on heavy curses

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  • PowerDiver
    Prophet
    • Mar 2008
    • 2820

    on heavy curses

    I thought that by now heavy curses would be gone, but it seems like there remains support both for morgul weapons and for the ?curse scrolls.

    I think it would be better if enchant scrolls had a fixed chance to break a heavy curse irrespective of the plusses of the item and irrespective of whether the item's plusses change. It's just sad that you have to disenchant your +10 item down first, and it's a complex game mechanic that can't be described well in the item descriptions. Adding "has a 35% chance to break a heavy curse" to enchant scroll descriptions seems much better.

    Personally, I abhor the idea of the cannot-unwield curse, so I'm sure I am biased, but I think I would still propose this change without my bias.
  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    #2
    I am hoping that a big curse overhaul is high on Takkaria's list when he returns. Both aggravation and sticky curses need fixing, and he has lots of other ideas with open tickets (nullify, anchorage, pval-flipping, cannot-drop). If the sticky curses stay at all, I agree that every ?enchant should have a fixed, reasonable chance to break it (no less than 25%).
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

    Comment

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #3
      Originally posted by Magnate
      If the sticky curses stay at all, I agree that every ?enchant should have a fixed, reasonable chance to break it (no less than 25%).
      If you're in favor of this mechanic, and the enchant scrolls remain commonly available in stores, then you might as well just get rid of the heavy curses entirely (and that's another slippery slope).
      www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
      My banding life on Buzzkill's ladder.

      Comment

      • Magnate
        Angband Devteam member
        • May 2007
        • 5110

        #4
        Originally posted by buzzkill
        If you're in favor of this mechanic, and the enchant scrolls remain commonly available in stores, then you might as well just get rid of the heavy curses entirely (and that's another slippery slope).
        Ah, but I also hope that Takkaria is going to bit the stores bullet and finally end the buyout button debate by completely reworking the store economy. That will make enchant scrolls a lot rarer ...
        "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

        Comment

        • bron
          Knight
          • May 2008
          • 515

          #5
          I for one strongly disagree with the idea of removing heavily cursed items.
          It is true that wielding one can be a game ender. But the right way to
          deal with that is .. to not wield such a weapon.

          Sure it can be a colossal pain to carry around a bunch of weapons until
          you get a pseudo-id, or to lug them up to the town to sell, or to wait
          until you have an identify spell. If you don't like that, you can always
          wield them.

          In a totally-different-yet-related way, it can be a colossal pain to get
          the message "it breaths, you die." But the right way to deal with that
          is .. to be very careful and not let it happen. And at least in this
          case it is sometimes nearly unavoidable even if you are being careful:
          but wielding an unidentified weapon or reading an unidentified scroll is
          always a voluntary act.

          And to answer the next question, no, I do not find that this interferes
          with or reduces my enjoyment of the game. Heavy curses are an obstacle
          to overcome. Prematurely wielding a weapon it is a temptation that must
          be resisted. Actions whose consequences are unacceptable force you to
          slow down and think about what you're doing. All good things IMHO.

          Comment

          • Psi
            Knight
            • Apr 2007
            • 870

            #6
            Originally posted by bron
            Actions whose consequences are unacceptable force you to
            slow down and think about what you're doing. All good things IMHO.
            To quote you out of context, 'slowing down' is the very thing we want to avoid. If you are playing ironman or diving for example, slots and time are precious, so you do not want to/cannot lug around these items waiting for pseudo. The way the game is currently heading is towards id by use - heavy curses just do not sit in that mechanic.

            Comment

            • fizzix
              Prophet
              • Aug 2009
              • 3025

              #7
              Originally posted by Psi
              To quote you out of context, 'slowing down' is the very thing we want to avoid. If you are playing ironman or diving for example, slots and time are precious, so you do not want to/cannot lug around these items waiting for pseudo. The way the game is currently heading is towards id by use - heavy curses just do not sit in that mechanic.
              I have a couple ideas. Most of my ideas are on the premise that adept players play for low turncount while relaxed/new players go much slower. Therefore, timed mechanics that wear off after a set number of game turns add difficulty to the expert, but do not penalize the new player. This is a good thing, IMO.

              A while ago I suggested that certain effects become timed with estimates of a reasonable number of game turns. I'll repeat that here.

              Stat-drain: regenerates (one point) after 20k turns
              Nexus swap: Swaps back after 50k turns
              Sticky curses: unwieldable after 20k turns
              Heavy curses: unwieldable after 50k turns

              Counters for all these should be available, so you can see how many turns you still have to wait.

              Now, if you're an elite player, these times are going to be an unacceptable sacrifice. 50k game turns is a good chunk of the game.

