[quote=“secretfire, post:18, topic:5478”]One thing I’ve noticed - when people use the default stat set and then do really ‘unskilled’ twinky things with it; they’ll take disadvantages that don’t do all that much, they won’t take a realistic number of skills - and they’ll min/max the stats like crazy.
If you want to create a realistic human being, with a human-like set of advantages, disadvantages, and skills, you should up the starting points. After all - who /really/ if they were real, would start life with all 0’s in these skills? With a 0 driving? With a 0 swimming? Even the professions don’t provide all that much - and the endless grinding people do ‘because its easy to read a book as opposed to buying stats’ is silly. That doesn’t mean they are less skilled at LIFE of course; just more skilled at playing the game… … … (sarcasm flag on the last bit, you guys)
But yeah, play how you wan’t, don’t hate, don’t judge.[/quote]
I believe that is what the function of the professions is supposed to be for, though. You spend a few points (time investment before the cataclysm, say) to get a bunch of life skills like that. And it’s clear that a 0 skill isn’t total incompetence, either. You still hit monsters with 0 melee. You can still cook meat without heavily burning it at 0 cooking.
Now, do profession grants need a buff? Perhaps. Or perhaps the major benefits of other things could be nerfed. Hmm, but that doesn’t seem all that fulfilling either.
Upon some reflection on the matter, I think the real problem is the abundance of military gear and weaponry as far as difficulty goes. With the abundance of great gear, who would skill melee when you can just accrue it over time with your shiny machete and full-body kevlar or army gear? I think tuning down the specials as they have been is the first step, but it should probably continue even more.
Though perhaps one of the charms of cataclysm is that it isn’t so brutal when compared to most roguelikes. It’s hard for me to really say.
How does everyone else feel about the difficulty, in general, and perhaps ways of going about fixing it? I think I’ll try playing at half-items for a while, with double spawns. It should make getting fabrication, construction, melee, etc. at least have their place. Cooking too, I suppose, if we found less ready-to-eat food. Needing to make the good gear instead of easily finding it, and needing to make your own food, etc.
I don’t think grinding, as you mentioned, is particularly an issue. As an RPG, there is almost always a way to grind for maximum power for minimum difficulty. Most people don’t want to do this for any long period of time because it is rather boring. So balancing around those who would grind probably isn’t a good answer. Instead, know they exist, but balance things for a small amount of grinding but otherwise natural progressing in the game. You know, those who will probably practice some fabrication with sticks and practice tailoring with some pairs of socks or just reinforcing things they find, but not such that they stop doing what they were doing otherwise. But perhaps I’m off here as well, thoughts?
a final aside to Alpha: please don’t call me out, then claim I’m an aggressor and say that somehow sniping at me a second time is you “backing off”. I’m not picking a fight. You called me out and I answered it pretty diplomatically. You leave something alone by not responding at all.