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Sign upHalve all armour values #7773
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Constantly using The Best Gear In The Game (light survivor is late-game) is not a good starting point for balance arguments. Should probably test using a variety of loadouts and against a variety of attacks. p-p-pow! You are hit in the head! GAME OVER! Press spacebar... (Was a chap this week posting about how an NPC one-shotted xem through a tactical full-helm. And people still get killed by turrets, thanks.) |
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1: I have killed turrets by literally walking up to them and hitting them with a katana. I've cleared the lab finale with 4 security bots in the same way. Note that I took no damage, not even from the death explosions. If you get killed by a turret you're doing something incredibly wrong. 2: Light Survivour Gear is in no way the best in the game. The best armour in the game would be one of the forms of power armour, I'm not sure which. 3: NPCs with high-tier weaponry should be dangerous. They're one of the only dangerous things in the game, currently, and dealing with marauding assholes with big guns is just part of the post-apocalyptic experience. |
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Against someone who's been around for a While, maybe turrets aren't as scary. shrug Overall, survivor gear is the best all-around gear you can find: good protection, plenty of storage, and NOT powered. Thicker armor exists, sure. (I've just gotten through repricing it.) But it tends to make carrying things tricky, and you need to make some provision for powering it. Armed NPCs are already dangerous, because they're not using pipe SMGs. There's no need to change armor to make them more dangerous, and it's possible that buffing turrets can cure the problem you're complaining of. That's why I ask that you demonstrate the nerf's effects against non-mechanical foes, and in different gear. (Starting gear, army jacket/pants, etc.) A sweeping 50% off protection is gonna affect a lot more than Izacata's survival rate at meleeing turrets. |
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You're right, the nerf does effect a whole lot of stuff. I'm not going to be able to demonstrate that on my own. You should probably compile this branch and try it out yourself, playing a game through from the beginning. However, I'll do my best. I give you, the tale of Average Averageman. Here's me killing some zombies with nothing but the starting gear and a cudgel I crafted in the evac shelter. Here's me killing a bunch of black widows, taking no damage. I'm wearing a fitted trenchcoat I found, a messenger bag, and a t-shirt. More zombie re-murdering. Some of my clothing is getting damaged, I should go craft a bone needle and start training tailoring. OH SHIT A HULK Wait, it's caught on a car. I'll be fine. Goodbye trenchcoat. I dragged a ton of zombies through this window+bush combination and got beat up a bit by a Z-9 because I fatfingered some buttons. Then I found a skeleton, killed it, took its bones, made a needle, and spent the rest of the day tailoring until I could make a pair of trenchcoats. So don't worry, you can still get through the first day, which is by far the hardest part of the game. I didn't even start with a martial art or a good profession, either of which make the early game a lot easier. |
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Stoukeer
commented
May 29, 2014
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I honestly don't see the point of halving armor. You'd better make high-caliber turrets (.50bmg armored tower of doom :D) for lower floors of labs if 9mm are weak for you (well yeah, they kinda weak when you have kevlar stuff, but hey its pistol round) |
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static1hazard
commented
May 29, 2014
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There are people on the forum who can't survive the first few days or the week. Even for an experienced player the game can generate a tough start or (rarely) one that's impossible. Halving all armor values is mostly nerfing early game, because of how the armor system works. It makes zombies early game more dangerous, while late game they still do nothing against you. Early game being already hard enough (unless you got an easy start) is a fact we all agree on. |
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How about having a configurable armor multiplier setting (that way everyone is happy)? |
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I like your idea, @Wishbringer |
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static1hazard
commented
May 29, 2014
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Good idea. |
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Has anyone that's criticising it tried the branch out? Yes it's a pretty |
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tyrael93
commented
May 29, 2014
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I can't believe there are people actually against this after seeing how it's an extremely needed nerf or want to even make the nerf less hard. This is a godsend. |
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It might be advantageous to include a total calculated armor value alongside encumbrance and warmth on the status and layering screens. |
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Uh, I think the main problem is that no matter what it's done in terms of armor itself, you can still get headshotted even when wearing stuff which would prevent it logically. |
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That's a different problem entirely. This PR is trying to make the player consistently take more damage. The solution to the "headshot" problem, whatever it may be, would prevent the player from taking massive inexplicable spikes of damage. They can easily co-exist. |
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I noticed in the log you blocked the majority of the shots so that could mess with the results of the testing. |
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The testing was to point out the unexpectedly high strength of armor, not damage avoidance in general. Every time he got hit, the armor absorbed it. I think he proved what he set out to prove. |
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I blocked the majority of the shots because I'm wielding a cudgel, which you can craft the turn after spawning in the evac shelter. The cudgel has parry (WBLOCK_1), which reduces taken damage by 60% when you block. It doesn't negate all damage. If you're not immediately crafting and wielding a cudgel, it's because you either started with something better like a martial art or a switchblade, or you have no idea what you're doing or how the combat system works and you deserve to be eaten by zombies. |
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...I was simply pointing out that the weapon screws with how much damage you get. Therefore armor has less to deal with. I'm not for or against this I'm just telling you an issue. |
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And any decent player will have access to weapon that can block at this point in time, therefore testing with a weapon that can block is important to gain a realistic picture of how powerful armour is. |
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Sure, but it is however not valid for testing how protective armor is assuming every player is going to have a blocking weapon is a bias and corrupts the testing. What about noobs those people might not have a blocking weapon, also what about attacks you cant block? |
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None of this has ANY bearing on how much damage he takes when he DOES get hit. The blocked attacks don't matter, the unblocked ones do. The whole point of it is that every single unblocked attack got completely absorbed by the armor. If anything, the blocking just illustrates that the effect is even worse, because it gets compounded by things like blocks, dodges, and martial arts buffs. |
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If you're not immediately crafting and wielding a cudgel, it's because you either started with something better like a martial art or a switchblade, or you have no idea what you're doing or how the combat system works and you deserve to be eaten by zombies. This is a roguelike, after all.
