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Melee practice and training dummies #51598
Melee practice and training dummies #51598
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@marlosscdda, I applied the suggestions, thanks! |
I think this would be a good opportunity to make punching bags useful. |
Can you use a corpse for weapon training (item "corpse")? It's better than a training dummy because it's more like real fighting. You might want to organize all the combat training recipes into CSC_PRACTICE_COMBAT. |
In general I think Practice for combat skills should require an NPC sparring partner, I don't think you could get much higher than level 1 or 2 doing forms on your own against a dummy. Perhaps someone with more martial arts experience could contradict me here. |
I'd argue that you could probably get the damage specific types up without a partner. At least with swords, edge alignment only matters in sparring when its really bad. If you want to get good at cutting things you practice with things you can cut, not people. So I guess it should consume water bottles/tatami mats/whatever to practice it, but not require a sparring partner. This is based on the assumption that those three skills are focused on damage in particular, so you should learn by damaging things, not sparring where the goal is minimizing damage. |
I will reorganize them in CSC_PRACTICE_COMBAT then, the corpse idea is a good one, it can help you to regulate the power of your attacks and to better know the bodies of your enemies (weaknesses, soft spots and the like, and to familiarize yourself with their body shapes).
Hmmmm good point, personally I think it depends of what you are practicing, the combat skills are too broad in what they represent, against an enemy like most zombies, the most that matters is that you familiarize with their shapes, weaknesses, appropriate distance in a fight, and basic things like not using too much or too little energy in your attacks, dodge is more difficult, and it would indeed require something attacking you to learn it thoughtfully. @Hymore246 could give some insights in the trainings for martial arts? Ideally you should have to train with this 2 recipes, go fight some zombies, return to train, and go fight some more, to have a comprehensive learning experience. |
Do you mean get up to 5 with the weapon types or with melee? Getting up to 5 melee by just hacking at a corpse really shouldn't work. Measure/spacing can be deceptively long, and your mistakes can't be punished or corrected by a corpse. Its hard to say if you overextended if you aren't punished for it. You can certainly learn the basics by just practicing, but 5 implies a great deal more skill. You're also forgetting that melee covers blocking, which isn't involved at all. |
Oh, I'm modifying the practices, the melee practice would still be with shadow opponents, but the damage ones (cutting and the rest) will be with a corpse, the 5 melee thing should be different, I was referring level 5 as the maximum to train without an NPC, but I don't have a good idea of how to train up until that level, for now I'm leaving all of the current recipes up to level 3, but if it's considered too much I can drop them to level 2. Edit: @QuintusAquila something like this, similar to your idea with bottles or whatever (I have not tested the changes yet). |
Training melee weapons up to level 3 seems reasonable, since that's the level you can currently train throwing and shooting using a practice target.
I should probably add a JSON option for scaling the XP gain rate of practice recipes, so that certain recipes can be more or less effective than others. |
That would be great! Thank you! |
That'd make sense. It should probably consume some water as well, since the bottles should be full for cutting practice. |
Corpses seem to work fine, and I'm still thinking what things could be used for the level 0 -1 practice (apart from bottles), since it would be a low leveled recipe, I want to make it relatively simple, so you can train a little without having to obtain a body. |
Soaked newspaper wrapped around a dowel or stick is another common thing for cut practice. |
Corpses are a terrible idea. Something more sturdy that won't rot like a punching bag or mannequin would be far better. Historically, corpses and meat were only really used to test the edge of a sword - even then infrequently. Something like a jong (striking post with limbs) or pell (striking post) would be much better. Hell, a 5-7ft section of tree trunk hung like a punching bag would do quite well for most weapons practice. I wouldn't use a corpse, though. With weapons it'll come apart very quickly and unarmed I'd worry about protruding broken bones (infection risk). It'll also stink to high heaven and rot. In other words if you're trying to survive this is not a good idea. Just my 2c.
