[quote=“TacticalPteridactyl, post:106, topic:6219”]This thread really put me off. It is true: there is a reluctance to admit there is anything wrong with the way DDA has been designed.
There is a lot of imba crap in DDA. Proof: First day, first house, I go down into a basement, and pull out a rapier. Pair that with a pistol for the shockers and boom. I win.
The game by and large plays out in a tedious fashion. The mechanics are set up in such a way to encourage the player to avoid conflict, train up skills, craft the best armour, etc. There is nothing to discourage the player from creating a safe space and camping. It is a problem that difficulty does not ramp up over time. The game rewards conservative gameplay, discouraging risk. Melee is op. Best tactic is almost invariably buffering enemies with a single-tile window. If you have a fire extinguisher, light a fire in it. Fire, too is op. I can instantly light a fire big enough to kill things despite their continual trampling.
Don’t get me wrong. I ain’t saying the game is crap, but it has got some serious design flaws which should be addressed.[/quote]
This thread really seems to have gone down some dark paths. Regarding this quote, when has the devteam been reluctant to admit fault with the game? When there are genuine problems, the devteams have tried to find and implement solutions. Having just played the recent experimental, I can see great differences between it and 0.A (weapon breakage system, and scaled skill gain being big ones, as well as tool qualities) most of these changes were in response to community input. If the devteam was really so reluctant to admit fault, then why is the game being updated almost daily?
Also, the fact that you found a rapier in the basement seems almost impossible in my opinion. I just tested 100 shelters (by deleting and creating new worlds) and none of them (yes, none) had a rapier or other such rare weapon. 2 Had a gun with no ammo, 1 had a machete. That means the probability of getting a rapier in a shelter is less than 1%, which seems adequate. You are talking about house basements, however which is a different issue. I agree that the “gun nut” basements could be a little rarer and should have more guns and fewer ammo (logically, a fleeing survivor would take one or two guns and as much ammo as they can carry). As of yet (no testing, just normal play) I haven’t found a rapier or other such item in a basement.
Furthermore, desire for realism explains the rest of your complaints. In a real life cataclysm, survival would require low-risk, conservative actions, as well as fortified positions or safe zones. If it feels tedious, you aren’t taking enough risk, and the game does (now) encourage town exploration over crafting (since grinding is longer is a valid option). Melee is not that op since the chance of taking hits/getting surrounded is substantially higher, bottle-necking (using the windows) is a common strategy in any rougelike, not just CDDA, and even then this strategy only works in single tile windows, which are not as common as they used to be.
Fire is op, as it should be, since it also destroys anything inside the building as well (zeds and items both). Locking a horde inside a house pre-saturated with gasoline and coolly throwing a lit match after lighting a cigarette and walking away from the ensuing destruction is a pretty satisfactory moment in the game.
Still there is a lot of tip-toeing around certain things (AI, z-levels) because of the time and difficulty of implementation, but hell, this is a free game, as long as it is free, I can be patient. The only thing I can’t speak for is the kickstarter campaign, you guys may have money set aside from the campaign for the things you promised, but I honestly don’t think the people care so much about where the money is, as much as where the new features you promised are.
This kickstarter thing is where the big problem lies in my opinion, beforehand, you guys could pretty much do whatever you want, because as I said above, the game is free and the devteam owes nothing to no-one. But now you’ve taken money from hopefuls, and you do owe them something. Just sitting on the money and adding other content while the hopefuls have to twiddle their thumbs for the content they paid for, is unjust. We get that the devteam hasn’t spent the money on something random, but for god-sakes spend it! Buckle down, do what you have to do, sweat through the difficulty, because in the end, you do owe something to those hopefuls.
(Just to be clear, i wasn’t around for the kickstarter campaign, so if this is not the general consensus for those who were, please just ignore me)