Mines Malingerer
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Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Mines Malingerer
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SirDinkus wrote:Well I guess I'm baffled as to how keep any sort of challenge present in (any) game by making absolutely everything "fun". Dying (for every other gamer besides a Dugeon Crawl player) isn't fun. Taking damage isn't fun. Missing attacks are annoying. Meat spoiling isn't fun. Hunger isn't fun because it gets in the way of winning! On and on and on...
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Mines Malingerer
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SirDinkus wrote:random Xom-ish negative effects happening because your carrying a cursed item with you doesn't sound fun?
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Galefury wrote:I like Siegurt's idea. Having a positive effect along with a negative one and no way to remove curses would make cursed items quite a bit more insteresting.
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Siegurt wrote:4. Curses do not generally bind equipment to an inventory slot, rather they give a random bonus to encourage general wear, Equipment binds while curse is active.
5. "Remove Curse" scrolls are replaced with "Suppress curse" which temporarily prevents/removes active curse effects (both benefit and drawback)
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Siegurt wrote:The idea behind providing a small upside is that rather than the curse being *inflicted* on you, the curse is trying to *tempt* you into using it (Anyone see the old Friday the 13th show from the 80s? (Not related to the movies) where there were trying to recover cursed items before the possessor used them enough that their soul was swallowed up? That kind of thing was the flavor I had in mind)
At one point I had thought about the curse benefit slowly growing the more you used it, and it's downsides becoming progressively more severe.
Mines Malingerer
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Mines Malingerer
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Blades Runner
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SirDinkus wrote:I swear, that argument could be used on anything and in my mind it's not valid. If a player chooses to play that way, then fine. But most won't.
Tiber wrote:Siegurt wrote:The idea behind providing a small upside is that rather than the curse being *inflicted* on you, the curse is trying to *tempt* you into using it (Anyone see the old Friday the 13th show from the 80s? (Not related to the movies) where there were trying to recover cursed items before the possessor used them enough that their soul was swallowed up? That kind of thing was the flavor I had in mind)
At one point I had thought about the curse benefit slowly growing the more you used it, and it's downsides becoming progressively more severe.
While that's not a bad basic idea, I don't think item curses are where to do it. The obsidian axe and scythe of curses are a bit like that, and there are god proposals out there that use that basic idea. I think coming up with a flavorful fixedart might be a better route for that idea.
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TeshiAlair wrote:Silly cursed weapon idea- Mace of Midas
Golden mace
All items you pick up have a 50% chance of turning into 1 gold.
Ziggurat Zagger
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It seems somewhat grindy though since it would somewhat encourage picking up 'useless' items like skeletons, 'pickup->drop->' cycling until an item converts, and well.. 'item completionism' in general.
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DracheReborn wrote:If we're still brainstorming curse effects, how about this angle: cursed = unlucky
I was just thinking how much of the dungeon is randomly generated. So if a player is cursed, then floor items generated can be weaker or fewer, monsters are stronger or more, and maybe they drop corpses less often. Have you ever felt that the RNG is out to get you? In this case, being cursed can make it literally true
This also opens the opposite possibility, of something that positively affects your luck, like a talisman of luck or even a god of fortune.
On second thoughts, affecting monster generation might be too gamey, but I'm sure there are other possibilities.
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ontoclasm wrote:That's... even worse. It encourages you to carry around piles of junk. And then go back and hoover up more junk whenever it all turns to gold.
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mumra wrote:I'm not convinced that curses should be double-edged, in fact that goes against the idea of a 'curse'. We already have the double-edged thing with mutations and with many artifacts. If ?RC is in short supply then the decision comes down to which curses do you most want to get rid of. They shouldn't really be things you'd ever actually want.
1010011010.. or 666, whatever. wrote:A simpler system would be a chance gold transformation on item use, how much gold being price of the item except crap items which give 1.
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savageorange wrote:I'm not sure if siegurt is proposing 'constant effect while they are in inventory', 'constant effect while they are in use', or what. I also proposed that they could trigger on use (weapon: successfully hitting an enemy; armour: successfully being hit by an enemy, rings: wearing or invocation, etc.).
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savageorange wrote:1010011010.. or 666, whatever. wrote:A simpler system would be a chance gold transformation on item use, how much gold being price of the item except crap items which give 1.
Doesn't this incentivize the player to behave perversely (that is, to attempt actions which they actually hope will fail), as well as changing the game's economics dramatically? (this was why my formula scaled value down to be within the range of gold amounts that can already be generated semi-randomly.)
Bim wrote:1010011010 wrote:Siegurt wrote: inverting the +'s on an item to -'s
how about cursing an item inverts it's properties
I really like the idea, although I think it might be a bit overkill if rubbish uncursed stuff can be made good. I certainly like the idea of scrolls of remove curse could temporarily flip the enchantment on cursed items for a limited amount of time. This could lead to some interesting strategic play if combined with slightly less remove curse scrolls.
If this might become too abusable (I can't really see how), the items could vanish after being uncursed.
It's a unique idea and I really do think it'd add a lot of strategic play.
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savageorange wrote:We've already agreed they are currently just irritants, with very little "decision value".
rosstin wrote:avoids the no-brainer of uncursing everything.
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BlackSheep wrote:I think I remember this being mentioned before, so forgive me if this is repetitive. Instead of reducing the frequency of ?RC, make it single target?
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some12fat2move wrote:What if mummies don't actually curse your stuff but just inflict a status condition wherein you can't unequip any of your equipment (like temporarily cursing all of your stuff, except the status is on the player rather than on any items)?
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sanka wrote:Currently curses have the following effect:
- if you have a remove curse scroll: nothing
- if you do not have a remove curse scroll: they reduce available items.
Reducing the number of remove curse scrolls and/or increasing the bad effect from the cursed item could make this situation even worse.
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