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If you want to learn how to deal more damage to zombies using a type of weapon (i.e. raise bashing, cutting and piercing skills) you need to actually deal damage to zombies. That's how the game is coded. The suggestion here is that you should be able to do it while they're dead too (but to a lesser extent). You can try hitting different parts of the body to figure out where they're weaker, what angle of attack works best etc. You can't get that kind of feedback from a training dummy, though fighting a dummy can improve your form and technique (the melee skill). The corpse should be used up after a 1-hour training session due to being hacked to bits, perhaps yielding something like butchery refuse as a byproduct. With that in mind you probably need multiple corpses for a single session. |
Sorry, but no. Hitting a dangling corpse is not going to teach you much (if anything) more than just using a striking post. Medieval knights didn't use corpses to learn how to strike past armour. Neither did the Romans or any other army in history. If you need practice on zombies there's a whole lot of them to practice on, and they move. Just go outside. In short - learn technique on a post, then learn the rest on your opponents who fight back whether that's sparing or real combat. It's how it's been done throughout history and is very effective.
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That'd be because in the real world if you stab someone they die. HP aren't a thing and most wounds are debilitating. In the world of cdda there are situations where you need to extra kill something with a sword, so it makes sense you'd want to make sure you can bash/cut/stab as deep as possible. |
Well, two things: 1st: There is going to be an injury overhaul at some point. There are plans for it and it'll make injuries far more realistic than they are now. 2nd: You want to bash/cut/stab as deep as possible in RL too. That's the goal, always has been. Still see no benefit from striking a dangling corpse over the more traditional methods. You develop power by hitting something solid, repeatedly.
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Wounds are for players not enemies as far as I'm aware. And the goal here isn't to develop more power, which is represented by strength, but to improve your technique. If you give a random person a sword and tell them to cut a bottle they'll struggle to cut it cleanly. |
Then have them cut more bottles. Seriously, one of the goals of CDDA as far as I'm aware is to be simulationist. As in "What would you do if this was real". Sure there are monsters, but CDDA aims to be as real as possible with just enough caveats to allow for those monsters. So, what exactly are you proposing? Taking a corpse who used to be human, jamming a meat hook into their back and hauling it up on a chain until it's feet are just above the floor - or maybe you just tie it to a post or nail it to the wall or something - and the hitting it with axes and clubs, stabbing it with knives and spears just to somehow get better at melee. That might seem "cool" in a video game, but in RL anyone who would do that is extremely mentally disturbed. No, the way to do what you're proposing is to dissect the corpse properly, note any weak points and then mark those points out on your striking post. Then burn the body or what remains. If you felt that was necessary at all. Think about it - you've already killed one, which means you're capable of killing more of them. I, for one, don't want to have my 'toon have to engage in psychotic behavior just to practice melee skills when the traditional methods would work just fine and probably better.
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I just need to weigh in regarding corpses for melee training and say ew, no, gross, please don’t. That is all. |
Given the feedback, I will change the use of bodies to mannequins or straw filled dummies. I still think it is a good idea to train with bodies, but I'm not married to it, I will implement the changes as soon as I have the time. |
Yeah, I was more arguing in favor of cut practice, and forgot about the corpse part. I'd still recommend you use meat over a straw dummy for a much less morbid method of practice that real current humans actually do. |
To be clear, I would be totally in favor of adding an "Anatomy" proficiency tree that you could study by dissecting corpses (with a practice recipe requiring a scalpel, gloves, disinfectant and so on). But in the context of practing melee, I can't think of any reason you'd prefer a festering corpse to a well-designed training target. |
For cutting practice I see that you don't have any cutting weapons/tools yet. Maybe any cutting implement will do?
There are a lot of knives in the game and it would be a pain to list them all.
Animal meat is too valuable to use on practice and tainted meat is just as objectionable as a corpse. I think we should stick with a dummy made out of wood and straw/withered plant/paper/rags bound together with cordage (i.e. stuff that's easy to acquire). The training dummy will likely be "used up" (damaged) when practicing with weapons, but maybe not when fighting unarmed. Instead of removing the dummy completely, it could perhaps turn into a "broken training dummy" (as a recipe byproduct) that can be crafted into a functional "training dummy" more easily than making one from scratch. |
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Today it seems to be working fine, thanks! I added some intermediate recipes for the weapons training, just until level 4 because there are no high tier books and because I'm not sure what would be acceptable. I think I added most of the appropriate weapons to the recipes, but I'm sure some should have escaped my search, my rationale behind the weapons was that these should be high damage weapons, historically used and not "fake" or "inferior". I did not add intermediate practice to dodge, melee or unarmed because:
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The recipe is inspired by the scrap suit recipe.
