Senban wrote:omegonthesane wrote:You do not get to argue realism when it comes to game design. Ever.
1) You ain't the boss of me.
2) My point was about the feel of the game, rather than realism or unrealism. I'm playing this game because I like the feeling of being up against remorseless enemies in a harsh, unforgiving environment where I might well succumb to poison, starvation or other misfortunes.
Unforgiving is "you fuck up, you die". All too often, poison is "you
don't fuck up,
at all, and
you die anyway, in a manner that is literally completely out of your control." That isn't unforgiving, it's
cruel. When a snake appears at the edge of your vision and notices you, you don't get to run, you can't 100% count on stones, standing and fighting is the optimal solution and all too often it gets you fatally poisoned.
I left out death by starvation in the noncombat death rant because with the current inputs I don't consider it a realistic danger. I have lost characters to poisons outside of combat hundreds, possibly thousands of times; I have lost exactly one character to starvation, a catastrophically unlucky DSFE way back when you needed a sharp object to dissect.
Senban wrote:omegonthesane wrote:Being able to die out of combat is bad for the game. Full fucking stop.
Have you tried Street Fighter II? That doesn't have poison in it.
Like I said before,
in my opinion, it is absolutely vital to the game that it does contain mortal dangers which cannot be defeated by violence, it gives the game a richness of experience which it would otherwise lack.
That's not what you said - you said you wanted the game environment to be harsh and unforgiving. In any case, poison is literally the only such immediate mortal danger that cannot be fought - for most characters starvation can be fought by violently killing something, chopping it up and eating the chunks, while mutation and rot simply make the immediate dangers more dangerous rather than being fatal on their own.
Also, thinly veiled personal insults are not appreciated anywhere under the sun, I'd literally be less offended if you called me a retard and told me to go suck a barrel of cocks because at least then you'd be
admitting it was a personal insult.
Senban wrote:omegonthesane wrote: It doesn't matter how hard you have to fuck up to do it, if you got out of combat you should not be in mortal danger until an enemy finds you. The most prominent example of noncombat death is poison; therefore, poison as it is currently implemented being able to kill you is bad for the game. I have seen no counterarguments to this core principle, and plenty of bad-faith attempts to sidetrack the discussion onto whether or not it is avoidable - because that doesn't matter, it's bad for the game.
The avoidance arguments are not being made in bad-faith at all, what they are pointing out is that threat mangement is a vital component of the game and that - in the early game particularly - poison is an important pillar of the risk-management dimension of the game. In all honesty I think you have seen plenty of counterarguments, you just haven't understood them.
Another thing that you might have missed is the synergy between the poison aspect of the game and the scrolls and potions aspect of the game, nerfing poison damage would take a lot of pressure off this side of the game too which would also be a bad gameplay desicion, in my opinion.
Risk management would be "can I flee fast enough, is it worth potion roulette". If a snake comes around the corner - or worse, a kobold with poison darts - no risk management is involved; you can stand and fight and die, you can charge and die, you can run and die, and whether or not you die is decided practically entirely by whether or not the RNG determining the poison likes you.
In any case, after reading through crate's link I'm leaning more towards deterministic poison, for which work is already in progress - if I
know I'm going to die in N turns, I can react accordingly.
Senban wrote:I still can't figure out how non-casters should best deal with Jellies. Maybe instead of posting long, sweary demands that other people do hard unpaid work to remove an aspect of the game that other people find enjoyably challenging we should just swap gameplay tips?
1) Order of magnitude. Jellies affect your stuff; poison ends your game. Jellies can always be reacted to; poison all too often is simply a random chance of death which cannot be influenced.
2) Your position is not founded on any kind of logic and your passive-aggressive expression of your position makes me seethe in a way a proper screaming match would not.
3) Pick up a spare or artefact weapon and hit them. Or if you're an archer, suck up the ammunition loss, because once jellies are showing you should probably be doing enough damage to net out.