an *immo property on armor


Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.

User avatar

Pandemonium Purger

Posts: 1283

Joined: Thursday, 16th April 2015, 22:39

Post Saturday, 27th June 2015, 23:17

an *immo property on armor

Some artefacts cause corrosion or confusion when you get hit hard enough. I propose having some armor that occasionally explodes when you take any damage, hurting both you and nearby enemies. Scrolls of immolation used to create an explosion centered on the reader, and was a useful though dangerous effect. This armor can have the same effect as old scrolls of immolation. It would be sometimes terrible, and sometimes great, especially with good rF against melee monsters. I don't think we have anything to fear from degenerate behavior in terms of players trying to hurt themselves to trigger an explosion, since any damage taken is not a good thing, and all sources of damage should have an equal likelihood of triggering it. Besides, if it only triggers, say, 10% of the time, then there's always something better to be doing. (As for whether this should sometimes be an evocable */+ property, that's a whole new question.)

Dungeon Master

Posts: 3160

Joined: Sunday, 5th August 2012, 14:52

Post Monday, 29th June 2015, 14:37

Re: an *immo property on armor

I had tentatively planned to create this almost exactly as listed here, but I wasn't convinced it was a good idea, so I haven't implemented it.

For this message the author Lasty has received thanks: 2
Pollen_Golem, Rast

Abyss Ambulator

Posts: 1244

Joined: Thursday, 10th March 2011, 19:45

Post Monday, 29th June 2015, 16:06

Re: an *immo property on armor

If you make armour from Xtahua's hide, it should gain this property.

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Monday, 29th June 2015, 16:13

Re: an *immo property on armor

I "thanked" for not implementing it.

Sar

User avatar

Ziggurat Zagger

Posts: 6418

Joined: Friday, 6th July 2012, 12:48

Post Monday, 29th June 2015, 16:15

Re: an *immo property on armor

you didn't implement exploding armour but did implement corroding and draining ones?

wtf man

For this message the author Sar has received thanks: 2
duvessa, Lasty

Vestibule Violator

Posts: 1508

Joined: Monday, 21st November 2011, 07:40

Post Monday, 29th June 2015, 16:55

Re: an *immo property on armor

Since thanks are fairly ambiguous in this thread, I think it's a nice idea. Another option would be for the armor to occasionally inner-flame and enemy on hit. Or make it a weapon (a fixedart axe, obviously) that inner flames the enemy. Something like that. ;)
Usual account: pblur on kelbi

Dungeon Master

Posts: 388

Joined: Monday, 18th August 2014, 20:04

Post Monday, 29th June 2015, 17:14

Re: an *immo property on armor

byrel wrote:Since thanks are fairly ambiguous in this thread, I think it's a nice idea. Another option would be for the armor to occasionally inner-flame and enemy on hit. Or make it a weapon (a fixedart axe, obviously) that inner flames the enemy. Something like that. ;)


Can't tell if this is a joke but there's already a fixedart great mace that does this, 'firestarter'. Also provides rF++, without which it would be completely unusable, much like any artifact that had this hypothetical property. (Seriously, what is the point of adding properties to non-jewelry artifacts that make them unusable in 95% of circumstances?? We already have enough of those.)

For this message the author advil has received thanks: 3
duvessa, grisamentum, Rast

Ziggurat Zagger

Posts: 11111

Joined: Friday, 8th February 2013, 12:00

Post Monday, 29th June 2015, 17:18

Re: an *immo property on armor

advil wrote:Can't tell if this is a joke but there's already a fixedart great mace that does this, 'firestarter'. Also provides rF++, without which it would be completely unusable, much like any artifact that had this hypothetical property. (Seriously, what is the point of adding properties to non-jewelry artifacts that make them unusable in 95% of circumstances?? We already have enough of those.)


Well, I use-IDed a ring mail with *Contam and *Confuse, and I decided to use it.
I believe we can add more properties if they are often with *Contam.

Vestibule Violator

Posts: 1508

Joined: Monday, 21st November 2011, 07:40

Post Monday, 29th June 2015, 17:40

Re: an *immo property on armor

advil wrote:Can't tell if this is a joke but there's already a fixedart great mace that does this, 'firestarter'. Also provides rF++, without which it would be completely unusable, much like any artifact that had this hypothetical property.


(Yeah, I knew there was one at some point. Though I didn't know if it still existed) Since they added cleaving, there's no excuse for firestarter to not give rF+++ and be an axe. Just saying. ;)
Usual account: pblur on kelbi

Crypt Cleanser

Posts: 746

Joined: Thursday, 5th December 2013, 04:01

Post Monday, 29th June 2015, 21:19

Re: an *immo property on armor

advil wrote:(Seriously, what is the point of adding properties to non-jewelry artifacts that make them unusable in 95% of circumstances?? We already have enough of those.)


I think they're cool as long as they're really awesome when you do encounter that 5% of circumstances where you can use them.

What I like about exploding armour is that, while it might be unusable if you don't have good fire resistance, it's strong if you do. So when you get a game where you have an easy source of rF++ and *immo armour, you get to have fun running around exploding everywhere.

The problem with a lot of "crippling in 95% of circumstances" downsides of randarts currently in the game is that they're just that - downsides that are crippling in 95% of circumstances. Even when you have the right setup to overcome the downside, it doesn't do anything good unless it happened to generate on an otherwise amazing piece of gear. A ring mail with *confuse and rN+ is terrible if you have no clarity, and extremely boring and mediocre if you do have clarity. A ring mail with *immo and rN+ is terrible if you have no r, but fun and interesting if you have rF++.

