# 6+ months of agonizing "realism" nerfs have ruined this game

**URL:** https://discourse.cataclysmdda.org/t/6-months-of-agonizing-realism-nerfs-have-ruined-this-game/12504
**Category:** The Bunker
**Created:** [September 7, 2016, 12:33pm UTC](https://discourse.cataclysmdda.org/t/6-months-of-agonizing-realism-nerfs-have-ruined-this-game/12504 "2016-09-07T12:33:41Z")
**Posts on this page:** 1
**Showing post:** 12

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### Author: ![ApatheticExcuse](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/apatheticexcuse/32/433_2.png) [@ApatheticExcuse](https://discourse.cataclysmdda.org/u/ApatheticExcuse)
#### Post date: [September 7, 2016, 9:14pm UTC](https://discourse.cataclysmdda.org/t/6-months-of-agonizing-realism-nerfs-have-ruined-this-game/12504/12 "2016-09-07T21:14:43Z")

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There is a roadmap/design doc.

[http://smf.cataclysmdda.com/index.php?topic=5559.0](http://smf.cataclysmdda.com/index.php?topic=5559.0)

It seems as though attention is not really being paid to it thought. If you look back through the suggestions forums, you’ll also notice that things that were shot down in say, 2014 as tedious and un-fun are now in game. Here’s a few examples:

> [@Track nutrition separately from hunger](https://discourse.cataclysmdda.org/t/track-nutrition-separately-from-hunger/2342/9):
>
> I’m going to agree that tracking whether the characters are meeting their RDA of different nutrients seems a bit excessive.

> [@New, more real style amunution system, maybe?](https://discourse.cataclysmdda.org/t/new-more-real-style-amunution-system-maybe/88/8):
>
> Yeah, I want Cataclysm to be a game with sim elements, not a hardcore survival sim. So we’re not going to be drilling down into the depths of loading individual magazines and whatnot.

[quote=“i2amroy, post:2, topic:4869”]Cleaning firearms occasionally? Yes.

Cleaning other things? Possible, but slim

Cleaning clothes? Probably not. The reward for adding it in is probably not worth the amount of hassle it would cause in-game.[/quote]

> [@Cleanliness as an Item Quality](https://discourse.cataclysmdda.org/t/cleanliness-as-an-item-quality/4869/19):
>
> The difference between cleaning clothes and repairing them is that on is something you have to do as a result of specific decisions/things that happen to your character, while the other is something you will always have to do. Repairing is something that’s only needed to be done after you’ve gotten into combat (and with better armors not even then). Cleaning is something that would basically amount down to “and then every other day I have to spend time doing this”; and that’s a bad thing (or at least something that could be automated).

> [@Hygiene](https://discourse.cataclysmdda.org/t/hygiene/3698/3):
>
> While showers/baths might go in as a positive boost (reduce scent, morale bonus) they will not go in as a “take a shower or suffer” type thing, thus effects on NPC conversations from not taking a shower almost certainly won’t happen. (In general for things like this we are fine with accepting positive rewards for doing a task, but not punishments for not doing a task).

A few examples. I’m pretty sure I could find more if I wanted to.

[quote=“Coolthulhu, post:2, topic:12504”]I agree about the filthiness and boom cranes.  
Filthiness (its current form) kinda creeped up and I wasn’t there to veto it. It was fine when it was a strict trait with no way around it, but turned into a major annoyance. I’m pushing for removal, but it isn’t working too well…  
Boom cranes are partly my fault. I OK’d them hoping they’ll work, but they turned out to be bad.[/quote]

For some reason, the concept of only one of the more active devs getting why this crap makes for a bad game bodes poorly to me.

> [@SpadeDraco](#):
>
> I wouldn’t have a single complaint with this game at all if the devs made more of this shit optional. The reason you rarely hear me griping about nutrition and faulty parts is because I’m free to turn them off before I start up a game. Having filthy clothes and lifting equipment Jsoned or made optional would be a decent attempt at compromise.

I don’t think anyone could find fault with doing things this way. The devs would be free to introduce whatever they please, “good” or “bad”, and the rest of us would be free to like or dislike it without it making the game suck.

> [@Random\_dragon](#):
>
> I was also the one that added shields, and the mechanics behind them. Some of the foundation is annoying, like being unable to hold a jerrycan if you’re wearing a briefcase. I would’ve been fine with adding shields to medieval mod as purely passive armor, but Kevin and Coolthulhu insisted otherwise. Perhaps I shoud’ve added lesser penalties like attack roll debuffs or something in between “can wield this” and “nope, fuck you” but what I added ALREADY tested the limits of my abilities.

C’mon RD, everyone knows jerrycans are a twohanded job!

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