I'll pick this apart; if you don't mind. First off, remember this list is -old- and most the active dev team wasn't even around when it was written.
Wont Do wrote:Weapons of venom should poison chunks when butchering: Only adds tedium.
Cooking skill: Would probably just complicate things. Would really only be worth considering for whimsy, not as an actually useful skill.
Agreed. "Remove Chunks" seems to be the more popular suggestion these days anyways.
Wont Do wrote:Choosing your colour as a Draconian: Dr isn't meant to be nine subspecies, but to introduce a challenge where the player must adapt to the colour.
Although this is probably annoys players seeking Tiamat (having won one of all Dr colors); there's no reason to change it for everyone. Changing what the colors are (so there aren't 3 Fire affine ones, for example) might be a reasonable suggestion.
Wont Do wrote:Ice bridges
This would...probably be more interesting than flight. Spell that makes temporary path across water/lava is actually a more unique effect than 'quaff flight'. It would have to completely -replace flight- for it to be worth it though. Need to be available in a wand too, so Troglodytes could cross water. Might actually be worth testing, but you'd need an experimental branch with no flight (except Te, of course).
Wont Do wrote:Throwing potions, or dipping weapons into them: Actually, you can throw potions all you want; there just isn't much point.
IDK how I feel about this. Throwing potions is going back into Stalker territory and that was removed for a reason. As a god ability that uses potions (like Fedhas uses fruit); maybe, but as a general ability I can see why not. (Not enough ammo normally and Fulsome Distillation was just so annoying/scummy.)
Wont Do wrote:Make Regeneration non-Necromancy: You'll need a god or invest in Necromancy to get renewable healing in the game. Not that a L3 spell is a huge investment, but hey, it's Cool that it's Evil.
Actually, despite it seeming arbitrary; this being an evil spell is for balance reasons (preventing stacking Regen with the Support good gods give you in extended). Same thing with DDoor; Elyvilon being OK with DDoor would be brokenly powerful.
Wont Do wrote:Give full xp for summons/ally kills:It's a necessary balance tool, and will probably stay that way with any nerfing to summons.
I think now that Summons can't kill anything outside of LoS and there are enough enemies with bolt spells, smiting and Portal Projectile that can kill you while you're waiting on your summons to act, it may be worth reconsidering this. It does make a 'pure summoner' really frail and underleveled compared to other characters.
Wont Do wrote:Commands for individual monsters. (“give”, “take”, or assigning tasks like “follow me”, “attack” to single allies): This is only relevant for permanent (or very longterm) allies, and if needed, we will rather get rid of those than implementing this kind of micromanagement.
I think this was done? I dislike Beogh/Yred anyways, myself. Too annoying to try to keep permanent allies alive, prefer summons. Heh. I agree micromanagement is really tedious gameplay and I wouldn't use it myself, but if people that love playing Beogh/Yred want it, why not?
Wont Do wrote:Restoring saves after death: There's Felids since version 0.8, though.
Actually if you really want this. Feel free to play offline and savescum, or play in Wizard Mode. But, for mainline, of course not. A god giving any race Fe-level lifesaving? I proposed it once and still think that could be cool (if it's only one extra life and not dozens; it's not that far above Ely's life saving power-wise anyways). But actually allowing savescumming in online play, nah.
Wont Do wrote:Two-headed player species: In particular, no to two-headed playable ogres, double no to wearing two amulets at once and double double no to simultaneous religions.
- Two amulets? Why not. Sacrifice some other slot to allow the race to use it. (If they are Ogre-sized they already have no Boots, Helmets or Gloves.
- Simultaneous religions? This actually; from a player perspective might be cool; but would be a pain in the ass to implement and worse to balance. I'd like to see it; but I doubt it -could- be done.
Wont Do wrote:Selling items in shops: This just leads to scumming (drudgery) anyway.
Yea, dragging trash around to sell is annoying. Selling it as an (a)bility immediately? That might actually work as a god power. Gozag, everyone! But, it could still end up being tedious like corpse prayer, so...
Wont Do wrote:Containers (like sacks or bags): 52 item slots, that's it. For everything else, there's the stash tracker.
There's a reason for inventory limitations on tactical items (?Torment, /HW, Phial of Floods, etc.) So that needs to be preserved; stashing as it currently exists (I don't need Amnesia or spellbooks with me right now). Is exceedingly tedious though. This is actually a problem that should be addressed; but 'bag of holding' is not the way to fix it.
Wont Do wrote:Getting loot from player ghosts (like bones in Nethack): Again, scumming. Not much fun.
How is this scumming? Dying on purpose to give your next character an item? ...yea that sounds like really stupid logic. I see no issue with this.
Wont Do wrote:Beneficial effects from chunks: Would encourage tedious behaviour like stashing monsters.