Really, this is the type of randart property I'd like to see more of, as opposed to the existing ones that are just bad. Properties that have an upside and a downside without relying on the randart having other good properties to be interesting instead of terrible.

For this message the author Quazifuji has received thanks: 2
chequers, Sar

Shoals Surfer

Posts: 321

Joined: Friday, 17th December 2010, 02:21

Post Tuesday, 30th June 2015, 11:33

Re: an *immo property on armor

"Crippling in 95% of circumstances" would still be too much (or too little) for a property like this. Imagine how dumb it would be if you'd end up with a self-immolating MiBe once every 20 games. Firestarter already exists and using it once every few hundred games provides more than enough uncontrollable explosions (which, you might find, end up being annoying as hell).

For this message the author asdu has received thanks:
duvessa

Crypt Cleanser

Posts: 747

Joined: Friday, 6th January 2012, 12:30

Post Tuesday, 30th June 2015, 19:54

Re: an *immo property on armor

I didn't find firestarter explosions annoying.
Armor chance to explode is in a way better than corrosion because the explosion is an instant effect and you can't do anything about it after it happens. Corrosion you can walk away, this is seen as a bad thing. So explosions are better than corrosion in this sense at least.
asdu wrote:Imagine how dumb it would be if you'd end up with a self-immolating MiBe once every 20 games
Agree with this though. Exploding armor does become unpleasant if it appears on usable armor more often than, let's say the rarity of an average unique artifact times two. On usable armor, not just any armor.
User avatar

Shoals Surfer

Posts: 311

Joined: Wednesday, 15th August 2012, 07:13

Post Wednesday, 1st July 2015, 00:43

Re: an *immo property on armor

Will *twister make an exciting comeback as a damage trigger instead of an evokable property!?!?

On a more serious note, I think a lot of miscast effects have potential as * properties- random blinking, cloud placement, and so on. Always cool to see randarts do things that affect player decisions and not just player numbers.
Spoiler: show
Psst, hey kid... you like roguelikes?

Tartarus Sorceror

Posts: 1739

Joined: Tuesday, 13th March 2012, 02:48

Post Wednesday, 1st July 2015, 16:02

Re: an *immo property on armor

wizzzargh wrote: Always cool to see randarts do things that affect player decisions and not just player numbers.


Not if 95% of the time the player decision is "drop it on the floor and walk away".

For this message the author Rast has received thanks: 3
duvessa, mps, rockygargoyle

Ziggurat Zagger

Posts: 8786

Joined: Sunday, 5th May 2013, 08:25

Post Wednesday, 1st July 2015, 16:15

Re: an *immo property on armor

Randart properties like -cast and *confuse that either make the item totally useless or do nothing at all do not create interesting decisions and you can accomplish the same effect by generating fewer randarts.

For this message the author duvessa has received thanks: 2
mps, rockygargoyle

Dungeon Master

Posts: 3160

Joined: Sunday, 5th August 2012, 14:52

Post Wednesday, 1st July 2015, 17:11

Re: an *immo property on armor

I agree with duvessa about -Cast, but not about *Confuse. I suppose you're referring to characters w/ clarity there, but it's a perfectly viable property to deal with w/o clarity. That clarity does make it do nothing isn't ideal though, I agree.

bel

Cocytus Succeeder

Posts: 2184

Joined: Tuesday, 3rd February 2015, 22:05

Post Wednesday, 1st July 2015, 17:36

Re: an *immo property on armor

I just used a ring with *confuse all through the game on a HO, without clarity. It triggers rarely enough that it's not a big problem. The ring had rn+, rPois, MR+ and MP+9 (I had guardian spirit amulet). I could just wait out the confuse in many situations.

I swapped it out in Zot though.

Tomb Titivator

Posts: 808

Joined: Sunday, 23rd June 2013, 15:20

Post Wednesday, 1st July 2015, 20:02

Re: an *immo property on armor

If *immo gets implemented, why not make *freeze as well? Applies a full power freeze to all adjacent hexes+self, and/or metabolic englaciation.

For this message the author le_nerd has received thanks:
Arrhythmia
User avatar

Pandemonium Purger

Posts: 1283

Joined: Thursday, 16th April 2015, 22:39

Post Wednesday, 1st July 2015, 21:04

Re: an *immo property on armor

wizzzargh wrote:On a more serious note, I think a lot of miscast effects have potential as * properties- random blinking, cloud placement, and so on.

I actually like that: *blink, makes you blink upon taking sufficient damage!
duvessa wrote:Randart properties like -cast and *confuse that either make the item totally useless or do nothing at all do not create interesting decisions and you can accomplish the same effect by generating fewer randarts.

Right, well, *immo is different because there are enough gradations of rF and HP that the cost/benefit of *immo takes place on a continuum, where the point where it becomes bad/good is somewhat arbitrary.
bel wrote:I just used a ring with *confuse all through the game on a HO, without clarity. It triggers rarely enough that it's not a big problem.

Exactly, and this too would be an occasional effect to (un)pleasantly surprise you. So, it doesn't have to be as rare as a particular unrand, like somebody said. It's not like Devastator or Firestarter or a few others that just keep triggering.

For this message the author Pollen_Golem has received thanks:
Arrhythmia

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 72 guests

cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by ST Software for PTF.