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Author Topic: Cataclysm: Dark Days Ahead  (Read 124587 times)

Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #810 on: October 21, 2020, 04:40:26 pm »

I guess I don't really see why proficiencies need to be a seperate mechanic from skills, when they both represent the same thing. Why not just have skills for all the things you're adding proficiencies for? We already have seperate skills for things like rifles, submachine guns, and shotguns.

It seems a little bit like needless mechanic bloat when we already have a mechanic to do that.

We considered doing it with more sub-skills, but they really convey a lot more and simultaneously less detail than we want. Proficiencies are meant to be relatively small and easy to learn, with a concrete set of associated mechanics. We don't need to track ten levels of blacksmithing skill, it's quite all right to use fabrication skill and just track whether or not you specifically know blacksmithing. By layering proficiencies of increasing specificity we get a really nice model of skill cross-training.

Consider the combination of the following things, each one a bit more specific than the last. Ideally (and we're still playtesting little details) each step down the road should be a little more of a "flavour", with the earlier levels being "foundational". You more or less *need* metalworking, for example, while armoursmithing should be gravy.
-fabrication: I generally am skilled at working with my hands to put stuff together, organize projects, use tools safely and effectively, and read schematics.
-metalworking: I specifically understand the basics of how to work with metal, but not much of the practical part.
-blacksmithing: I know how to operate a forge, how to forge-weld, how different metals behave with heat, etc
-armorsmithing: I know how to apply blacksmithing skills to construct a durable suit of armour that a person can move around in.

And for fun,
-basic leatherworking: I know how to make nice straps to hold my armour on. If I don't have this it has only a small impact on crafting time, but if I do have it it makes me feel a tiny bit cooler.
« Last Edit: October 21, 2020, 05:00:52 pm by Erk »
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Iceblaster

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Re: Cataclysm: Dark Days Ahead
« Reply #811 on: October 22, 2020, 10:31:22 am »

I mean, he's not wrong. Proficiencies as they exist essentially act to make things take longer without any real mechanical benefit. Making an item with a proficiency is only just about faster than not, there's no mechanical reason to get proficiencies over making do without.
You use more materials in general if you don't know what you're doing. They're also a new feature so we're still playing with other things, like making you burn fewer calories if you're more experienced and efficient.

That makes sense, but again it feels like they only exist to add tedium.

EDIT: I view it this way, looking at Rimworld's Vanilla Expanded mod set. Everything the core mods add, they have a purpose. If they add a system, they have at least one or two things said system has for benefits over something else, + they usually are able to tie it into their other mods in order to make an overall better product.

In general proficiencies add a ton of value, unless you expect crafting to behave as it did when it was broken. Crafting something without appropriate proficiencies varies from slightly slower and more likely to fail, through to impossible. The "no value" argument only applies when compared to a system where you could assemble a pair of pants out of a pile of rags in five minutes, sewing by hand. The present crafting speed remains incredibly optimistic even if nonproficient, and phenomenally fast if proficient (and I'd love to hear about cases where this isn't true, so I can fix them). The benefit of learning the proficiency is that you use fewer resources and complete the job faster.[/quote]

While I am all for wacky post apoc sci-fi, it's clear CataclysmDDA's strayed from its initial days and while I dislike that, I can see why there's a need to make things make more sense. However, the value they seem to add is a bit redundant. Makes things take longer at a lower skill if crafting times are an issue. Make having skills above a recipe's start affect crafting time when applicable. Proficiencies are just another subskill without an official skill to their name.

Thus, leading to a problem  with the development cycle that cannot really be fixed without a total overhaul of the project structure, which is something the head does not necessarily wish to do.
not just the lead. I don't think you could find a single core contributor that would agree with a more rigid dev cycle.[/quote]

Which imo is the biggest flaw of Laisesz-faire game development, where even if it starts with the intent to keep a motivated group, as the project goes on, people get hostile to the idea of a more focused style of leadership. It's clear CataclysmDDA is suffering as a result, imo. The cycle of 'open contributions' then a feature freeze looks good on paper, however what you get is an unfocused design with a dozen different contributors putting in their own systems to handle something, without any sense of direction outside of vague mission statements.

HOWEVER, I would also additionally want there to be a reason to want to get said proficiency. Perhaps having a proficiency in firearms means that one can modify their weapon with less skills than what's stated on the mod itself? Perhaps a proficiency in tailoring -or whatever granular thing is being used- lets you modify clothing and repair it for less material, showing that your character is proficient in tailoring and the ability to stretch fabric without losing quality. And obviously add in taking a proficiency at chargen.
Some variant on most of that stuff is either in already or planned, but the crafting changes are big paradigm shifts requiring a lot of work in JSON and c++ alike. Full integration of a new feature into every aspect of the game takes a long time and just physically can't be done in one go.

