[quote=“Rivet, post:60, topic:4531”][quote=“Clayton, post:57, topic:4531”]I don’t understand the whole, “Just make it a mod!” mentality. How does having multiple choices of firearms effect your gameplay in a negative way when you can just…look…at…the…firearm…and…see…the…stats…and…ammo…
I really don’t understand.[/quote]
Because: A - whining about something is easier than actually doing stuff, and B - a lot of people have a very entitled ‘if I don’t like it then nobody should be allowed to enjoy it/use it’ mentality.
Having lots of content in the game is only negative if you’re too lazy to use your memory a bit, or if you’re just outright opposed to the inclusion of that content to begin with.
Simply put, if you think the game has too much content for you to wrap your poor little mind around, just ignore it. Don’t pick up those guns that offend you so greatly. Don’t hassle with the extensive crafting menu, or bother constructing things; it’s far too much effort to learn all that stuff. Don’t bother with clothes other than what you start with - and you should probably start as the default profession because the other ones have far too much character. Just spend the game killing stuff with your pocket knife and remain willfully ignorant of all the work that’s gone into expanding the game and its content.
Or go play Wolfenstein 3D! The second episode even has zombies, and with one knife, three guns, and a single ammunition type you’ll likely never be confused by having to remember that your 9mm pistol eats 9mm bullets.
Remember folks, C:DDA is set twenty minutes (or years) into the future. Sure most things superficially resemble the current level of technology, but we’re talking about a world where the six million dollar man is reality and people cruise around in plutonium powered cars as well. If we start pulling the laser guns, miniaturized nuclear devices, bionic upgrades, caseless weapons, and man-portable plutonium-fueled power supplies from the game we’ll be left with, what, a roguelike version of Left 4 Dead? I know that’s where we started initially, but we’ve grown a lot since then and it would be a terrible shame to destroy all of that progress because a minority of players can’t be asked to remember that their Ruger 10/22 holds ten rounds of 22LR.
I’m almost convinced we should make a version of the game for the ‘I can’t be bothered to actually think’ crowd that has one type of clothing, one type of tool, one type of food, one type of drink, one type of building, one profession, one type of monster, and no guns or cars or optional fun items.
Remember kids, all guns are ‘overpowered’ - until you run out of bullets. Or, as I once saw on a truly awesome bumper sticker, ‘God made man. Samuel Colt made them equal.’[/quote]SOMEBODY MAKE IT SO I CAN THUMB THIS UP GOD DAMN IT!
absolutely true! when i first started playing i shoved all the CBMs, Mutagens, goo canister, electronics, crafting materials and other weird stuff into a corner and forgot about them, or simply ignored them. but now that i am more familiar with the game i’ve started using them more little by little, until now most of my characters end up being cyborg supermutants accompanied by a herd of blobs and wearing almost all gear i crafted myself. yet click on my username above my avatar, then click “show posts” under my avatar and you will notice i never once demanded that any of these features be removed.
so what if you’re not a “gun guy”? CDDA is a great opportunity for you to learn something about guns, and who knows, maybe even inspire you to go out, buy one, and enjoy shooting. i don’t care how many FPS games you’ve played, if you’ve never shot a real gun in real life you have no fucking clue what you’re missing! just make sure if you decide to get into guns to have someone who is experienced with firearms show you how to handle them safely and accompany you the first time you shoot one.