              Alternatively, you can stop distinguishing between heavy curses and light curses and make everything removable under a simple remove curse. That spell is available from scrolls fairly commonly and also fairly early for priests/paladins.

              Comment

              • d_m
                Angband Devteam member
                • Aug 2008
                • 1517

                #8
                Originally posted by PowerDiver
                Personally, I abhor the idea of the cannot-unwield curse, so I'm sure I am biased, but I think I would still propose this change without my bias.
                I'm curious how you'd feel if Heavy Curses went from making the item unremovable to something like a Time attack, e.g. unrecoverable stat/XP/whatever loss (but the item can be removed as normal). I feel like that is equally hard on ironman and non-ironman players, and doesn't require scumming for a rare scroll.

                What are your thoughts? Does being hit with permanent stat/XP loss sound game ending to you? I imagine non-ironman players might prefer the old behavior (since they can hoard ?identify and ?*remove curse* if seen) but I think the alternate behavior might be more interesting.
                linux->xterm->screen->pmacs

                Comment

                • PowerDiver
                  Prophet
                  • Mar 2008
                  • 2820

                  #9
                  Originally posted by d_m
                  I'm curious how you'd feel if Heavy Curses went from making the item unremovable to something like a Time attack, e.g. unrecoverable stat/XP/whatever loss (but the item can be removed as normal). I feel like that is equally hard on ironman and non-ironman players, and doesn't require scumming for a rare scroll.

                  What are your thoughts? Does being hit with permanent stat/XP loss sound game ending to you? I imagine non-ironman players might prefer the old behavior (since they can hoard ?identify and ?*remove curse* if seen) but I think the alternate behavior might be more interesting.
                  My opposition to cannot-unwield may be based in the literature. Even the most strongly cursed items, like Stormbringer or a Coin of Bad Luck, can be unwielded and even dropped. It's just if you drop them later they end up in your pack anyway. Also, the heavy curse stops you from testing any new item you find for the slot.

                  I also do not believe you should be able to id without testing. In the original D&D, you had to wield an item or quaff a potion as part of the identify process. I think that was right. Then the curses inflated to instakill and that was impossible and the rules were changed, but IMO the problem is the inflated curses. Also, pseudo on something you are not wielding makes no sense at all.

                  I have no particular opposition to any of a myriad of other curses. Permanent stat loss is problematic because of the scarcity of stat potions [my last char only found 2 !str and only 2 !wis before defeating M], but that is more of a stat potion problem than a problem with the curse. If you are talking about temp stat drops, change "stat potion" to "restore potion" for a similar argument. I did not learn awareness of a single restore potion all game, and had only 2 tried but unknown potion flavors at the end, and one of those was probably blindness.

                  I think it is fair to say that I am opposed to a curse which basically means "you cannot continue as is, but you can return to town to remove the curse trivially with scumming". Every so often there is a discussion of curses, and the conclusion always seems to be that curses are only interesting if you would wield the item after you learned the curse, but nothing is done and the discussion is repeated a year later.

                  If there was no identify spell, and the only way to learn was to wield-test, then your "hit the player with an attack" curse on a useless item could be interesting. But that is only if there is no other way to identify, because people will avoid it if there is a game mechanic to do so.

                  This thread is because Tak wrote something in favor of the ?curse scrolls in one recent thread, and several people wrote in favor of morgul weapons in another. If heavy curses are here for the indeterminate future, I don't think it is right to require something as obscure and depressing as requiring one to find a disenchanter eye to disenchant the item before you read your enchant scrolls. That's equally true for non-ironman chars.

                  Comment

                  • d_m
                    Angband Devteam member
                    • Aug 2008
                    • 1517

                    #10
                    In the short term I'm proposing to decouple the chance to break a curse from the chance to enchant weapons (as you propose) to see how it plays. I'm not sure Takkaria will go for this but it seems like an easy thing to try which would scratch several itches the community seems to have.
                    linux->xterm->screen->pmacs

                    Comment

                    • bron
                      Knight
                      • May 2008
                      • 515

                      #11
                      > 'slowing down' is the very thing we want to avoid

                      Perhaps. But "avoiding slowing down" is synonymous with "removing some
                      obstacle or difficulty". It's a (potentially) slippery slope. I do not
                      want to see too many concessions made to enabling and encouraging the one
                      style of play (diving), by removing (too many) things that make it hard.

                      I will concede that perhaps Morgul weapons should not ever be generated
                      within, say, the first 5 levels. That would allow an Ironman player to
                      safely pickup something usable.



