New stat drain model rocks

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  • MattB
    replied
    Originally posted by takkaria
    I like it. But what about low-level characters? Maybe stat potions would have to start appearing from the off to counter it. Maybe the first attack on a stat would be temporary, but if it got drained again in the next few hundred turns then that point of draining would be permanent.
    Why not just make stat-drain monsters incredibly rare below statgain territory?
    Never liked them red animals anyway.

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  • Derakon
    replied
    If you want a serious suggestion for what to do with stat drains, I'll put my suggestion out there again: make drains severe, stacking, and limited in duration. So when you get stung by a Giant Red Scorpion, you don't lose 1 point of STR until it gets restored or you level up; instead you lose 5 points for 20 turns (or whatever). This has the following advantages:

    * Drainers are still dangerous. In fact, if anything they're even more dangerous in the immediate sense because they make your character much weaker in the current fight.
    * No getting stuck with a "useless" character; if you aren't killed in the immediate fight, then you'll be back to fighting trim in a short time. Thus, no need to scum for restoratives.
    * Draining attacks can be given to more monsters / monsters with draining attacks can be made more threatening.
    * Mushrooms of Vigor can be removed as they are now "junk".

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  • takkaria
    replied
    Originally posted by Nick
    Simple solution - all stat drain is permanent. Advantages:
    • Simplifies code
    • Much needed buff to Time Hounds
    • All the previous arguments just go away


    For bonus points, same system for XP drain.

    You know it makes sense.
    I like it. But what about low-level characters? Maybe stat potions would have to start appearing from the off to counter it. Maybe the first attack on a stat would be temporary, but if it got drained again in the next few hundred turns then that point of draining would be permanent.

    Leave a comment:


  • Malak Darkhunter
    replied
    Originally posted by Nick
    Simple solution - all stat drain is permanent. Advantages:
    • Simplifies code
    • Much needed buff to Time Hounds
    • All the previous arguments just go away


    For bonus points, same system for XP drain.

    You know it makes sense.
    Sounds good to me Nick, you have my vote on that one.

    Leave a comment:


  • Derakon
    replied
    Originally posted by eMeM
    On the other hand we can introduce Scrolls of Restore Disenchantment. And in 5-10 years make disenchantment effect disappear from the game because it's annoying.
    You, uh, do remember the brief period in which the game had Scrolls of Repairing which did exactly that? They got removed in the next version because the community went "Wait, no, this is dumb."

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  • eMeM
    replied
    I know that will never happen.

    On the other hand we can introduce Scrolls of Restore Disenchantment. And in 5-10 years make disenchantment effect disappear from the game because it's annoying.

    Leave a comment:


  • Nick
    replied
    Simple solution - all stat drain is permanent. Advantages:
    • Simplifies code
    • Much needed buff to Time Hounds
    • All the previous arguments just go away


    For bonus points, same system for XP drain.

    You know it makes sense.

    Leave a comment:


  • eMeM
    replied
    Bring more punishment to the player, sustains would mean more with permanent stat drain. At least occasionally like nexus or chaos have additional effects. That would result in Vigor being obsolete to Augmentation, so no more scumming low levels. Maybe that effect would have to be reserved only for strong monsters to keep low level characters healthy.

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  • Malak Darkhunter
    replied
    Originally posted by DaviddesJ
    You could just have all drained stats recover whenever you return to town. That would eliminate the need for "scumming". There should also be a reasonable way to do it without returning, of course. The old model worked fine for that, you could find enough restore potions just lying around. It shouldn't become harder than that.
    That would make things too easy, and stat drain attacks almost a waste of time
    as well as having "too many" stat potions lying around.

    I Like the idea of stat draining being on a timer..It effects you for lets say 1000 turns and then it goes away..the player is healed.
    you have a few choices in this matter...you could wait it out, or you could attempt to keep slugging away on the level, or if the stat drain attack is bad enough you would have to hide out and sneak around for awhile.

    of course the work around is to simply head back to town for 1000 turns yet if you do, you have to leave that vault you where trying to finish...

