataclysm: Dark Days Ahead
« Reply #435 on: March 28, 2020, 03:09:44 pm »

I'm suddenly very glad I haven't played Escape from Tarkov.

To be clear, I was more curious about who decided to make it a confusing mess rather than why a mod is needed to add a mod. Call them something else, make the process clear, and it's fine. I'm fine with complexity in weapon modification so long as its well designed and not a silly mess.
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n9103

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Re: Cataclysm: Dark Days Ahead
« Reply #436 on: March 28, 2020, 03:29:27 pm »

Probably should just call them rail mounts for most spots, maybe threaded barrel for the barrel, if that's needed.
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Aseaheru

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Re: Cataclysm: Dark Days Ahead
« Reply #437 on: March 28, 2020, 09:00:38 pm »

 But then people might put a forward grip, a grenade launcher and a bayonet on the same gun! Imagine the horror!

 In all seriousness, meanwhile, it appears that currently .22LR is broken. Hard. Taking apart 40 rounds of .22 rat-shot, for example, gave 1600 casings and the rest to match. 's nice to see that bug is back, atleast it actually gets disassembled this time. Worse, it appears to affect everything, so thats even nicer.

 Also, requiring mods to add certain things makes sense to me (modding yer flintlock, taticooling anything pre-90s, etc), but they really need to be consistent. Likewise, just... somuch is changed without considering what it affects, like working on the sizes for holsters/sheathes without also working on the size of items that go *into* siad holsters/sheathes.

 And then there are rail stations... Its been how many months since the buggers where added, the tracks where added, most of the *cars* where added, and the stations even spawn... but not the tracks.
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iceball3

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Re: Cataclysm: Dark Days Ahead
« Reply #438 on: March 28, 2020, 09:37:30 pm »

Do the mod mounting points have parity in crafting discovery with homemade mods, or have they somehow been assigned obscure, if not unavailable recipes withdisproportionate skill requirement?
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Aseaheru

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Re: Cataclysm: Dark Days Ahead
« Reply #439 on: March 28, 2020, 09:53:26 pm »

 Fabrication level 4 reveals it in most of the gun books, you need level three in fabrication and level 4 in marksmanship to actually make it. That said, they do seem to spawn in large numbers in gun mod spawn spots
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anothersimulacrum

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Re: Cataclysm: Dark Days Ahead
« Reply #440 on: March 29, 2020, 01:36:11 am »

equiring mods to add certain things makes sense to me (modding yer flintlock, taticooling anything pre-90s, etc), but they really need to be consistent. Likewise, just... somuch is changed without considering what it affects, like working on the sizes for holsters/sheathes without also working on the size of items that go *into* siad holsters/sheathes.

 And then there are rail stations... Its been how many months since the buggers where added, the tracks where added, most of the *cars* where added, and the stations even spawn... but not the tracks.

Some of this is done because making all these changes in one PR is impossible to review. And there's no pressure to squeeze more into a PR, because we don't need to do everything at once, it's what experimental is for (though generally, we do want to).
Most of times this happens though, it's just oversight, and again - experimental is for catching things missed in one set of changes. The alternative to this is much more intensive review of every PR to consider everything it touches, but this slows down speed of merges A LOT. And again, no pressure, because this is what experimental is for.

Though the thing about rail stations is a bit of a shame, I'll ask about removing their spawns for 0.E tomorrow.

And again, I'd encourage you to report any inconsistencies and things that do not fit with the rest of the game - experimental is hugely useful for getting feedback and catching oversight!
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Iceblaster

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Re: Cataclysm: Dark Days Ahead
« Reply #441 on: March 29, 2020, 07:49:34 pm »

Yeahhh, the idea of the railroad stuff is neat just that it being implemented in such a half-assed way, that being no actual railroad tracks makes it a kind of weird inclusion. When I heard about them adding taht stuff I figure it'd be adding overmap spanning railroad systems and thus the ability to find random abandoned train carts filled potentially with loot, zombies, or a home :P

instead i got a railroad station in the middle of a city surrounded on all sides by houses :P

Aseaheru

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Re: Cataclysm: Dark Days Ahead
« Reply #442 on: March 29, 2020, 08:40:03 pm »

 Yeah, dunno why the tracks just never spawn.
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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #443 on: March 30, 2020, 01:25:48 pm »

The code needed to fix the way roads spawn to allow other kinds of roads (railroads) turned out to be quite tricky. It's on the "high priority" list for the next version though I believe.
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Aseaheru

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Re: Cataclysm: Dark Days Ahead
« Reply #444 on: March 30, 2020, 02:10:08 pm »

 I see someones been screwing with the fire rate of things. Not sure how anyone managed to say that the mac 10/mac 11 have 5 or 6 round full-auto fire rates with the Sten's 4 rounds. For that matter, why does the Sten not have its semi-auto firing? Makes my brain itch...
 For that matter, the Tec-9 is not burst-fire capable, despite what someone decided to make it in game. Blargle argle I say, blargle argle!

-edit-

 Main problem is still that most mods seem to add far toomuch to the size of a weapon, which makes them impractical. Short of 10 different sizes of every mod or making them affect the size of the weapon less I dont see another option.
« Last Edit: March 30, 2020, 02:29:38 pm by Aseaheru »
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Micro102

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Re: Cataclysm: Dark Days Ahead
« Reply #445 on: March 30, 2020, 04:48:04 pm »

What are some ways to increase your strength? I want to use bows and went high on ranged stats but apparently I need to be a bodybuilder to use anything good.
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #446 on: March 30, 2020, 06:12:40 pm »

What are some ways to increase your strength? I want to use bows and went high on ranged stats but apparently I need to be a bodybuilder to use anything good.

Mutations and cybernetics I think are the only things that change stats permanently.  Being in good condition (no negative status effects) will give you your full strength.  Drugs, from what I can see, don't effect strength.  Stim levels increase all other stats, but not strength.

Aseaheru

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Re: Cataclysm: Dark Days Ahead
« Reply #447 on: March 30, 2020, 06:27:16 pm »

 Beer used to boost it slightly. Other than that and what Euchre said, there are mods that give extra stats via learning skills, killing things, and whatnot.
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #448 on: March 30, 2020, 06:43:35 pm »

Compound bows seems good and don't require too much strength.  Crossbows do not directly need strength and are also good.

Micro102

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Re: Cataclysm: Dark Days Ahead
« Reply #449 on: March 31, 2020, 11:19:44 pm »

Am I crazy or is basic chitin armor just flat out better than the survivor gear? It may not have storage but the protection stats are high and encumbrance is low. It was extremely easy to make too.
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