[quote=“Nibelung44, post:696, topic:11323”]And now something unrelated. This is about Radiations. I’m not asking you to tone it down further. But I believe you should add a visual cue to any monster generating it. Because I had to (sadly) cheat and revert to 0 my radiation level in a current game. I really don’t cheat often, but here I did not felt to restart yet another game just because I had the fate hammer falling on me (let me explain why it felt like bad karma to me).
I was fighting around a gas station what was for me only regular Zeds (child zeds, grapplers). Only that at some point I read in the text log some entries like ‘you hear a clang sound’ and others messages which intrigued me. But I saw nothing special except that at the end of the fight I was at 541 rad, without any anti-rad meds found and without a pharmacy around to raid.
That’s the problem of radiations I believe, and why it is so toned down in vanilla CDDA. The problem is not that radiation is too lethal. The problem is that there is no advance warning. I don’t mind if I die because I was too greedy and tried to loot a gunstore nearby a hellspire citadel. If I’m killed, that’s my fault. But here, really, I was not taking chances for me. It should have been a simple fight without issue. But somehow I ended up dooming my character and I don’t know why.
Now… If you add say green smoke around each monster generating radiation, then this is entirely different. We can see the danger and weight the risks versus rewards. Radiation this way would feel less like RNGesus hitting you without advance warning.[/quote]
If you had a previous fight with some radioactive zeds in the area, or some radioactive zeds idled around the gas station while you were sleeping or something, they will have left a massive amount of radioactively tainted ground. This is actually the biggest problem with balancing radioactive zeds, either you avoid them and they irradiate everything any time your reality bubble is near them, or you take the risk, try to kill them and get irradiated anyway. This means until you get a running stock of ways to purge radiation there’s no winning gameplay. This is somewhat similar to the problem with fungaloids.
The other possibility is that radiation might be crossing Z-levels, and you were standing over a radioactive zed in the sewers or otherwise underground. I had an experience in a run of the mill lab a while back that suggested this may be happening. I’d have to test this further to be sure, though.