                      > If you are playing ironman or diving for example, slots and time are precious

                      At the risk of sounding like a jerk, my response to this is: "and your point
                      is?". Slots are always precious, and doubly so in an Ironman game. If you
                      are trying for a minimum turn win, then time is precious too. But that just
                      means you are forced to make difficult decisions: Is it worth the cost of
                      keeping a slot open to carry around a weapon until I get a pseudo? Can I take
                      the time needed to safely id these weapons? Should I just ignore that stack
                      of weapons and keep my current one, or should I be unsafe and just wield
                      everything? Is my current weapon good enough for now or do I really need
                      to look for a better one? All hard questions. All good gameplay.



                      > you do not want to/cannot lug around these items waiting for pseudo

                      I'll agree with "do not want to", but balk at "cannot". Of course you can.
                      I do it; you can too. You may not *want* to; agreed. It is a colossal
                      pain to do so; agreed. It can take time; agreed. But in some sense, that
                      is the whole point: being safe has costs and drawbacks. But not being safe
                      has costs and drawbacks too. You need to decide.

                      In a totally-different-yet-related way, I find it to be a boring pain to
                      hang out around level 40 until I get a ring of Resist Poison. A diver
                      might respond to that by saying "well then, don't wait! Just keep going,
                      and if a Drolem gets you, you die; try again." I sorta feel this way about
                      Morgul weapons: if you don't like taking the time to be safe, well then,
                      don't wait! Just go ahead and wield it, and if it's Morgul, you lose; try
                      again.

                      And in any event, there is another option for players that don't want to
                      spend the time and effort to do this: stick to artifacts and just (attempt
                      to) destroy all the weapons you find and only wield the indestructible ones.
                      Only Moremegil presents any problems if you do that.



                      > the game is currently heading is towards id by use

                      Right now, this is pretty easy. Weapons with an obvious effect can typically
                      only be of one or two types, e.g. if you wield a weapon and it increases
                      your stealth, then it is a Defender. Weapons without an obvious effect are
                      either "magic" or ordinary Slay weapons, and can be tossed. If there is no
                      penalty for indiscriminately wielding weapons, then Identifying them is too
                      easy.



                      All this said, I am willing to concede the point that perhaps the existing
                      penalty for a heavy curse is too great. Options might include making
                      ordinary cursed items much more common, and allowing heavily cursed items
                      to have a percentage chance (like 10%) of being removed with an ordinary
                      Remove Curse. And I would make the priest spell only work on ordinary
                      curses; you'd need to find a scroll/staff to have a chance at a heavy
                      curse. Basically I'm saying there needs to be some penalty, even a
                      substantial penalty, for indiscriminately wielding things. But perhaps
                      "losing the game" is a bit too steep a penalty.

                      I like the "id by use" idea, but think it should be harder to figure
                      things out. I also think the different classes should have different
                      abilities in this regard: Warriors should id all weapons and armor,
                      Rangers id bows, but get only vague feelings about other things, etc.

                      Comment

                      • Psi
                        Knight
                        • Apr 2007
                        • 870

                        #12
                        Originally posted by bron
                        > 'slowing down' is the very thing we want to avoid

                        Perhaps. But "avoiding slowing down" is synonymous with "removing some
                        obstacle or difficulty". It's a (potentially) slippery slope. I do not
                        want to see too many concessions made to enabling and encouraging the one
                        style of play (diving), by removing (too many) things that make it hard.
                        Agreed.
                        Originally posted by bron
                        > If you are playing ironman or diving for example, slots and time are precious

                        At the risk of sounding like a jerk, my response to this is: "and your point
                        is?". Slots are always precious, and doubly so in an Ironman game. If you
                        are trying for a minimum turn win, then time is precious too. But that just
                        means you are forced to make difficult decisions: Is it worth the cost of
                        keeping a slot open to carry around a weapon until I get a pseudo? Can I take
                        the time needed to safely id these weapons? Should I just ignore that stack
                        of weapons and keep my current one, or should I be unsafe and just wield
                        everything? Is my current weapon good enough for now or do I really need
                        to look for a better one? All hard questions. All good gameplay.
                        I disagree that it makes for good gameplay. Infact it just removes an element as most of the time you cannot take the risk or waste the slot, so you destroy. However worse still are the ?Curse scrolls which of course don't even pseudo.
                        Originally posted by bron
                        > you do not want to/cannot lug around these items waiting for pseudo

