Mutation category expansion: Game balance derail

  1. There are specific mutations for health (especially - post-threshold ones). So nope, it is done for health
  2. Clothes are not done not for in-game reasons, but for reasons of difficulty of actual implementation of this right now. So as it stands XL-clothes system is placeholder for it. So, again, nope.
  3. And the current bionic system does not take those into account exactly because it is slotless anyway.

So it is your counter-argument is what is “extremely, extremely moot”.

But let me tell you a secret: you can… not grind. Yes, it is not necessity - it is your choice. It is not like the game will punish you for not-grinding.

And, whether you like it or not, grinding (to some degree) is realistic: what do you do when you want to become stronger? You do strength training. And you do it again and again until you gain more strength (oversimplification, sure, but analogy still stands). How are you expecting for game that aims to be realistic to avoid that?

I still fail to see, what you consider to be a problem. Do not want to be a demigod? - Okay, do not become one. The choice is yours, but do not force your choice onto others.

As for “lower-end consumer bionics” in the world of Cataclysm they do not exist by canon: “the initial drive for bionic augmentation (for the Troops) has resulted in higher-end consumer electronics being integrated into one’s body, though bionic gear remains largely unaffordable for the working classes…”

By enforcing arbitrary concrete ceilings? No, it is not. With enough time and effort intelligent creature in capable of everything. And with far less time - if you have access to such wondorous technologies.

“Laughably beyond”? Nope, not at all. Maybe you consider survivor to be some barbarian, illiterate, running around in loincloth and uncapable to use a console, but some survivors can have (especially - with right mutations and bionics) IQ far beyond 200 - more than enough to use any technology.

And technology is intact: manhacks and eyebots are flying around, scitterbots and security systems are perfectly functional within labs and bunkers. And survivor can acquire all needed skills for the job.

As for unrepairable equipment itself: as germans learned so painfully during latter part of WWII with their tanks, an americans - during earlier part of war in Vietnam with their assault rifles - mass-produce something that is intended for war but cannot be repaired in the field is utterly foolish. And those rifles and armors are not some kind of “prototypes” - they are produced and delivered to army in stock.

But “lumps of steel” already represent exacly this: pieces of metal items. What you are proposing is unnecesary detalization of trivial things. And all those forges (supposedly) have equipment for metal-forming anyway, so this would be just unneeded additional step in the process.

If you do not want something - do not craft it. What is the problem?

  1. “Everyone of us wants to learn how to stop speaking for everyone of us” =) When you start speaking about fun - remember, that you are speaking only for yourself, and others may not consider your “fun” to be fun.
  2. So are you essentially proposing that player’s playstyle should be decided by RNG rather than player himself?
  3. If you want different playstyle - play differently. It is Low-intensity roguelike no one is going to kill you (and your character =) for it. And you keep speaking as if someone chained you down to “path to demigodhood”.
  1. Again: “fun for you” is not “universal fun”. You want your fun - you can have it. But you should not force everyone else into your “fun way” to do things.
  2. Your min-maxing is your choice and not a game problem.
  3. Your grinding is, again, your choice and not a game problem.

You would have if you’d had such free and unrestricted access to such convenient human-modification technology and desire for it. #deadserious

First off, it’s not,[/quote]

Why, because you said so?

No. It is content that you are not forced to pay attention to anymore. And yet you are free to play with it if you so wish.

Do you feel like you must be forced into everything?

If someone would add heavy, winter and fireproof XL survivor armors - I would gladly use them, by the way. And if you create “armor with interesting effects” and no one uses them - that means that your armor’s effect is not “interesting” for players - it is useless for them.

And now you fighting differently colored creatures for differently colored items. Sooo exciting… #goneintohybernation

Speak for yourself. When you find something new - you may as well be excited about finding something new, regardless of its usefullness to you personally. You know, “joy of exploration” and all that.

Being crazy about something and being good at it are greatly different things.

And the only thing you are demonstrably good at (judging by this thread) seems to be construction of virtual operant conditioning chambers (also known as Skinner boxes). Which is saying much about current state of game design theory. This is sad.

And that gives you nothing. Why? Because when you create a game - you create it not for yourself. You create it not for the game itself. You create it for players. And your players are going to be (most probably =) humans. So you would have been better served by “analyzing and deconstructing” players rather than games. For example - have this. This will help you to understand “fun”. Not your “fun” but “fun” as generalized category.

I actually enjoy such tone, so you are welcome to use it =)