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  • eMeM
    replied
    I've played quite a few games in 3.4.1 (not v4) and I don't remember even once having problems with drained stats. I have even stopped collecting mushrooms because I knew I wouldn't ever need them. There are no restore potions anymore but stat and augmentation potions also restore your stats and they are everywhere. Both systems old and new one are flawed with not enough punishment to the player. Drain timer is not going to solve this (Shift+R)

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  • DaviddesJ
    replied
    You could just have all drained stats recover whenever you return to town. That would eliminate the need for "scumming". There should also be a reasonable way to do it without returning, of course. The old model worked fine for that, you could find enough restore potions just lying around. It shouldn't become harder than that.

    Leave a comment:


  • takkaria
    replied
    Originally posted by Malak Darkhunter
    Birth_no_selling option is awesome .. Love just not having to lug things around the dungeon to bring back to town to sell.

    New stat drain model from V 3.3.2 -3.50 is great at low levels , highly aggravating at high levels. My main beef with that is stat restore potions being eliminated entirely from the game.

    The main idea seems to be to make the town boring and the dungeon more interesting, I'm an old player, so stat restore potions just seem natural to me, so for me it's a hard change to get used to.
    We were chatting on IRC about this and we're going to tweak Shrooms of Vigor to start appearing later but be found easier. Hopefully that should balance it out a bit.

    Leave a comment:


  • Malak Darkhunter
    replied
    Birth_no_selling option is awesome .. Love just not having to lug things around the dungeon to bring back to town to sell.

    New stat drain model from V 3.3.2 -3.50 is great at low levels , highly aggravating at high levels. My main beef with that is stat restore potions being eliminated entirely from the game.

    The main idea seems to be to make the town boring and the dungeon more interesting, I'm an old player, so stat restore potions just seem natural to me, so for me it's a hard change to get used to.

    Leave a comment:


  • DaviddesJ
    replied
    Originally posted by Derakon
    You're being deliberately obtuse
    Maybe my ideas are stupid, but they are actually what I think. I'm not being deliberately obtuse.

    If a player really can't stand to take even a single step at depth with drained stats, so that they "have to" return to town immediately whenever that happens, then why wouldn't that same player "have to" go scum a low level for mushrooms in the new system? If that's really their motivation, they are still going to do that, and so you've replaced something tedious with something even more tedious.

    Many people have stated on these forums that they find no-selling liberating because they no longer have to do boring-but-advantageous actions.
    People like no-selling because they get the same results they would have gotten anyway, while deleting some tedious parts of the game. So that's a pure win.

    The "new stat drain model" isn't like that. It's missing the positive part. It's like having no-selling without the extra gold. And it creates a new situation that's even more tedious than what it replaces.
    Last edited by DaviddesJ; September 11, 2013, 10:01.

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  • Derakon
    replied
    You're being deliberately obtuse, and I can just tell that this is going to turn into yet another pedantic and horribly sloggish argument thread, so this is going to be my last post here.

    Many people have stated on these forums that they find no-selling liberating because they no longer have to do boring-but-advantageous actions. By your logic, "optimal" play under the with-selling rules would be to scum dlvl6 for salable wands until you have several million AU and no longer have to worry about gold. I would have thought it obvious that this is not what those players (who rejoiced when no-selling became an option) were doing, and similarly I would have thought it obvious that optimal play under the new stat-drain model does not involve scumming for 40 mushrooms of vigor right from the start of the game. But apparently these things have to be said, so let me line out what I mean by "optimal play".

    Optimal play under the old stat-drain system: when you get drained, return to town. Scum the town for stat-restore items.

    Optimal play under the new stat-drain system: when you get drained, evaluate: are you so badly reduced that you need to [return to town and] consume a mushroom of vigor from the stash you have collected through normal play up to now? If so, do so; otherwise, continue with drained stats.

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