The nerf to acid (making it not auto-eat every bit of leg and feet clothing) makes that MUCH more doable, but I have to admit that corrosives and huge boomers do seem to be pretty over-represented.
I switched the glow from corrosives to huge boomers, which makes night runs only difficult instead of impossible. I reported it as a bug (which it absolutely still seems to be), but I got a response from a developer that it’s as intended. Uh, OK, whatever.[/quote]
This makes me feel better. Could not for the life of me understand why I was having such a hard time.
In the good ole’ days (a couple of months ago), sleep in basement during day, raid a house or 3 close by with a makeshift crowbar and be slow about it. No worries. Now not so much.
Gonna rethink my strategy for raiding.
Made a new character, legal point buy 15 str 20 dex 8 int 8 per unwilling mutant with ursine eyes. Found a rm13 combat armor in the lab finale, and stairs which took me to the armory with lots of guns and explosives. Blew up the lab entrance and went to the nearby mansion, which had two genuine katanas on display and a library with pretty much every book ingame. I have never been so strong so fast, as only two ingame day have passed.
Just updated to the newest experimental, and I may be a bit late on this but let me give my two cents:
I do not like the new system for encumbrance. Specifically, the removal of the “layers easily” quality and the unnecessary addition of encumbrance to articles of clothing that had less or even 0 before (specifically giving the hoodie 5 encumbrance where it previously had 0, and giving the trenchcoat 7 where it previously had 5). This has made it impossible to wear even a single article of clothing on each layer without getting over 10. My previous setup for torso armor would be two tank tops, a t-shirt, a hoodie, and a trenchcoat. With the new encumbrance system, wearing two tank tops gives a +10 penalty right off the bat, and the hoodie+trenchcoat, despite being on separate layers, have a combined total of 12 encumbrance. This leaves my character crippled from the beginning, as I’m unable to make adequate protection for myself without getting encumbered to the point of every attack I make missing.
Also the concept of being unable to wear a bra and a tank top without getting overencumbered is pants-on-head stupid. Or a t-shirt and a hoodie. Or two pairs of socks. Or a pair of boxer shorts and FUCKING LEG WARMERS.
Also I feel like there should be something preventing wandering hordes containing zombies that can run faster than I can sprint spawning outside the evac shelter immediately. They’re impossible to fight and impossible to escape at that stage.
No. That’s dumb. That’s so, so dumb. Forcing players to purchase melee skill to start with is the opposite of the thing that should be happening. Obligatory starting stats are against the idea of a role-playing game where multiple character builds can be viable and there’s no “required” options.
My two options right now are “fight zombies butt-ass naked and get the tar beaten out of me” or “fight zombies heavily encumbered because I’m wearing cotton clothing, and get the tar beaten out of me”.
I agree with Random_
Starting as someone who’s unable to defend themselves - And getting murdered as a result. Is in itself a manner of roleplaying.
I find it realistic that one would have to cower skittishly in those shoes.
That said it is feasible to instead relay on traps, throwing & crafting to survive slowly developing your character.
No one had ever said it’s the only way…
However i also agree with IcedPee!
I find the removal of easily layering items somewhat obnoxiously unrealistic, however being a rather recent addition i’m sure they’ll work it through to a fine polish
[sub]Btw are you waiting for that one special person to say something intimate about your username? I’m just curious[/sub]
I do agree that the nerf to low-ENC items should MAYBE be somewhere in between the way it is now and how it used to be, but still. 1 point gets you enough melee to handle a little bulk. >w>
Correction, as I found out later, I can smash them just fine. It’s the zombies that either can’t or won’t.[/quote] just a thought, perhaps smashing a tent’s ‘wall’ doesn’t make much noise?
