So, I emailed takkaria and said what would be good to prioritise and he said curses, so here we go. For those new to Oook, we've been discussing curses in the dev team for a long long time - two or three years. I'm starting this thread from the premise that pretty much everybody hates sticky curses: they're a classic example of a mechanic that adds tedium (obsessive IDing before wielding, or scumming for remove curse) without fun. They also penalise ID-by-use, which has been a development goal for years.
So if they're finally going away for good, what replaces them? Well, first - do we need to replace them at all? IMO yes, because if all items are all good that makes the game both easier and duller. So we need some things which make some items have drawbacks. So far the dev team's archive of ideas (probably pinched from variants) has these:
"cannot drop" - a less game-breaking version of the sticky curse: you can unwield it, but it stays in your pack until uncursed. Potentially a good thing on swap items you don't want to drop by accident, but too many will make your inventory very hard to manage ....
"pval-flipping" - this could be implemented in a couple of ways. Either the curse randomly flips a positive pval negative for a random length of time (and then after a random rest does it again to another pval) ... or using S's "hidden curse" system it lies dormant for a long time after IDing and then suddenly flips one of the pvals permanently. The former would irritate me (I hate items being unreliable), but the latter is likely to lead to more items being junk.
"anchorage" - a teleport-nullifier field. So @ cannot teleport self, and cannot be teleported by monsters - a mixed blessing but on balance a problem. Could also prevent monsters teleporting and being teleported, making it generally even worse but with a nice edge case for use against Sauron,
"hide the monster health bar" - which I would extend to a whole class of "detection gimping" curses. So when you wield the item, you suddenly get less information somehow: the monster health bar disappears, or monster recall throws up junk, or your ESP has brownouts, or the 'l'ook command stops telling you very much. As with the whole detection debate, the danger is that any of these encourage note-taking.
"aggravate" - this needs to be granular, so will become a pval-related flag. One simple thing would be to make one point of aggravate equal minus one point of stealth, but I need to do some thinking about the stealth algorithm (#1113) first.
"nullify" - the description on trac says "Stops the item doing anything until it's uncursed", which could mean a variety of things - cannot attack, or simply acts as a 0d0 weapon (0AC armour, etc.) - so you can wear it, but none of its properties are active. This would be an interesting curse to have on extremely powerful items, especially for ironmen.
And let's not forget the "bad" flags we already have implemented:
"impair regen" - slow down either hp or mana regen.
"drain xp" - very slow xp drain, pretty much irrelevant for high-level characters. (I wonder, does this provide an exploit for stat restoration?)
"fear" - making you unable to melee, and gimping casting and shooting. IMO this is a bit too powerful at the moment - it needs to be a bit less awful for people to bother with it (though having said that, lots of people seem to use rings of escaping quite happily).
"random teleportation" - IMO this also is a bit much. All that's needed is to increase the gap between teleports and people might actually consider using such items if their other flags were worth it.
"vulnerabilities" - increasing the damage you take from a particular element.
So, that's the exposition, now what do I need? Your views - making the game harder by adding bad stuff is unlikely to be popular, so tell me how to avoid pissing you off. Which of these could you absolutely not tolerate, and under what circumstances? What other curses or drawbacks would you want to see on items to make decisions about whether to use them more interesting? What about removing curses - a single cheap scroll to remove all the bad flags from an item sounds very wrong (look what happened to restore_item), so should remove curse exist at all? Apart from nullify and cannot_drop, which other bad things would you want to be made removable?
In my next post I'll put forward some proposals for how these various curses would be (i) identified and (ii) removed (if at all), but in the meantime I need your input.
So if they're finally going away for good, what replaces them? Well, first - do we need to replace them at all? IMO yes, because if all items are all good that makes the game both easier and duller. So we need some things which make some items have drawbacks. So far the dev team's archive of ideas (probably pinched from variants) has these:
"cannot drop" - a less game-breaking version of the sticky curse: you can unwield it, but it stays in your pack until uncursed. Potentially a good thing on swap items you don't want to drop by accident, but too many will make your inventory very hard to manage ....
"pval-flipping" - this could be implemented in a couple of ways. Either the curse randomly flips a positive pval negative for a random length of time (and then after a random rest does it again to another pval) ... or using S's "hidden curse" system it lies dormant for a long time after IDing and then suddenly flips one of the pvals permanently. The former would irritate me (I hate items being unreliable), but the latter is likely to lead to more items being junk.
"anchorage" - a teleport-nullifier field. So @ cannot teleport self, and cannot be teleported by monsters - a mixed blessing but on balance a problem. Could also prevent monsters teleporting and being teleported, making it generally even worse but with a nice edge case for use against Sauron,
"hide the monster health bar" - which I would extend to a whole class of "detection gimping" curses. So when you wield the item, you suddenly get less information somehow: the monster health bar disappears, or monster recall throws up junk, or your ESP has brownouts, or the 'l'ook command stops telling you very much. As with the whole detection debate, the danger is that any of these encourage note-taking.
"aggravate" - this needs to be granular, so will become a pval-related flag. One simple thing would be to make one point of aggravate equal minus one point of stealth, but I need to do some thinking about the stealth algorithm (#1113) first.
"nullify" - the description on trac says "Stops the item doing anything until it's uncursed", which could mean a variety of things - cannot attack, or simply acts as a 0d0 weapon (0AC armour, etc.) - so you can wear it, but none of its properties are active. This would be an interesting curse to have on extremely powerful items, especially for ironmen.
And let's not forget the "bad" flags we already have implemented:
"impair regen" - slow down either hp or mana regen.
"drain xp" - very slow xp drain, pretty much irrelevant for high-level characters. (I wonder, does this provide an exploit for stat restoration?)
"fear" - making you unable to melee, and gimping casting and shooting. IMO this is a bit too powerful at the moment - it needs to be a bit less awful for people to bother with it (though having said that, lots of people seem to use rings of escaping quite happily).
"random teleportation" - IMO this also is a bit much. All that's needed is to increase the gap between teleports and people might actually consider using such items if their other flags were worth it.
"vulnerabilities" - increasing the damage you take from a particular element.
So, that's the exposition, now what do I need? Your views - making the game harder by adding bad stuff is unlikely to be popular, so tell me how to avoid pissing you off. Which of these could you absolutely not tolerate, and under what circumstances? What other curses or drawbacks would you want to see on items to make decisions about whether to use them more interesting? What about removing curses - a single cheap scroll to remove all the bad flags from an item sounds very wrong (look what happened to restore_item), so should remove curse exist at all? Apart from nullify and cannot_drop, which other bad things would you want to be made removable?
In my next post I'll put forward some proposals for how these various curses would be (i) identified and (ii) removed (if at all), but in the meantime I need your input.
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