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Proposal: Poison chunks and rPois

PostPosted: Tuesday, 16th December 2014, 07:24
by milski
I think it would be very convenient if you were allowed to eat poison chunks as long as you had a (usable) source of rPois in your inventory. It's not a huge deal, but there are several areas (deep in the lair, swamp) where you can generate many poison corpses with no meaningful reason to wear rPois, which can lead to tedious equipment swapping to eat a chunk and move on. I also don't believe that butchering corpses and eating chunks in combat is a frequent issue, and unless you're swapping sets of plate the AUT cost of swapping to rPois gear is pretty minimal.

Obviously, the negatives are that it makes the food clock slightly more trivial, but only because players that would otherwise say "eh, screw it" and eat a ration might butcher corpses without needing to click four extra times to swap to rPois and swap back.

Re: Proposal: Poison chunks and rPois

PostPosted: Tuesday, 16th December 2014, 07:28
by notcluie
why do poison chunks (or chunks in general) still exist again

Re: Proposal: Poison chunks and rPois

PostPosted: Tuesday, 16th December 2014, 11:33
by Sprucery
Because food is a thing in Crawl?

Re: Proposal: Poison chunks and rPois

PostPosted: Tuesday, 16th December 2014, 17:53
by dornbeast
milski wrote: players that would otherwise say "eh, screw it" and eat a ration might butcher corpses without needing to click four extra times to swap to rPois and swap back.


Four extra keystrokes or clicks? Sure, it adds up, but it isn't really that much.

I consider it the price of not playing a poison-resistant race.

Re: Proposal: Poison chunks and rPois

PostPosted: Tuesday, 16th December 2014, 18:15
by milski
I don't feel like we should design the game around mild tedium as a motivating factor. There's a reason there are no longer scrolls of Curse X randomly lying around, or requiring a knife to butcher, and pretty much for the same reason I suggest letting you eat poison chunks; there's no real gameplay decision involved, just annoyance in edge cases.

Re: Proposal: Poison chunks and rPois

PostPosted: Tuesday, 16th December 2014, 18:32
by crate
How about just removing poisonous chunks? Make them clean if you want, or remove them entirely. Either way seems to be an improvement to me.

Re: Proposal: Poison chunks and rPois

PostPosted: Wednesday, 17th December 2014, 16:39
by johlstei
dornbeast wrote:
milski wrote: players that would otherwise say "eh, screw it" and eat a ration might butcher corpses without needing to click four extra times to swap to rPois and swap back.


Four extra keystrokes or clicks? Sure, it adds up, but it isn't really that much.

I consider it the price of not playing a poison-resistant race.

Then surely you'll support my proposal for electrified chunks.

Re: Proposal: Poison chunks and rPois

PostPosted: Wednesday, 17th December 2014, 18:01
by damiac
We need more various chunks. Acid chunks, negative energy chunks, magma chunks, summoned chunks(for some reason, you can only eat them if you have warding). I really feel like my resistances are going to waste if I can't use them to eat all the tasty monsters.

Plus, why do poison chunks have a Y/N prompt if you have no rPois, yet pressing Y doesn't do anything. Why don't mutagenic chunks make you more full? Why don't amulets of resist mutation let you eat mutagenic chunks risk free, like with rPois and poison chunks? Why do people drive on the highway with their high beams on? Why do those damn kids keep skateboarding on my sidewalk!?!

Re: Proposal: Poison chunks and rPois

PostPosted: Thursday, 18th December 2014, 03:41
by reaver
If somebody made a patch A) Turning Poison chunks into Clean Chunks B) Changing the Poison chunk type to a monster flag (I think Ignite Poison, for example, needs this) then I would probably push it.

Re: Proposal: Poison chunks and rPois

PostPosted: Thursday, 18th December 2014, 06:54
by duvessa
reaver wrote:B) Changing the Poison chunk type to a monster flag (I think Ignite Poison, for example, needs this)
um, not being able to tell which monsters will be affected by ignite poison kind of sounds like the worst thing ever

Re: Proposal: Poison chunks and rPois

PostPosted: Thursday, 18th December 2014, 12:24
by 1010011010
Ignite poison should effect anything with a natural poisoning ability, either poison on attacks, spit poison or poison/noxious breath (poison via chaos need no apply). All these things are described via xv.