Stashing monsters? Isn't that DD with a Vampiric weapon encourages? Heheh. I don't see why or why not in this case. It's not really worth trying though, doesn't sound fun.
Wont Do wrote:Removing the Ecumenical Temple. It serves as an important milestone for almost all new and some veteran players, and creates flavour (there are animosities among the gods, but they are of the Greek or Norse type, not of the monotheistic variant).
I can see this happening; but I don't think it needs to. Having a safe place in the world to pick a god is great for rally weak character starts.
Wont Do wrote:More numerical feedback, for stealth or MR or piety or damage dealt to monsters: - More numbers displayed lead to more cognitive load for all (but especially new or casual) players.
- We attempt to display numbers only where it is crucial (such as HP, MP, AC, EV).
- Moreover, showing plain numbers needs a lot of context (e.g. for monster AC or damage done to monsters, we'd need to announce monster HP etc.)
- Displaying information graphically (such as for spell power, piety, MR, stealth) has its own issues (is the scale linear or logarithmic etc.) but we reckon that it strikes sufficient balance between needs of new and seasoned players.
I couldn't disagree more. In fact the logic seems really bad. More information is always better for any player. It's a lot; sure, but so is showing it graphically and a number has no chance of being horribly misunderstood.
Wont Do wrote: Adding acid spells to the Poison Magic school: - Poison is already well-defined, adding spells that bypass all of its drawbacks/advantages does not improve it.
- Acid damage is not very different from plain nonelemental damage for players, since acid resistance is so rare and the monster corrosion effect is mostly insignificant.
You know. I think this rule is why Irradiate is Transmutations-school. The effect is very similar to corroding all the monsters around you on top of the damage; but is flavoured as 'malmutating' them instead because 'acid magic' is banned. Heh. Anyways, the part about monster corrosion being irrelevant is very untrue; it significantly lowers the AC of monsters. (This is part of why Fedhas Oklobs, Jiyva Acid Bite and Acid Clouds from the Rod of Clouds are so powerful). I -really do- think the player should have access to a corrosive spell; I don't particularly care what spell school it goes in, but it would be a reasonably interesting thing to give the player access to. However, even with the current acid effects; I also think monster rAcid needs to be a bit more widespread. (Yellow Draconians have rAcid+; All Jellies, except Slime Creature and Ooze have rAcid+++); nothing else has it. A Conjurations/{Foo} spell that uses acid damage would be an interesting choice for a reaver-type as the AC-lowering effect would boost killing the thing with melee after; but I don't think a corrosive spell needs to be as powerful as other high level conjurations.
Crafting has always been in the game. Lugging around a Demon Trident you aren't allowed to use because you are with a good god in order to get TSO to 'bless it' into something you can use is CRAFTING. Picking up a useless dragon hide and using a scroll of enchant armour to make a usable armour is CRAFTING. But, a really complicated crafting system where you need to find a lot of items from a lot of different creatures and use them to make something; would be far more tedious than fun.
Wont Do wrote:Dual wielding: Likely way too tricky to balance, Would lead to annoying dilemmas
I don't see why not. There are two ways this could be done.
- A Weapon type that is made specifically to be worn in the Shield slot. IE: "Offhand Knife" "Kama" or "Sai" makes offhand punch use shortblades skill and significantly boosts it. May provide minimal SH too.
- Wield two of the same weapon (probably must be the same type for making the mindelay balance well). At 1.5x normal skill for mindelay you hit with mindelay on both. (Say mindelay is 0.7; first hits at 0.3/0.4 (coinflip) second hits at 0.7). More -total- damage than a similarly skilled 2H, but have to check AC on each hit (probably less effective damage on high-AC creatures); but get resistances and brands on both slots. Potentially too powerful. Not unworthy of testing.
- Addendum: It may be only reasonable to do this with -just- short blades as well. Two Rapiers (even of Electrocution) would have a hard time being as powerful as Triple Sword/Exec Axe.
- Alternatively; having it only available for 1H 'flails' could work out interestingly (Whip/Flail/Demon Whip/Sacred Scourge) as only available weapons to dual-wield. [I say this because M&F has no gimmicks, (unlike Short's Stabbing, Polearm's Reaching and Axe's Cleaving). [/list]
Formatting tags on this post broke in so many amusing ways. at one point it incorporated the phpBB logo at the bottom of the page in the middle of the post. Heh. Lots of bugs! Every time I preview it; it adds an extra unnecessary
at the end of the post, so if it shows up; I didn't do it and I probably can't get rid of it.
I'm beginning to feel like a Cat God! Felid streaks: {FeVM^Sif Muna, FeWn^Dithmenos, FeAr^Pakellas}, {FeEE^Ashenzari, FeEn^Gozag, FeNe^Sif Muna, FeAE^Vehumet...(ongoing)}