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Re: Curses (cross post from oook)
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XYQE > Roguelike > Re: Curses (cross post from oook) 15 March 2009 23:03:13

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Re: Curses (cross post from oook)

Timo Pietil 11 March 2009 14:39:50
 Nick McConnell wrote:
For a while I've been saying I'm going to revamp curses in FAangband,
with the level of detail I give being roughly "remove sticky curses and
add more interesting curses". So now I think I have a slightly more
fleshed out scheme, and would like to hear opinions.

e. Occasional summoning

This is in vanilla potential instadeath. At least in past summoned
monsters could act in same turn they are summoned, which can kill you
instantly (for example player without FA and carrion crawler).

I don't know if this is the case in FA or in latest versions of the vanilla.

Timo Pietil
Add comment
Valis 12 March 2009 01:24:29 permanent link ]
 Hi.

Other things you might consider are both pluses *and* minuses to
stats. Items in Steamband both raise and lower stats and resistances.

You might find something that gives 33% resist base, but -66% versus
ice, with +xx to all physical stats and -xx to int.

Just other interesting object selections
-Campbell
Add comment
Magnate 12 March 2009 16:11:32 permanent link ]
 "Nick McConnell" <nckmccnnll@yahoo.c­om.au> wrote
Timo Pietil wrote:
Nick McConnell wrote:
e. Occasional summoning
This is in vanilla potential instadeath. At least in past summoned
monsters could act in same turn they are summoned, which can kill you
instantly (for example player without FA and carrion crawler).
That would be a nasty curse, then :)­
A good point, though - care would be needed that items with the various
curses turned up at appropriate depths.

As long as summoned beasties don't get a move in between being summoned and
the player's next move, the instadeath risk goes away.

It's still a nasty curse, but hey, that's the point isn't it?

CC

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J rgen Lerch 13 March 2009 07:38:12 permanent link ]
 Saluton!

On Wed, 11 Mar 2009 22:18:38 +1100, Nick McConnell wrote:
1. "Cursed" no longer (necessarily) means "can't be taken off". It can
mean a range of things, including
[...]
i. Can't be unwielded (this is now nasty, and would have to be used
with care)
j. ...and others

Sounds good, with the exception of ...

2. Remove Curse and *Remove Curse* still exist, but act differently:
iii. For any cursed item, the player can attempt once to uncurse
it; if this attempt fails, it is cursed for good.

... this one - the main reason indeed being i. above.

Ad Astra!
JuL

--
jynwyn@gmx.de / Reality is a crutch for those who can't
J rgen ,,JuL'' Lerch / cope with fantasy

Add comment
Ray Dillinger 14 March 2009 18:42:46 permanent link ]
 Nick McConnell wrote:

For a while I've been saying I'm going to revamp curses in FAangband,
with the level of detail I give being roughly "remove sticky curses and
add more interesting curses". So now I think I have a slightly more
fleshed out scheme, and would like to hear opinions.
1. "Cursed" no longer (necessarily) means "can't be taken off". It can
mean a range of things, including
a. Random teleportation
b. Aggravation
c. Experience drain
d. Random poisoning
e. Occasional summoning
f. Induce fear
g. Random hallucinations
h. Occasionally drops from the player's hand
i. Can't be unwielded (this is now nasty, and would have to be used
with care)
j. ...and others

*applause.* This has needed doing for a long time.

2. Remove Curse and *Remove Curse* still exist, but act differently:
i. It asks for an item.
ii. The item can be in any of the usual places - equipment,
inventory, floor.
iii. For any cursed item, the player can attempt once to uncurse
it; if this attempt fails, it is cursed for good.
iv. Obviously, *RC* has a better chance than RC; also player
level/INT/WIS/class­/something, and item depth/value/whateve­r will
probably be factors.

The combination of "can't be unwielded" and "cursed for good" would
appear to be insurmountable if taken at face value (as you say, it's
now nasty). I would suggest that there must be either some way
to get rid of the cursed item, or some way to make the item you
can't get your hand off of game-endingly powerful; otherwise the
single item can make the game unwinnable. However, neither of
those things should be common or easy. :-)­

To suggest a game mechanic, I would say that Remove Curse either
works, or doesn't work. If it fails the first time there's no
point in trying again. *Remove Curse* on the other hand should
eventually work - it may take seven or eight of them if something
is really horribly cursed, but sooner or later it'll work.