[quote=“IcedPee, post:7243, topic:47”]Just updated to the newest experimental, and I may be a bit late on this but let me give my two cents:
I do not like the new system for encumbrance. Specifically, the removal of the “layers easily” quality and the unnecessary addition of encumbrance to articles of clothing that had less or even 0 before (specifically giving the hoodie 5 encumbrance where it previously had 0, and giving the trenchcoat 7 where it previously had 5). This has made it impossible to wear even a single article of clothing on each layer without getting over 10. My previous setup for torso armor would be two tank tops, a t-shirt, a hoodie, and a trenchcoat. With the new encumbrance system, wearing two tank tops gives a +10 penalty right off the bat, and the hoodie+trenchcoat, despite being on separate layers, have a combined total of 12 encumbrance. This leaves my character crippled from the beginning, as I’m unable to make adequate protection for myself without getting encumbered to the point of every attack I make missing.
Also the concept of being unable to wear a bra and a tank top without getting overencumbered is pants-on-head stupid. Or a t-shirt and a hoodie. Or two pairs of socks. Or a pair of boxer shorts and FUCKING LEG WARMERS.
Also I feel like there should be something preventing wandering hordes containing zombies that can run faster than I can sprint spawning outside the evac shelter immediately. They’re impossible to fight and impossible to escape at that stage.[/quote]
Correct me if I’m wrong but from what I understand “10” isn’t a ton of encumbrance anymore, I’m pretty sure the scale goes up to 100 now.
That said corrosive zombies are complete BS, and it’s kinda painful that they spawn with more frequency than fucking “normal” zombies.
Basically 10% ENC, resulting in -1 melee skill, is a pain in the ass if you decide not to start with some melee skill like a proper murderhobo adventurer.
No, I understand that 10=1. I just don’t even want to be forced to have 1. Even having 1 is very bad for a melee fighter, not to mention how even single-digit torso encumbrance hurts melee by slowing down attacks (01 torso encumbrance = +1 movement point per attack, 32 torso encumbrance = +32 movement points per attack).
Sadly I’m still no coder, so I find myself in the position of not quite understanding what the hell the encumbrance system is doing anymore either. I’m in agreement there. Sure, I can’t even run or do shit irl wearing a backpack and an unzipped hoodie, but then I’m pretty maneuverable in a winter coat, scarf, mits and pants+legwarmers irl, so. Yeah. Current clothing system’s tweaks seem to have blanket-smothered every item with difficulty wearing. I’d be happier with only some tweaks. Maybe.
As for hordes making things unfairly difficult - they’re still relatively young in their implementation really. We’ve had a lot of complaints about things like tankbots, turrets, to rare zombie spawns, with the request “this [mob] should be disabled from happening on day one, is unfair.”
From my perspective, it’s usually about a more recent mob that’s been added or adjusted. Which implies to me that it’s rarity of spawning needs to be reviewed, or how its abilities function - not its complete removal. This is a roguelike after all, part of the game will inevitably involve the occasional bad roll. It’s when bad rolls happen 7/10 times that there’s a problem.
My suggestion is have the ENC nerf be more like “can reduce low-ENC items to 25% of original value” instead of no less than half. That might be more tolerable.
You can absolutely get away with having 30 encumberance and have 0 melee skill. Don’t stand still when the zombies come at you. Hit 1-2 times, then take a step back. Zombies are slow… oh… wait, I’m playing with ‘slow zombies’ enabled. Hmm. Anyway, just because you have 30 ENC and 0 melee doesn’t mean you never hit. Your DEX and your weapon probably compensate for that. Some weapons have +To Hit, some have -To Hit, and you shouldn’t melee with <10 DEX and 0 melee skill. Even 60 ENC is totally OK later on, when your skill has gone up. IDK what the max is but at around 90 the ENC number turns red, so yeah, the max allowed is probably 100. Having great protection is way more important than being concerned about ENC, but don’t go overboard.
So, if you start with 0 melee, at least get good DEX and use a weapon with +To Hit. Hell, I never put any skill points at the start. It’s just not worth it considering how fast skills grow. There’s the real imbalance, but that might be a discussion for another thread.