Ziggurat Zagger
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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.
Ziggurat Zagger
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Grimm wrote:Given that the gourmand amulet is less useful now, perhaps the delay could be removed.
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Danei wrote:Sometimes I would cast hungering spells just to get myself into very hungry before my brown chunks decayed, which is gamey behavior, but that sort of behavior was already in the game anyway.
jpeg wrote:To clarify, I don't think that temporarily inedible chunks should be treated as "useless" (in neither colouring nor '&' selection).
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Huh. The goal of the food mini-game is to keep your satiation as high as possible, not eat as many chunks as possible. If you know you're close to the very hungry threshold, then it might make sense, otherwise it's useless, or even harmful.
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absolutego wrote:centaurs are very frustrating now. you spend most of the time between very hungry and starving. i've already hit starving well over a dozen times at XL13, and i don't use spells, rods or invocations. clean chunks are ok, but you can only eat contaminated chunks at near starving, and they give so little nutrition that after eating them sometimes you're still at near starving, and often sick. the satiation margin is in practice very, very narrow. if nutrition from vegetarian items has increased i barely notice it (it is my impression that meat rations don't work as well as bread rations, though).
i'm not a good player, so you'll want more feedback, but herbivore 1 is so restrictive now that you may have to get rid of fast metabolism 1.
Narretz wrote:Since when are Centaurs Herbivore? Has playing them not been difficult enough, or why was this implemented? Granted, they are not a beginners species, but this sounds like it only makes one aspect of the species much harder that is tedious anyway.
absolutego wrote:since as far back as i remember.
until the food reform herbivore 1 was pretty much irrelevant, and fast metabolism 1 only somewhat problematic. they were pretty damn good, actually.
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Before the food reform, centaur had just hunger 2. We gave them herbi 1 and reduced hunger to 1.
make food with preference 1 (brown chunks) edible at hungry, and pref 0 at very hungry. Basically, it means normal chars eat like before, herbi 1 eat like normal char in the current version, and herbi 2 like current herbi 1. Requiring players to be near starving to eat something isn't good.
I'm also thinking of changing the effect of brown chunks to prevent eating instead of regeneration. Maybe a new nauseous status, or just change the effect of sickness. That way, if you can choose between brown and white, it's never optimal to eat the brown first. Just always eat the best chunk available.
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vintermann wrote:Nausea should probably get a somewhat kinder name
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vintermann wrote:I liked Galehar's nausea suggestion, and also minmay's alternative to hunger tresholds. Might it be possible to combine them?
(snip)
vintermann wrote:I appreciate that it is stressful to hang around at hungry/very hungry as a herbivore all the time, although in principle it's not very different from hanging around between full and very full for a carnivore.
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absolutego wrote:vintermann wrote:I appreciate that it is stressful to hang around at hungry/very hungry as a herbivore all the time, although in principle it's not very different from hanging around between full and very full for a carnivore.
what? the difference is obvious: you can drop many satiation thresholds as a carnivore. as a herbivore you're starving in no time. couple that with fast metabolism 1 and you can see the problem.
besides, why should herbivores stay at low satiation levels all the time? just for the sake of differentiating them? there just isn't enough permafood for this playstyle unless you couple it with slow metabolism.
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AtT wrote:I don't know if anyone has mentioned this or not, but why don't characters who have no use for rotten chunk just drop them (like autopickup) when it is safe to do so?
Ziggurat Zagger
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galehar wrote:There's a plan to revert the whole thing and just implement a few simple changes (it's being discussed on c-r-d). The low satiation threshold is problematic and the whole system is designed around it.
Removing fast and slow meta and tying digestion speed to herbi/nutri is interesting. I'll think about it.
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4. herbi 1 can't eat contaminated chunks, herbi 2 no chunks at all, but can eat meat permafood (and gourmand can help here).
Most of food supply comes as contaminated chunks -- and in some branches, all of it, so you're starving anyone who had an ounce of bad luck near a neqoxec (or Ijyb). No chunks at herbi 2 would turn the probability of "find cure mut or perish" that much higher. Remember, we removed Hive, so you can't count on practically unlimited permafood anymore.
I believe that 4. is worth a try. It is a simple rule. Recall that herbi is supposed to increase nutrition from plant stuff and to slow digestion. It is fine if players have to dip into permafood.
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dpeg wrote:ryak: The complaints are always cheap. If you offer something to the public, you have to develop a thick skin. And I am afraid that our players are rather on the civilised end of the spectrum.
Also, your work was not in vain. A number of food issues will be addressed (or are already) and I don't think that would have happened without Vintermann's proposal and your patch. Thanks again and don't take it too hard!
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snow wrote:Food is a simple balance tool. It's not supposed to be anything else... especially not some elaborate system.
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ryak wrote:I'm not trying to be another complainer on the internet, but i don't think some people realize that i donated about 2 days of my time writing, testing, and updating that patch before it went in and basically got a lot of grief for my trouble.
vintermann wrote:I'm not surprised people dislike the multiple tresholds, but I suspect that it is because they insist on trying to do something (squeezing the most out of their permafood from eating low-quality chunks) that isn't supposed to be worth it anymore. The way the reform has failed, is that it hasn't convinced them to eat that permafood instead, so they're subjecting themselves to stress continuously which I really only wanted a player to face when they were actually low on food.
vintermann wrote:dpeg, galehar, devteam: How about we keep the ryak's code in a branch, so we can at least see what can be salvaged? branches are cheap.
Ziggurat Zagger
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galehar wrote: the goal is to have players rely more on permafood and less on chunks
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KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
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bobross419 wrote:Regarding a decrease in chunks - This would have side effects on things like Simulacrum, the Necro channeling spell, and Corpse Rot.
It might be safer and even easier to just modify the amount of satiation granted from chunks than to reduce the number of chunks altogether.
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Night2o1 wrote:bobross419 wrote:Regarding a decrease in chunks - This would have side effects on things like Simulacrum, the Necro channeling spell, and Corpse Rot.
It might be safer and even easier to just modify the amount of satiation granted from chunks than to reduce the number of chunks altogether.
I am not sure if it would be more annoying to have to stop, butcher, and nibble every corpse that drops or if it'd be more annoying to have a % chance that a corpse drop will be inedible because the monster was too emaciated to provide any edible meat.
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
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bobross419 wrote:Annoyance isn't the point.
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