Tiktacy wrote:Ok, I have an idea. Create an effect called "Scroll seal/Potion Seal" or something along those lines. This effect would work similar to draining in that it requires Exp to be removed. As long as this is in effect, the appropriate consumables cannot be used.
There are multiple ways we could go about this, one option is to give certain enemies an attacked called "Scroll Seal" or "Potion Seal", a good place to start would be Flavored Elves just to test it out in trunk.
Essentially, this gives devs full control over what enemies can effect your consumables and what enemies can't(as opposed to all fire/ice based enemies having this effect). For example, Orcish Wizards won't have an effect on you late game at all even with a lucky hit, but Fire and Ice dragons will be terrifying as they can cut you off of an essential survival tool.
This would also make dropping/stashing consumables useless since they are effected no matter where they are. It would also make late game fire/ice enemies terrifying again as they can cut you off of valuable escape options and strategical advantages that can only be removed by killing more enemies. In addition, putting this in spell form makes balancing a lot more simple.
Thoughts?
Since this seemed to get ignored, just wanted to bump it and say that I think this is the best solution. It allows for situations where lack of access to consumables requires different strategic considerations, without making it overly trivial or long term crippling. It seems design-wise to be in line with the recent draining and corrosion changes as well. (I'm aware that people aren't a fan of temp corrosion as well, but I feel that bad mutations serve the niche of "permanently inconveniencing/possibly fucking you" very nicely.)
johistel wrote:I don't like all this talk about -potion and -scroll, removing access to certain consumables or classes of consumables is a completely different thing from item destruction, which didn't do anything remotely like that except when it happened to destroy your last consumable. Whether or not -scroll and -potion effects are worthwhile things to have in the game, I think they are completely tangential to the discussion of item destruction, as they would not really be a replacement, they'd be something new.
I think they are a replacement in the sense that the reasoning behind itemdest is limitation of access to consumables, whether that is time-based or resource based.
Here's my solution to the issue:
Take the "common" consumables, the ones that you are likely to have a great deal of, and make them into fairly common wands with very low charges (1-2).
Pros:
Each wand takes up inventory space, so selecting which tools you have with you at any given time is a meaningful choice.
Recharging allows you to get more of a resource, but adds a choice of which resource feels most valuable to a given player, allowing better players to make better choices, and less experienced players to try and learn which resources are more valuable.
It would also allow for a more fluid way to balance wands of hasting/heal wounds/teleportation by lowering the max number of charges and making there be less unnecessary overlap.
Prevents fire/ice spells from being overloaded. Ice can already slow you and tends to do massive damage in melee. Fire I don't believe does anything special except for sticky flame, but there is potential for design space there (burn status effect perhaps. A topic for another thread).
Similarly, allows for new kinds of threats- eyeballs or purple ugly things have a wand draining effect for instance.
Cons:
Stashing.
Probably lots of others I'm not thinking of at the moment.