3. Priests may get an early Detect Curse spell, which would at least
tell if an item is cursed, and maybe identify the curse.

I think magicians should get an early "detect magic" spell too.
It won't warn them about curses or identify things, but it should
let them know whether something is normal or enchanted.

4. Pseudo-id could work a number of ways:
I. Cursed items Pseudo as {cursed}
II. Cursed items with some good properties pseudo as {tainted},
without as {cursed}
III. Cursed items pseudo as {good, cursed}, {average, cursed} etc.
Opinions keenly anticipated.

My opinion of pseudo-ID is negative at this point. I dunno -
it just seems like some sort of a botch to me.

Bear

Add comment
Valis 14 March 2009 21:12:57 permanent link ]
 
To suggest a game mechanic, I would say that Remove Curse either
works, or doesn't work. If it fails the first time there's no
point in trying again. *Remove Curse* on the other hand should
eventually work - it may take seven or eight of them if something
is really horribly cursed, but sooner or later it'll work.

I think the answer here is simple. Remove curse may work, but fail and
then not work. *Remove Curse* *will* work. It's simply a question of
rarity.Just make it so the average player will only see a few during
their whole game.
-Campbell
Add comment
The Wanderer 15 March 2009 16:39:00 permanent link ]
 Jonker wrote:

valis wrote:
I think the answer here is simple. Remove curse may work, but fail
and then not work. *Remove Curse* *will* work. It's simply a
question of rarity.Just make it so the average player will only see
a few during their whole game. -Campbell
Elegant, brilliant. And it's not as if these items will be
particularly hyper-powered so that it would be balance-breaking.
Still forces interesting decisions and would make it worth trying on
high end ego-items in spite of the possible sticky curse. The new
curse system looks better and better (can we have it in V, please?).
Five stars.

Please don't. I like the basic idea of more complicated curses (some of
the specifics here don't look too great, but I don't have immediate
better suggestions), but the "curse can never be removed" angle is a
very bad thing IMO, and the only reason I haven't spoken up against it
is that I don't play FAAngband; I would not want it in vanilla. This
particular variation of the suggestion, in which *RC* is guaranteed to
work, is the least problematic I've seen yet - but I still would not be
happy with it.

I might be less unhappy with a situation in which the chances of
removing (and/or permanence of failure to remove) a curse varied
depending on what curse it was, but I'm not sure about that, and I don't
have immediate specific suggestions at the moment either.

Alternately, I could envision a system with all of the various curses
suggested here, each coming in a "weak" form (removable with RC, either
guaranteed or with chance-of-failure/c­an-try-again-endless­ly) and a
"strong" one (removable only with *RC*, either with success guaranteed
or with failure possible but *RC* much more common than would otherwise
be necessary) and possibly a "permanent" one (not removable), but from
the discussion so far I don't think most other people would be very
happy with that.

--
The Wanderer

Warning: Simply because I argue an issue does not mean I agree with any
side of it.

Secrecy is the beginning of tyranny.
Add comment
Timo Pietil 15 March 2009 20:48:34 permanent link ]
 The Wanderer wrote:
Jonker wrote:
valis wrote:
I think the answer here is simple. Remove curse may work, but fail
and then not work. *Remove Curse* *will* work. It's simply a
question of rarity.Just make it so the average player will only see
a few during their whole game. -Campbell
Elegant, brilliant. And it's not as if these items will be
particularly hyper-powered so that it would be balance-breaking.
Still forces interesting decisions and would make it worth trying on
high end ego-items in spite of the possible sticky curse. The new
curse system looks better and better (can we have it in V, please?).
Five stars.
Please don't. I like the basic idea of more complicated curses (some of
the specifics here don't look too great, but I don't have immediate
better suggestions), but the "curse can never be removed" angle is a
very bad thing IMO, and the only reason I haven't spoken up against it
is that I don't play FAAngband; I would not want it in vanilla.

I wouldn't mind. After all it wouldn't be "sticky curse" (except when it
is), so basically you would just get a YAJunkItem if you don't manage to
get the curse removed. That's not so bad.

I think that vanilla-type "sticky curse" is the worst possible curse
type. It prevents testing in fear of really nasty item and that is a bad
thing.

