Yup, you can.
Bleeding seems waaaaaay too overpowered and far, far too common for me. Every time I get hit in melee combat with a zombie, I start bleeding. It doesn’t stop until I hit 20 pain, and bandages don’t seem to stop it (I tried with 6 bandages). I also seem to “lose blood” every turn, and the last time I died (just now) was by bleeding to death.
Zombies also “hit”, they don’t “bite” in the game. I don’t see how a zombie attack could induce bleeding in the first place because of that. I mean, you don’t start bleeding profusely if somebody punches you.
Although the decayed zombies could still cause bleeding, since if they’re as heavily decayed as you would say, the (rather sharp) bones in their finger-tips would be exposed, and that could potentially also cause cutting damage.
What I’m asking is, I’d like bleeding to be either:
- Much less devastating,
- Less common,
- Easier to stop, OR
- Not inflictable by non-decayed zombies
(but preferably all of the above)
I like the general idea of bleeding, but since it seems so crippling right now, I’m effectively dead before I can get anything I need.
Other than this, I LOVE this version of the game!! Keep up the good work, Oddzball!!!
When bandaging have you made sure to ‘Stop Bleeding’ by pressing 7?
On a side note, lower calibre shots reflect off Decayed Zombies. Is this intentional? I’m not sure if bone is actually that dense, especially not when it’s probably worn down from exposure, and the marrow has presumably rotted.
That said, I’m certainly no expert in firearms or in biology.
Bleeding should be devastating. In my Combat Life Save course, bleeding is one of the first things you have to address. The only thing you address to before it is breathing. If the bleeding is arterial (Bright red blood) you have to take care of the bleeding first or the person will bleed out in seconds.
Editing in a suggestion now. Tourniquet’s may be a way to temporarily stop bleeding. IRL we were instructed to never remove one once it’s in place. They have to be released slowly by a doctor.
Bone density would (realistically) go down if you were in a zombified state (as in, malnourished/exposed to the elements/no bodily repair functions) so even very low calibre firearms would do significant damage - possibly to the point of massive full body fracturing. However, for the sake of gameplay I feel that the rules could be bent a bit/in most games ‘skeletons’ are harder to hit in ranged combat, so that could be why?
I have to agree that bleeding is way overpowered at the moment, and I think that both it’s frequency and power should go down quite a bit. I agree with Miloch that bleeding is serious (of the deep arterial kind), but as Badsniper said they are hitting, and even if they were biting, with some heavy clothing it’d take down the damage/risk of bleeding quite a lot (plus, we don’t need to be slavishly realistic). I like the idea of decayed zombies being more likely to cause bleeding, and I still think it should be a major problem - just not quite as regularly as it is now. Perhaps also a slightly longer delay before bleeding out completely?
All in all, one of my main problems with the main branch is that you can just brawl it out with the zombies and I love that CSZ is moving away from that, I just feel bleeding is a bit too much at the moment.
[quote=“Binky, post:105, topic:156”]Bone density would (realistically) go down if you were in a zombified state (as in, malnourished/exposed to the elements/no bodily repair functions) so even very low calibre firearms would do significant damage - possibly to the point of massive full body fracturing. However, for the sake of gameplay I feel that the rules could be bent a bit/in most games ‘skeletons’ are harder to hit in ranged combat, so that could be why?
I have to agree that bleeding is way overpowered at the moment, and I think that both it’s frequency and power should go down quite a bit. I agree with Miloch that bleeding is serious (of the deep arterial kind), but as Badsniper said they are hitting, and even if they were biting, with some heavy clothing it’d take down the damage/risk of bleeding quite a lot (plus, we don’t need to be slavishly realistic). I like the idea of decayed zombies being more likely to cause bleeding, and I still think it should be a major problem - just not quite as regularly as it is now. Perhaps also a slightly longer delay before bleeding out completely?
All in all, one of my main problems with the main branch is that you can just brawl it out with the zombies and I love that CSZ is moving away from that, I just feel bleeding is a bit too much at the moment.[/quote]
Its a bug, about the decayed zombies.
As for bleeding, its suppose to be tough, and it doesnt happen every time you get hit. That’s kind of an exaggeration. There is a range.
My intent is, because we don’t have any special zombies, I had to make regular zombies extra dangerous. So bleeding is suppose to be hard.