@Wokko1, done! Added punching bags as a possible tool for unarmed practice (the other ones would just destroy the poor punching bag). |
After asking if using furniture as a tool is possible on the discord, I've got a suggestion for intermediate unarmed, melee and dodging training: They could still work, but they would new pieces of furniture, a dodge training bag and a speed bag. Additionally, there's the reflex bag which could help with melee training or dodge. If you created new tool qualities (dodge training, unarmed training, melee) and assigned them to the new furniture, they could be required as part of the recipe. A dodge bag would make more sense mounted on a vehicle frame, where the other two could be standard floor furniture constructions. Recipes could be fairly simple, here's my rough proposals: Hanging Speedbag: basketball/volleyball, few pieces of leather/cloth/Lycra, short rope, three planks, nails Reflex bag: ball/fabric as above, steel plate, pipe, spring, welding tool Dodge bag: same as hanging but two short (or long) ropes Edit: leave out the wood and make the dodge bag an installable item in the vehicle if that's the chosen route |
@a-chancey I searched the items, they would need first to be implemented in the game, but could be good additions to the already existing exercise/training equipment. For now I'm leaving the PR as it is, if someone implements new furniture like these I can add them to the practices that make more sense, but I'm trying to finish this PR already unless more changes are required. But thanks for the suggestions! They are good tools to think about as future additions. |
* reorganized to support expansion * reorganized to support expansion * removed sentences that shouldn't be there * fixed log stable appearing as kitchen construction * Reworked to push expansions back to the top level + doc * testing disallows base name recipe changes * removal of characters in middle of token managed to offend secret json format mandate * Adjusted to CleverRaven#46278 * incorporated some old reverse conflict changes * reorganized the stuff added while this PR was suspended * reorganized the stuff added while this PR was suspended * Fix bike shop variant roof Fix the bike shop variant 1 having an empty roof * Change stairs to ladder Changed stairs down to ladder down * Update the table of contents * Remove duplicate shortcut keys from interaction menu Fixes CleverRaven#51772 Co-authored-by: David Seguin <davidseguin@live.ca> * Jsonified dead scientists map extra * Use string_id for update_mapgen and nested_mapgen These ids were previously just using strings; better to use a dedicated string_id type. This required adding an actual type for the string_id to point to in each case, wrapping the collection of mapgen_function_json objects. * Update cooking_components.json * Force recipes to provide (sub)category As suggested in CleverRaven#50866, require all recipe definitions to provide a category and subcategory when loading from JSON. * Add subcategory to Magiclysm recipe * Clarify description of mon_zombie_dog (CleverRaven#51801) See <https://discord.com/channels/598523535169945603/598614717799596055/890213920957161472> on the dev discord. * Test disabling expensive LGTM checks (CleverRaven#51806) Disable one LGTM checks to see if there's hope of reducing the runtime thereby. * Mythos Mod Resubmission (CleverRaven#51796) * Mythos Mod Resubmission * Remove Occulti as maintainer * Fix typo in "Storehouse survey" blueprint name * Add dialog activity functions, and flag to prevent activity being interrupted (CleverRaven#51809) * Add dialog stuff * docs * Update player_activities.json * use snippets (CleverRaven#51663) Co-authored-by: Saicchi <Saicchi@users.noreply.github.com> Co-authored-by: Kevin Granade <kevin.granade@gmail.com> * Blacksmithing tongs and cooking tongs are two diffrent things. (CleverRaven#51672) * Add blacksmithing tongs. The tongs in game wouldn't be able to carry around a four kilo zweihander. They are designed for cooking and flipping food, so they are very lightweight and thing, they would most likely bend under the heat of the hot metal. * Added the need to use blacksmithing (flatjaw) tongs for the Zweihander