Poison chunks should be removed.

Re: Proposal: Poison chunks and rPois

PostPosted: Thursday, 18th December 2014, 20:28
by PleasingFungus
damiac wrote:Plus, why do poison chunks have a Y/N prompt if you have no rPois, yet pressing Y doesn't do anything.

That prompt went away some time ago. Alas. I suspect it was eaten.

Re: Proposal: Poison chunks and rPois

PostPosted: Thursday, 18th December 2014, 20:44
by damiac
Ah, fair enough. One time I had a very hungry character who only had poison chunks, so I was quite disappointed to see I couldn't actually eat it.

'Truly eatest thou ye aulde poisonous chunke (y/n)
Y
But thou mustn't!'

Also, is there a language pack that translates the game into ye aulde englishe? Because there should be...

Re: Proposal: Poison chunks and rPois

PostPosted: Thursday, 18th December 2014, 22:41
by reaver
duvessa wrote:
reaver wrote:B) Changing the Poison chunk type to a monster flag (I think Ignite Poison, for example, needs this)
um, not being able to tell which monsters will be affected by ignite poison kind of sounds like the worst thing ever
Ok, so having the monster flag prints a blurb on the description like M_SHADOW and a bunch of other monster flags do. (I just assumed any patch would implement that because yes not being able to tell which monsters are affected would be terrible)

Re: Proposal: Poison chunks and rPois

PostPosted: Friday, 19th December 2014, 01:53
by duvessa
i was actually trying to get ignite poison removed

Re: Proposal: Poison chunks and rPois

PostPosted: Friday, 19th December 2014, 04:09
by dynast
duvessa wrote:i was actually trying to get ignite poison removed


You dare!? y-you DARE!?!?

Re: Proposal: Poison chunks and rPois

PostPosted: Friday, 19th December 2014, 21:36
by notcluie
well, ignite poison is quite bad, quite spoilery and quite degenerate (you can lay down poison arrows/potions etc to burn)
so it probably should...

Re: Proposal: Poison chunks and rPois

PostPosted: Saturday, 20th December 2014, 00:37
by Sprucery
Then it shouldn't work on potions, arrows etc.

Re: Proposal: Poison chunks and rPois

PostPosted: Saturday, 20th December 2014, 01:27
by KoboldLord
Ignite Poison is kind of terrible even if used as actually intended. It's only useful in a couple areas that aren't particularly hard in the first place. It eliminates positioning as a concern for those areas, which is bad because positioning is something like 80% of gameplay content. Cross-training with it will actually make your character worse due to the opportunity cost, since fire and transmutations have no useful synergy at any point in the game other than the relevant Lair branch, which again isn't that hard in the first place. Possibly it may serve a role as a newbie trap, but we probably don't actually need a newbie trap.

Re: Proposal: Poison chunks and rPois

PostPosted: Saturday, 20th December 2014, 02:23
by dynast
This is getting offtopic so i ll put it simple: ignite poison is a spell that you usually learn when playing a transmuter background because its useful since 3 out of 4 of the possible rune branches for lair are poison themed. i could create a topic about changing the spell to ignite blood and elaborating around it if people want to keep discussing it.

Re: Proposal: Poison chunks and rPois

PostPosted: Saturday, 20th December 2014, 02:44
by PleasingFungus
dynast wrote:This is getting offtopic so i ll put it simple: ignite poison is a spell that you usually learn when playing a transmuter background because its useful since 3 out of 4 of the possible rune branches for lair are poison themed. i could create a topic about changing the spell to ignite blood and elaborating around it if people want to keep discussing it.

Please do; I'm not very fond of the spell myself (from a design perspective), but I'd be happy to read an argument in its defense.

Re: Proposal: Poison chunks and rPois

PostPosted: Saturday, 20th December 2014, 10:06
by notcluie
Tm spellpower for ignite poison isn't even particularly great since you wouldn't have trained much fire or even that much tmut unless you're going for dragon form so you get something that's filler until things get into melee for 1 1/2 branches on average and it isn't even particularly good in swamp since all the strong enemies are immune
other builds don't really want any tm investment unless you really want 11 spell levels and 5 different skills trained for flame clouds
e: i suppose this ignite poison discussion should probably be moved though