In the future, soon hopefully, I plan on adding levels to bleeding, so, if you dont address it, it goes to a higher level. in some cases. SO it will start out small, and increase in health lost and pain if you ignore it to long.
I like the idea of clothing taking the chance to bleed into account. Getting hit in your kevlar vest shouldn’t have the same chance of bleeding as getting his on your light jacket. Your calculation could be "one_in(5 + player cut resistance of bodypart) " instead of just “one_in(5)”
[quote=“Oddzball, post:106, topic:156”][/quote]
My intent is, because we don’t have any special zombies, I had to make regular zombies extra dangerous. So bleeding is suppose to be hard.
In the future, soon hopefully, I plan on adding levels to bleeding, so, if you dont address it, it goes to a higher level. in some cases. SO it will start out small, and increase in health lost and pain if you ignore it to long.
[/quote]
I think it should definitely be hard, but I think either the graded system you mention, or adding cut/bleeding resistance via clothing (which would also make different types of clothing more useful) - possibly both- would make it a bit more ‘realistic’ rather than just copiously bleeding out after every encounter.
Is defense mode broken? It no longer says “wave x” where x is the last wave I died on + 1 but it is rather persistent with past items. I played through defense mode three times or so last night and kept getting further and further with each play through since I figured out that my items were persistent hehe. I made one character just to be a mule for a shovel and jackhammer and medications and let him get killed off after a few rounds so I could actually buy everything I wanted. Then did similar for a second character using the shovel and jackhammer (in the hospital level) to make some pits to slow the zombies down, and a gun and gun skills. Third and subsequent characters got to around wave 28-30ish before I’d get bored and let them die since I wasn’t buying stuff anymore.
Also, when I go to start the defense mode and it’s generating the site it says: “DEBUG: vehicle part cache cache indacated vehicle not found :/” and requires me to press the space bar several times before it finishes loading
The current bleeding system makes the game have difficulty, if not for this would be too easy, however some items may slightly reduce the risk of a bleeding attack, such as Kevlar vest
Speaking of bleeding, I’m not sure if this is a known bug or not. If I apply a bandage, I get the option for 7 Stop Bleeding even if I seem to not be. I tried to keep doing it once for the hell of it and I was able to put a dozen bandages on and still see that message. Is it First Aid skill dependent maybe?
Nah, the option is always there. Much like the limb options.
[quote=“GalenEvil, post:109, topic:156”]Is defense mode broken? It no longer says “wave x” where x is the last wave I died on + 1 but it is rather persistent with past items. I played through defense mode three times or so last night and kept getting further and further with each play through since I figured out that my items were persistent hehe. I made one character just to be a mule for a shovel and jackhammer and medications and let him get killed off after a few rounds so I could actually buy everything I wanted. Then did similar for a second character using the shovel and jackhammer (in the hospital level) to make some pits to slow the zombies down, and a gun and gun skills. Third and subsequent characters got to around wave 28-30ish before I’d get bored and let them die since I wasn’t buying stuff anymore.
Also, when I go to start the defense mode and it’s generating the site it says: “DEBUG: vehicle part cache cache indacated vehicle not found :/” and requires me to press the space bar several times before it finishes loading :P[/quote]
Ur… I probably broke that with all the changes i did.
If i decide to fix it, it will probably be really different.
Update posted. Enjoy!
Thanks for the work you do.
Christmas came early this year!
Enjoy it we will. Thank you!
New update, 3 in one night! I changed the way bleeding works. Read my original main post, and please provide feedback.
I am seeing way too much cats and dogs in cities.
I’m about to test this branch (compilling right now). Seems good but maybe boring without all the crazy sci-fi-cyber-mutated stuff from DDA, i don’t know.
The first post is quite difficult to read also, maybe you could reorganize it in some way ? I mean, if i, new player, want to know what Cata-CZS is about, it’s not easy.
[quote=“Tchey, post:119, topic:156”]I’m about to test this branch (compilling right now). Seems good but maybe boring without all the crazy sci-fi-cyber-mutated stuff from DDA, i don’t know.
The first post is quite difficult to read also, maybe you could reorganize it in some way ? I mean, if i, new player, want to know what Cata-CZS is about, it’s not easy.[/quote]
Think of it as Cataclysm “Light”
Its got all of the nice features of Cataclysm, but a more casual, not so horrible difficulty scale.
And trust me, we have WAY more zombies in CZS than DDA has.