Not using tongs for smithing is almost impossible. * Change the blacksmithing toolset to include the tongs. I also removed the tongs from the tools on the zweihander. Co-authored-by: Anton Burmistrov <Night_Pryanik@mail.ru> Co-authored-by: Kevin Granade <kevin.granade@gmail.com> * More granular json-style and astyle (CleverRaven#51731) * More granular json-style and astyle * Melee practice and training dummies (CleverRaven#51598) * Melee practice Added some basic melee practice recipes, including 2 for training dodge. * Training dummy for practice recipes * Dummy recipe and resolve problems * Intermediate recipes and heavy training dummy * Changed the armored dummy recipe The recipe is inspired by the scrap suit recipe. * Added tanto as a possible weapon for stabbing training * Punching bag Co-authored-by: Marloss <78324429+MarlossCDDA@users.noreply.github.com> * Write documentation for neighbor based chunk spawning (CleverRaven#51818) * Resubmit Fix Tire Rims (CleverRaven#51798) * Update goblin.json (CleverRaven#51799) * Fix: Force stereo when opening audio device (CleverRaven#51754) Co-authored-by: Kevin Granade <kevin.granade@gmail.com> * Add support for weakpoint damage and crit multipliers (CleverRaven#51770) * Weakpoints (Part 4.5): Add support for JSON inheritance and default weakpoints (CleverRaven#51822) * Let contributors specify the default weakpoint, by providing an empty ID * Add support for weakpoint inheritance. * Reduce debug.log file size by folding consecutive identical errors (CleverRaven#51791) * debug_fold_repetition: Fold identical errors to reduce log spam * debug_fold_repetition: added timestamp and timeout timestamp for repeated error folding group is that of the last folded error timeout is currently hardcoded to 100ms. If another repeated error is registered that would be folded but is >100ms after the previous error it starts a new folding group * debug_fold_repetitions: bookended fold for readability, made output DRY It's a little easier to read the log as `[First]<folded>[Last]` than `[First]<folded with last timestamp>` Need to test folding output during deinit and DebugLog, made a function to remove repetition. * debug_fold_repetitions: excess repetition error to forced prompt As logged error the excessive repetition error causes breaks in folds which make debug.log less clear while reading, and does not add information Forced prompting once excess threshold is reached will prompt once per excessive repetition set. * Allow using any tool with the drilling quality to make a draw_plate (CleverRaven#51794) Fixes CleverRaven#51688 * The (impotent) Sound and the Fury (CleverRaven#51803) * update m231 Updated price(https://www.invaluable.com/auction-lot/incredibly-rare-colt-m231-port-firing-u-s-propert-2086-c-3574a02a1e), adjusted desc, set sight disp to that of other no-sight guns, adjusted mod locations. * Rapidly changing light levels do not grant max vision to turrets (CleverRaven#51815) * Update fake.json (CleverRaven#51819) * Fix process effects crash (CleverRaven#51827) * Add Complete missions dialog function (CleverRaven#51820) * Complete missions * Update npctalk.cpp * Update npctalk.cpp Co-authored-by: PatrikLundell <j.patrik.r.lundell@gmail.com> Co-authored-by: SegaSaturnity <75910217+SegaSaturnity@users.noreply.github.com> Co-authored-by: kevingranade <kevingranade@users.noreply.github.com> Co-authored-by: UmbralReaper <67179462+UmbralReaper@users.noreply.github.com> Co-authored-by: David Seguin <davidseguin@live.ca> Co-authored-by: Valiant <Night_Pryanik@mail.ru> Co-authored-by: John Bytheway <52664+jbytheway@users.noreply.github.com> Co-authored-by: mythosmod <91185016+mythosmod@users.noreply.github.com> Co-authored-by: Kevin Granade <kevin.granade@gmail.com> Co-authored-by: actual-nh <74678550+actual-nh@users.noreply.github.com> Co-authored-by: Angela Graves <rivet.the.zombie@gmail.com> Co-authored-by: Binrui Dong <brett.browning.dong@gmail.com> Co-authored-by: Eric <52087122+Ramza13@users.noreply.github.com> Co-authored-by: Saicchi <47158232+Saicchi@users.noreply.github.com> Co-authored-by: Saicchi <Saicchi@users.noreply.github.com> Co-authored-by: GOFLUMPYOURSELFPORCAY <64309930+GOFLUMPYOURSELFPORCAY@users.noreply.github.com> Co-authored-by: