Pollen_Golem wrote:archaeo wrote:I don't want to put words in the devs mouths here, but I think the intent is to just see how the game plays with no rmut at all. While it seems manifestly obvious to a lot of people in this thread that the answer is, "It doesn't play very well," it's still worth testing out, to see if it maybe creates some kind of interesting emergent gameplay. Plus, it gets the community all riled up and throwing out ideas!
I observed before that it's not their style to just tweak things and follow up on how it plays out:
viewtopic.php?f=17&t=18001That's why new orc/elf/abyss get experimental branches on CBRO instead of getting tested in trunk.
I can't remember the last time I've seen something in trunk walked back. Lava Orcs I guess?
As for other elements of amulet design:
I'm also in on the idea that frontloading the costs of using amulets is more interesting than having their costs on the back ends.
I don't feel like putting *contam on amulets is a good idea because I'd never wear an amulet of *contam unless the other options were trash, it was really sort of nobrainer good, or I had cancellation to spare post vaults or something. Thematic punishments for thematic rewards would work much better in my opinion.
Kaelii wrote:Stopping regen for a non-aut period might also fit, but mechanically I don't know if such a penalty could be introduced easily, or if it would require some more serious tinkering with the code.
I'd think that using the current temporary mutation code with slow healing 3 would make this reasonably easy, and I like regeneration halting your regeneration temporarily as a drawback.
For dismissal, I think a much more interesting drawback than *contam would be teleportitis 3, or if something fancier was desired, one idea I had was a sort of reverse teleportitis wherein enemies are teleported to los from elsewhere from the level.