Hallucinate for HOW long??

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  • Magnate
    Angband Devteam member
    • May 2007
    • 5110

    Hallucinate for HOW long??

    (With apologies to Timo.)

    I just tried a mushroom of emergency for the first time (unIDd). All well and good - but I just sat waiting for about 5000 turns for the hallucination to wear off! That's quite a bit longer than your average chaos breath.
    "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles
  • fizzix
    Prophet
    • Aug 2009
    • 3025

    #2
    Originally posted by Magnate
    (With apologies to Timo.)

    I just tried a mushroom of emergency for the first time (unIDd). All well and good - but I just sat waiting for about 5000 turns for the hallucination to wear off! That's quite a bit longer than your average chaos breath.
    It's a big problem with all the mushrooms. Either the bad effects are too bad (stoneskin) last too long (emergency), or the good effects last too little (clear mind, true sight). The only mushrooms worth keeping are debility and vigor. Debility is way overpowered also. It should do something like restore 50-100 SP, not SP to full.

    Comment

    • buzzkill
      Prophet
      • May 2008
      • 2939

      #3
      Once it's ID'd, eating a mushroom of emergency becomes voluntary (therefore avoidable) and eating un-ID'd mushrooms is pretty stupid. It's powerfully good too (at least in the early/mid game), but 5000 turns does seem excessive. Maybe the period of hallucination could be directional proportional to the amount of healing obtained. Maybe 1d10 (normal speed) player turns hallucination for every 1 HP healed. This would make them more palatable to characters with far less than 300 HP's.

      I sometimes carry these in lieu of healing potions (early), and they are almost always followed in short order by finishing off the battle/unique I was working on, and then a recall.
      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

      • fizzix
        Prophet
        • Aug 2009
        • 3025

        #4
        Originally posted by buzzkill
        I sometimes carry these in lieu of healing potions (early), and they are almost always followed in short order by finishing off the battle/unique I was working on, and then a recall.
        My biggest problem with the mushrooms is that they're too rare. Most games I only ID about 2 or 3 of the flavors. The chances of picking up a good mushroom in the beginning of the game is so miniscule.

        There was that one game where the BM sold me 9 mushrooms of debility, that was nice.

        Comment

        • Sirridan
          Knight
          • May 2009
          • 560

          #5
          I agree, the problem with mushrooms are the excessive rarity and terrible drawbacks.

          mushEmergency are nice, but the hallucination just leads to more emergencies... if you're fighting a summoner or need them in a crowd, well it's over really, you have to recall or escape, they are almost not worth using after a certain point.

          Now make mushrooms kinda rareish on the floor, that's fine. I'd assume they would be eaten by monsters or not find a good place to grow. Maybe add a DROP_MUSH flag to monsters, so that things like molds, mushroom patches, etc drops them. I know this has been suggested before.

          Maybe stat gain mushrooms too, or hell, make randomized mushrooms.

          Debilitating mushroom of Mana (current debility)
          Brawny mushroom of stupidity (+str, -int)
          Cosmic mushroom of healing (short hallucination, !heal effect)

          Comment

          • buzzkill
            Prophet
            • May 2008
            • 2939

            #6
            If molds and slimes dropped 'shrooms or other edibles, it would give us a reason to kill them occasionally.
            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

            • Derakon
              Prophet
              • Dec 2009
              • 9022

              #7
              It would also completely reverse the valuation of slime pits.

              Comment

              • Zikke
                Veteran
                • Jun 2008
                • 1069

                #8
                Originally posted by Derakon
                It would also completely reverse the valuation of slime pits.
                This blew my mind. You're right.
                A(3.1.0b) CWS "Fyren_V" NEW L:50 DL:127 A++ R+++ Sp+ w:The Great Axe of Eonwe
                A/FA W H- D c-- !f PV+++ s? d P++ M+
                C- S+ I- !So B ac++ GHB? SQ? !RQ V F:

                Comment

                • Magnate
                  Angband Devteam member
                  • May 2007
                  • 5110

                  #9
                  Originally posted by buzzkill
                  Once it's ID'd, eating a mushroom of emergency becomes voluntary (therefore avoidable) and eating un-ID'd mushrooms is pretty stupid.
                  Hmmm. It's no different to quaffing un-ID'd potions, and a great deal of work by a lot of people has gone into making ID-by-use viable and, er, not stupid.
                  "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

                    #10
                    Originally posted by Magnate
                    Hmmm. It's no different to quaffing un-ID'd potions, and a great deal of work by a lot of people has gone into making ID-by-use viable and, er, not stupid.
                    Maybe it's just my perception, but it seems to me that mushroom more so than potions, have a high ratio of bad:good, and ID by use hasn't changed (the process of IDing) at all with regards to potions and shrooms.
                    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

                    • Derakon
                      Prophet
                      • Dec 2009
                      • 9022

                      #11
                      ID-by-use for potions is viable now, but it's still not a great idea once you have the cash to afford a steady supply of ID, since you could easily end up wasting good potions (the vast majority of potions are situational in their use). Same thing goes for mushrooms, and given how rare they are, you really don't want to risk wasting a good mushroom. So you spend the ID charge instead.

                      Comment

                      • PowerDiver
                        Prophet
                        • Mar 2008
                        • 2820

                        #12
                        Originally posted by Magnate
                        Hmmm. It's no different to quaffing un-ID'd potions, and a great deal of work by a lot of people has gone into making ID-by-use viable and, er, not stupid.
                        It is entirely viable to squelch all mushrooms at the start of the game and never worry about it. You cannot do that with potions.

                        The ID-by-use work has all been done on wieldables. Practically nothing has been done on consumables. The game does not even remember for you that an unaware potion you tried is not poison [or not neutralize if you quaffed it when poisoned].

                        Comment

                        • Magnate
                          Angband Devteam member
                          • May 2007
                          • 5110

                          #13
                          Originally posted by Magnate
                          (With apologies to Timo.)

                          I just tried a mushroom of emergency for the first time (unIDd). All well and good - but I just sat waiting for about 5000 turns for the hallucination to wear off! That's quite a bit longer than your average chaos breath.
                          I just tried a 'shroom of Terror for the first time too - the speed bonus is only +5 rather than +10, and the Terror effect lasts forever. Quarter the effect duration and double the speed bonus and we might have a potential cold-proof speed potion with a drawback.
                          "Been away so long I hardly knew the place, gee it's good to be back home" - The Beatles

                          Comment

                          • Timo Pietilä
                            Prophet
                            • Apr 2007
                            • 4096

                            #14
                            Originally posted by Magnate
                            I just tried a 'shroom of Terror for the first time too - the speed bonus is only +5 rather than +10, and the Terror effect lasts forever. Quarter the effect duration and double the speed bonus and we might have a potential cold-proof speed potion with a drawback.
                            How about shroom of Terror followed by potion of heroism? Heroism is supposed to cure fear.

                            Comment

                            • buzzkill
                              Prophet
                              • May 2008
                              • 2939

                              #15
                              Originally posted by Timo Pietilä
                              How about shroom of Terror followed by potion of heroism? Heroism is supposed to cure fear.
                              You might think so, but no. Terror trumps resist fear, or as least it did at one point.
                              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

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