I think "sticky curse" in this case should be one that prevents you from
dropping the item, but not take it off. That way you are not stuck using
a item that potentially is gamestopper bad, but is annoyingly still in
your backpack and you just can't get rid of it (Isn't that what curses
usually are? Items that look good but what eventually turn out to be bad
and you just can't get rid of it unless...something *it* wants happens,
or you get rid of the curse).

Timo Pietil
Add comment
Eddiegrove@Hotmail.Com 15 March 2009 21:49:17 permanent link ]
 On Mar 15, 1:48pm, Timo Pietil <timo.piet...@helsi­nki.fi> wrote:

I think "sticky curse" in this case should be one that prevents you from
dropping the item, but not take it off. That way you are not stuck using
a item that potentially is gamestopper bad, but is annoyingly still in
your backpack and you just can't get rid of it (Isn't that what curses
usually are? Items that look good but what eventually turn out to be bad
and you just can't get rid of it unless...something *it* wants happens,
or you get rid of the curse).

One could also change things a little to make it occasionally useful,
especially on an artifact.

Allow the player to drop it, but it reappears in the pack in say 10 +
1d10 turns, knocking something out if the pack is full. Then you
could put that curse on a throwing hammer, and it could be useful.
Current throwing artifacts are mostly useless, to me at least, because
I know after a few tries something will happen to make me unable to
get it back, so I just sell them if I choose not to wield them.


Eddie
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The Wanderer 15 March 2009 21:51:24 permanent link ]
 Timo Pietil wrote:

The Wanderer wrote:
Jonker wrote:

Elegant, brilliant. And it's not as if these items will be
particularly hyper-powered so that it would be balance-breaking.
Still forces interesting decisions and would make it worth trying
on high end ego-items in spite of the possible sticky curse. The
new curse system looks better and better (can we have it in V,
please?). Five stars.
Please don't. I like the basic idea of more complicated curses
(some of the specifics here don't look too great, but I don't have
immediate better suggestions), but the "curse can never be removed"
angle is a very bad thing IMO, and the only reason I haven't spoken
up against it is that I don't play FAAngband; I would not want it
in vanilla.
I wouldn't mind. After all it wouldn't be "sticky curse" (except when
it is), so basically you would just get a YAJunkItem if you don't
manage to get the curse removed. That's not so bad.

This probably deserves a longer response, but at present anything I
wrote would probably become incoherent, so let me simply say that I took
that into account before making my last post; I do think that it's bad
enough that I wouldn't want to play a game with it, unless it was
guaranteed that the curse would be removable with enough patience (and
preferably not the "scum endlessly for ?*RC*" kind of patience, either).

--
The Wanderer

Warning: Simply because I argue an issue does not mean I agree with any
side of it.

Secrecy is the beginning of tyranny.
Add comment
Timo Pietil 15 March 2009 23:03:13 permanent link ]
 The Wanderer wrote:
Timo Pietil wrote:
The Wanderer wrote:
Jonker wrote:
Elegant, brilliant. And it's not as if these items will be
particularly hyper-powered so that it would be balance-breaking.
Still forces interesting decisions and would make it worth trying
on high end ego-items in spite of the possible sticky curse. The
new curse system looks better and better (can we have it in V,
please?). Five stars.
Please don't. I like the basic idea of more complicated curses
(some of the specifics here don't look too great, but I don't have
immediate better suggestions), but the "curse can never be removed"
angle is a very bad thing IMO, and the only reason I haven't spoken
up against it is that I don't play FAAngband; I would not want it
in vanilla.
I wouldn't mind. After all it wouldn't be "sticky curse" (except when
it is), so basically you would just get a YAJunkItem if you don't
manage to get the curse removed. That's not so bad.
This probably deserves a longer response, but at present anything I
wrote would probably become incoherent, so let me simply say that I took
that into account before making my last post; I do think that it's bad
enough that I wouldn't want to play a game with it, unless it was
guaranteed that the curse would be removable with enough patience (and
preferably not the "scum endlessly for ?*RC*" kind of patience, either).

I still don't understand why. After all you just get a YAJunkItem with
this curse system even if it is very bad item, and occassionally that
item could actually be good one even with curse. Definite improvement
over vanilla sticky curses IMO.

Timo Pietil
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XYQE > Roguelike > Re: Curses (cross post from oook) 15 March 2009 23:03:13

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