Adding proficiencies to chargen is a little bit loaded but some variant of it will exist fairly soon. I'd love it to fit into stable, but if it doesn't, we're all pretty much in agreement that we need at least something to help out with the initial startup.[/quote]

Tbh that doesn't realllly change what I said, I think implementing something that clearly represents knowledge on a topic and then specifically tying it to professions would be like introducing a new skill and only allowing people the gain it post-chargen without reasonable explanation. Feels like a topic that should've been addressed during the initial spinning up of the idea.

Stuff like this would obviously take time, however it would make me feel less anxious about seeing the fact that the system is ready for stable and that you're ceasing work. Because as it stands, the system does indeed simply exist to make things take longer in an attempt to balance crafting times.

Bear in mind that what I initially said was:
"My main contribution, proficiencies, are arbitrarily at a point now where they could pretty much just be done as is, although I'm still trying to button up a bunch of the nice secondary stuff", and then clarified that that was a bit misspoken and I had meant "the part I can do right now" is almost done. It was meant to be a comment on the progress towards stable, not to whether or not proficiencies are going to continue to be worked on. I have several proficiency related issues outstanding and have been adding more, not ticking them off.

And yeah. It does slow things down. It used to take ten minutes to craft a backpack, and two weeks to become a master tailor. Slowing things down is the express purpose, for sure, and I have been aware since the start that this would be a no-deal for some people. We wanted proficiencies before just flat slowing things down so that there was still progression and steps to gain to make it less severe. I think they do that very well, but I also added several hundred over a couple weeks so I'm sure there are recipes I could do better on.
[/quote]

Tbh it reads through this entire thing that you seem to think that I hate things being more realistic or prefer things as is. That's not the case at all. I would love to have realism where it matters. It's hard to balance a game and I understand that, but imo this is going in a direction that I don't think it Needs to go.

The backpack issue or the pants issue for example, could be resolved by making things take longer, the skills gain to become a master tailor could be resolved by making things take longer, but does it make the game more fun is my main concern when I judge these things.

The backpack issue, as an example, can be considered a case of the game having specific items for every specific scenario, meaning that a crafted backpack and a retail backpack are the same. In the current case, it's resolved by simply making it take longer and require a proficiency to make a backpack. However, I think it'd be a lot more painless to simply have the current recipe changed to represent a makeshift backpack. Same with the pants. We already have a rag tunic, why can't we simply have makeshift pants? While yes, the way CataclysmDDA handles items is a bit deterministic and has specific items for specific recipes, simply redirecting a recipe to instead craft a new item has less growing issues overall, meanwhile leaving proficiencies to represent more specialist topics such as the origianl use-case of Helicopter Pilot and the like.

Spoiler (click to show/hide)
« Last Edit: October 22, 2020, 10:33:12 am by Iceblaster »
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Damiac

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Re: Cataclysm: Dark Days Ahead
« Reply #812 on: October 22, 2020, 07:09:08 pm »

Quote
In general proficiencies add a ton of value, unless you expect crafting to behave as it did when it was broken.

See, that's the issue right there. "My system is good, unless you stupidly liked the old bad way it always worked".

Why is crafting broken? That's quite an assertion that one of the centerpieces of this game was never good.
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King Zultan

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Re: Cataclysm: Dark Days Ahead
« Reply #813 on: October 23, 2020, 04:28:35 am »

Seems like it would have been easier and less complicated if they'd just made sewing pants take longer.
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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #814 on: October 23, 2020, 09:33:47 am »

@Iceblaster I'm not sure what to say in reply, I think I've basically had my piece. We could consider item qualities, and we already have makeshift items with demand for more of them, but ultimately people also want to be able to make something that resembles the actual thing. If you want to build something as functional as a backpack, with similar capacity, durability, and comfort, it's going to take you a long time. If you want a makeshift knapsack, we have recipes for that, and for slings and other quick and easy to make containers.

Obviously there are infinite ways we could go about making this game, but we have chosen the way we want and stuck to our plans pretty reliably. For example, we could have used skoll levels, but we didn't want to, because we wanted a way to show more specific knowledge areas, like I said. There are tons of far reaching places we can use these to allow two characters to be dramatically different from each other in interesting ways. And for all the "you could have used skills" stuff, be aware if we'd gone that route you'd still be looking at the same crafting time changes... The change there isn't proficiencies, they're just the tool we used to add it. If we had gone with a pottery skill, and a blacksmithing skill, and a carpentry skill, and a knapping skill, and a knitting skill, and a leatherworking skill, and a welding skill, and a weaving skill, and a glassblowing skill, and a rope making skill, and more, first of all I think you can see why we opted to have things that are individually simpler. Second, the end result would be pretty much the same but with a ton of unnecessary extra detail on how many levels of knitting you had.