AFAIK you can block every single melee attack in the game, as long as your melee skill is high enough. The game does some complicated diceroll thing, and if your dice are larger then the attacker's dice you block the attack. Gunfire you can't block, but it's supposed to be dangerous. |
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Change blocking damage reduction to STR * 4 or 5 (% divide by 100). |
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I'd be all up for a nerf to blocking, but that's outside the scope of this PR. If you want to code that, go ahead. |
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And most melee weapons do have WBLOCK_1. If you take a look in the stuff you can make or find in the evac shelter, they mostly all have Parry, which is the fancy name for WBLOCK_1. Pipes, nail boards, pointy sticks, 2-by-swords, they all have Parry. You have to be really bad to leave the evac shelter without a weapon that can block. |
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Doubled trenchcoats are dealt with by my other PR, #7770. I like to keep my balance-related commits separate, but hopefully both will be merged. I'm not quite sure what the final solution should be for the cargo shorts problem. Maybe shorts shouldn't be fittable? |
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latogato
commented
May 29, 2014
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Maybe you should apply a new armor calculation which just lessen the damage. So a zombie with 6 max damage vs jeans with 6 cut protection would be able to deal 0-3 damage. |
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So what you're saying is, I should chop armour values down to 1/6 of their current value, instead of 1/2. I'll get my axe. |
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That seems like something a Stop Having Fun Guy would do. I don't merge stuff from Stop Having Fun Guys. Don't let me confuse you for a Stop Having Fun Guy, Izicata! |
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Actually, going from 1/2 to 1/6 would be tripling down. And I'm afraid I'm trying to bring fun back to the game. Cataclysm currently has no win condition, only the lose condition of character death. For something to be a game, it has to have at least one of the two. If there is no actual threat of character death, there is no game; only an increasingly pointless procession of higher and higher numbers. |
Izicata
added some commits
May 30, 2014
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I don't think the way to solve the problem is just by adjusting the armor values. Fully mitigated attacks should at least have a chance to cause pain, perhaps if the damage is not blocked by armor with at least 150-200% of its value it causes pain, or something like that. It also seems like bullets are far too weak compared to melee since they are also limited. Really, the best way to solve the problem in the long run would be to get away from a damage based system. |
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tyrael93
commented
May 30, 2014
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Godspeed izicata. |
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Whats the problem with reinstating the division by 6? I mean, nobody complained before about zombies killing you too fast when wearing armor, but on the other hand a lot of us have problems with the strength of current clothes. I just took the time to check, and a single reinforced hoodie over reinforced jeans blocked 23 out of 25 normal zombie attacks. I don't think this is really intended. |
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I suggest revisiting #7777 instead, it makes more sense than puttering about dividing some arbitrary values. |
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The problem is, as far as I can tell, armor values were arbitrary already seeing as how they haven't been balanced against mob damage in the first place. |
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They're currently arbitrary, but they're arbitrarily too high and should arbitrarily be lower. Do people actually want the division by 6? Should I make another PR, or just change this one? |
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The problem here is you're changing things without stating objectively what |
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Reinstating the divider sounds good to me. I have no idea how to do that, though. |
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latogato
commented
May 30, 2014
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Maybe i'm wrong, but i think changing the item::bash_resist() and item::cut_resist() is enough, the monsters' armor already follows the "1/6 rule". The bear has 4 bash armor, soldier ant has 10 bash and 12 cut armor, hulk has 12 bash armor etc. Also some bionic and mutation gives a 1-3 armor, i think they shouldn't be divided by 6. |
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latogato
commented
May 30, 2014
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I double check my statement about the resist values was divided by 6.
What is suprise me, while in the 0.8 indeed the resist values was divided by 6, in 0.9 an 0.A versions they are still divided by 3! I found the armors so overpowered, I assumed the resist values are not divided at all! So, you are absolutely right about that, halve the armor values. |
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latogato
commented
May 30, 2014
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Okay, now i confused. In 0.8 there was only player::absorb, but now we have
I feel a great disturbance in the Force. |
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I'm still trying to come to grips with the best way to go about this, but there's definitely a problem. |
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What about #7777? Would it help with the blocking? |
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Maybe these, not so nerfed, values can be used for blocking: 2f61b01455e7f4ca1e58ac18339af74da272a9d6 |
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I've tested this for a few hours, and I really like it. |
KA101
self-assigned this
Jun 2, 2014
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Configurable everything is rather problematic, it gets super cluttered. That having been said, you can actually do that kind of thing with a lua mod. |
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I'm in favor of this one. The current armor values are waaaay too forgiving to the player, and this is a good step in the right direction. |















Izicata commentedMay 29, 2014
This seems like a good start. At least now when I put on light survivour gear and stand 1 tile away from a turret, I actually die after getting shot a dozen times.