                        I'll agree with "do not want to", but balk at "cannot". Of course you can.
                        I do it; you can too. You may not *want* to; agreed. It is a colossal
                        pain to do so; agreed. It can take time; agreed. But in some sense, that
                        is the whole point: being safe has costs and drawbacks. But not being safe
                        has costs and drawbacks too. You need to decide.
                        Ok, I'll concede that 'cannot' was me exaggerating to get the point across. The truth is you often have all your slots filled with stuff you know is useful and to maintain your turncount there is little point waiting for something that might be useful or worse still wield testing something which will destroy your game.
                        Originally posted by bron
                        In a totally-different-yet-related way, I find it to be a boring pain to
                        hang out around level 40 until I get a ring of Resist Poison. A diver
                        might respond to that by saying "well then, don't wait! Just keep going,
                        and if a Drolem gets you, you die; try again." I sorta feel this way about
                        Morgul weapons: if you don't like taking the time to be safe, well then,
                        don't wait! Just go ahead and wield it, and if it's Morgul, you lose; try
                        again.
                        Except I'll destroy it and find another way to die :-)
                        Originally posted by bron
                        And in any event, there is another option for players that don't want to
                        spend the time and effort to do this: stick to artifacts and just (attempt
                        to) destroy all the weapons you find and only wield the indestructible ones.
                        Only Moremegil presents any problems if you do that.
                        Which I do, but whether destroying items to test for artifacts is a proper game mechanic is another debate.
                        Originally posted by bron
                        > the game is currently heading is towards id by use

                        Right now, this is pretty easy. Weapons with an obvious effect can typically
                        only be of one or two types, e.g. if you wield a weapon and it increases
                        your stealth, then it is a Defender. Weapons without an obvious effect are
                        either "magic" or ordinary Slay weapons, and can be tossed. If there is no
                        penalty for indiscriminately wielding weapons, then Identifying them is too
                        easy.
                        There is no reason why the penalties have to be easy to spot though. For example there are curses in FA whereby demons are randomly summoned or you suddenly suffer from a bad cut etc. Not obvious on wield but kick in like teleportation does at the moment.
                        Originally posted by bron
                        All this said, I am willing to concede the point that perhaps the existing
                        penalty for a heavy curse is too great. Options might include making
                        ordinary cursed items much more common, and allowing heavily cursed items
                        to have a percentage chance (like 10%) of being removed with an ordinary
                        Remove Curse. And I would make the priest spell only work on ordinary
                        curses; you'd need to find a scroll/staff to have a chance at a heavy
                        curse. Basically I'm saying there needs to be some penalty, even a
                        substantial penalty, for indiscriminately wielding things. But perhaps
                        "losing the game" is a bit too steep a penalty.
                        I agree wholeheartedly - see above.
                        Originally posted by bron
                        I like the "id by use" idea, but think it should be harder to figure
                        things out. I also think the different classes should have different
                        abilities in this regard: Warriors should id all weapons and armor,
                        Rangers id bows, but get only vague feelings about other things, etc.
                        I must admit, I didn't expect to like id by use, but I really miss it when playing other variants now. I think it is one of the best developments to make it into vanilla.

                        Comment

                        • TJS
                          Swordsman
                          • May 2008
                          • 473

                          #13
                          A solution could be my favourite idea which is to make scrolls of enchant a lot rarer and more powerful (and not available in shops except perhaps occasionally in the black market). So a scroll can enchant things several times both to-hit and to-damage (and have a decent chance of going above +9, +9 and working on artifacts).

                          Then make all heavily cursed items have negative to-hit and to-damage values and make the curse broken when both are greater or equal to zero.

                          This means that you might choose to use an enchant scroll immediately or to save it up in case of a heavily cursed weapon, which creates an interesting game choice.

                          Comment

                          • buzzkill
                            Prophet
                            • May 2008
                            • 2939

                            #14
                            Which I do, but whether destroying items to test for artifacts is a proper game mechanic is another debate.
                            I'll bite. Attempting to destroy an un-ID'd artifact either intentionally (via destroy), or unintentionally (via attacks with item destroying effects) could damage the item, reducing damage dice and/or special enchantments. That should give most players second thoughts, since such things cannot be restored. OTOH, artifacts native to an easier DL than the players CL should be known to the player upon possession.
                            www.mediafire.com/buzzkill - Get your 32x32 tiles here. UT32 now compatible Ironband and Quickband 9/6/2012.
                            My banding life on Buzzkill's ladder.

                            Comment

                            • Rizwan
                              Swordsman
                              • Jun 2007
                              • 292

                              #15
                              I think this game is being optimized only for people who like to dive. I like to explore the dungeon, kill most of the monsters, use only the best stuff etc. That is what I enjoy. If the game changes keep going in the current direction, like curse items reduce ?id, then for me the game will cease to be enjoyable. I don't know how many people feel this way but I think that there should be a balance in the game mechanics between people who just want to go right down and kill M and those that want to exterminate the evil in the pits of Angband. Maybe all these changes could be birth options, or ironman options or another variant or some such?

                              Comment

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