The *vast* majority of feedback I've had on proficiencies and the new crafting system is very positive, because it is a feature that was heavily requested for years. I've adjusted how they work based on the feedback, but I and other people seem to get well enough that they're addressing a problem and not here to add tedium, to the point that I'm not sure how much further to break it down. They give you more things to learn, and learning them confers a time and material benefit to recipes and tasks.
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Iceblaster

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Re: Cataclysm: Dark Days Ahead
« Reply #815 on: October 23, 2020, 09:56:13 am »

When proficiencies were first added my understanding was it would represent things skills could not, things that would require specific training that could not be easily gotten. Like Helicopter Piloting.

However, it seems that shifted into what it is now.

I'm not mad, I welcome if it adds to the experience as a whole.

I'm just giving what I think is feedback.

IonMatrix

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Re: Cataclysm: Dark Days Ahead
« Reply #816 on: October 23, 2020, 11:40:15 am »

So, how long is it until proficiencys really come into play? I mean any one can jam a sharp piece of metal onto a stick, but not everybody can, I dunno, pound out a sword. Around when does that happen? And what can we do to conpensate for it?
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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #817 on: October 23, 2020, 02:53:24 pm »

So, how long is it until proficiencys really come into play? I mean any one can jam a sharp piece of metal onto a stick, but not everybody can, I dunno, pound out a sword. Around when does that happen? And what can we do to conpensate for it?

They already are in play for that stuff. Weapon and armour crafting is pretty much fully covered by proficiencies now.

For now, the only way around it is to learn them yourself by practice. I am in the process of adding some NPC quests to teach you a few, and before stable I really hope we'll have at least some way for books to help limit the penalties it you lack a proficiency as well.
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Salmeuk

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Re: Cataclysm: Dark Days Ahead
« Reply #818 on: October 23, 2020, 03:21:27 pm »

Further gamification (do x task, receive x benefit, always) will never lead to a more 'realistic' simulation of this universe.

Quote
we'll have at least some way for books to help limit the penalties it you lack a proficiency as well.

This game has become an accurate representation of a post-apocalyptic bureaucratic hell, where the only thing between you and survival is a paperwork certification that yes, you are allowed to make thing.
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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #819 on: October 23, 2020, 05:44:51 pm »

Further gamification (do x task, receive x benefit, always) will never lead to a more 'realistic' simulation of this universe.

Quote
we'll have at least some way for books to help limit the penalties it you lack a proficiency as well.

This game has become an accurate representation of a post-apocalyptic bureaucratic hell, where the only thing between you and survival is a paperwork certification that yes, you are allowed to make thing.
I assume from your answers that you don't actually know anything about how proficiencies work in game.
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Iceblaster

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Re: Cataclysm: Dark Days Ahead
« Reply #820 on: October 23, 2020, 07:13:15 pm »

I mean, you may not know how to tailor but you can certainly get the basic concepts without a proficency in it.

Hence my earlier suggestion of items to represent lesser quality items, or hell decouple items just enough to allow 'shoddier' versions of items to be created when you make something.

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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #821 on: October 23, 2020, 07:56:51 pm »

I mean, you may not know how to tailor but you can certainly get the basic concepts without a proficency in it.
Right, I fully agree, that's why proficiencies are pretty much never required.

Hence my earlier suggestion of items to represent lesser quality items, or hell decouple items just enough to allow 'shoddier' versions of items to be created when you make something.

Spoiler: Wishful dreams (click to show/hide)
I do actually have an outstanding issue for just this, and some big projects ongoing to start doing it. It's huge though, because to some degree each item, or at least item class, needs information on what quality levels do, with upper and lower bounds on stats. There's something like eight thousand items in the game. That's not even looking at actually getting the code.

Nonetheless we do want some form of this.
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King Zultan

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Re: Cataclysm: Dark Days Ahead
« Reply #822 on: October 24, 2020, 05:05:18 am »

So what's that going to be like, a masterwork back pack will be like a manufactured one or will it be better than that?
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Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
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IonMatrix

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Re: Cataclysm: Dark Days Ahead
« Reply #823 on: October 24, 2020, 08:51:18 am »

Well, the carrying space insnt going to be much different for a manufactured backpack and tying a huge bag onto yourself.
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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #824 on: October 24, 2020, 10:03:40 am »

I would assume encumbrance and durability, and maybe weight, would be the stats that would vary for clothing. I'd go with five quality levels, and the pre-cataclysm stuff you scavenge would be levels 3-5. In general the stuff you craft would be 1-5
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