Termineitor244 <termineitor244@hotmail.com> Co-authored-by: Marloss <78324429+MarlossCDDA@users.noreply.github.com> Co-authored-by: Zhilkin Serg <ZhilkinSerg@users.noreply.github.com> Co-authored-by: John Candlebury <johncandlebury@gmail.com> Co-authored-by: The SzQ <37194372+SzQ1@users.noreply.github.com> Co-authored-by: Joshua Chin <5422226+Joshua-Chin@users.noreply.github.com> Co-authored-by: OrenAudeles <orenaudeles@gmail.com> Co-authored-by: Tonkatsu <7764202+tenmillimaster@users.noreply.github.com> Co-authored-by: Roy Berube <royberube1965@gmail.com> Co-authored-by: ISuckM8 <87550905+ISuckM8@users.noreply.github.com> Co-authored-by: ferociousdork <78301810+ferociousdork@users.noreply.github.com>
Great addition to the game. Being able to raise melee skills without direct confrontation was something I was looking forward to for a long long time. As it is right now, though, its too good. I really like playing very weak starting characters, with 0/0 melee and dodge. Now, once you hit skilllevel 1, you can get to level 3 with almost no drawback in just a few hours of training. Too good. Possible balance solutions: Make training take much, much longer. A whole in game day of training to go from 1 to 2 is still a great deal balance wise. Probably all three should be added in tandem. Great job, |
Reading trains your theoretical. The whole point of practice recipes is to train your practical to usable levels or learn proficiencies without having to craft 100 of some small dumb item that you're just gonna run over with your car to unload it from memory. |
I know. Issue is that melee practice is too good and needs nerfing. We are talking about melee/dodge btw, which up until now where impossible to train without taking actual damage (even sewer rat tanking requires good armor). Making it improve theoretical (which may not even be possible to do with a crafting recipe depending on how code works) seems like a good middle way compromise. Still requires actual combat amb damage taking but rewards preparation amd reduces grind. |
This is a problem with all practice recipes right now, any skill that you train will train too fast at the initial levels (0 to 1 being the most obvious one).
I want it to take longer to gain skill, but I think its not possible right now.
The activities are already moderate or brisk exercise.
Training recipes exist for practical skill training, books for theoretical, you are supposed to be doing a practical thing with the training, melee only has a recipe for beginner training because of the limits of what you can possibly practice alone. And theoritical skill does nothing but allow higher level recipes and make practical exp easier to gain. |
Summary
Content "Added practice recipes for the melee skills"
Purpose of change
Practicing combat is something that a lot of survivors would do to increase their chances of survival before a raid in a city, that way you wouldn't need to risk your life just to understand how to properly punch someone, sadly, it was impossible to practice it in the game.
Describe the solution
Added a bunch of basic practice recipes for melee combat, as well as intermediate recipes for the weapon skills (learning to use real, historical and powerful weapons of their respective skill). In the practice, you use a dummy (or punching bag for unarmed) to train your skills, or a shadow (imaginary) opponent, or some rapidly approaching balls.
Describe alternatives you've considered
Separating the practice recipes for skill, but there isn't much space in the crafting menu.
That, and a lot of different ways to train your weapon skills, like practicing with a body, or making the training dummy a "monster" to train while really attacking it.
Testing
New debug world, searched for melee recipes, none are known at the moment, spawned the magazines of melee skills, the recipes appear and let me practice if I have the relevant weapon or tool.
Additional context
Images
(Added HAMMER quality as a requirement for the intermediate recipes)
I did not add intermediate practice to dodge, melee or unarmed because:
Special thanks to @eltank and @keampe for the help and guide provided during the making of this PR.