Thursday, 30th August 2012, 15:17 by Lasty
For those of you who want curses to play a bigger role in the game, what would that role be? Should they be:
a) foreseeable penalty that you get for bad play,
b) a consequence of fighting powerful monsters,
c) an arbitrary imposition from a cruel universe,
d) a barrier to fully exploring/identifying your surroundings,
e) something else?
When you have a curse, should it be:
a) a nuisance,
b) crippling and possibly fatal,
c) not crippling, but forcing a change of playstyle and/or tactics?
And lastly, how long should curses persist?
a) a long time
b) a short time
c) until you die, unless you get lucky
d) an arbitrary length of time.
For those of you who want longer lasting and/or more vicious curses, what sets them apart from mutations / potions of cure mutations? Currently curses are tied to equipment, are completely undetectable except by falling victim to them or burning scrolls of ID, are trivial unless they make you starve to death or prevent a key equipment switch, and are short-lasting in that there are plentiful remove curse scrolls. If curses are more powerful but no easier to detect, they'll either be a death sentence or equally trivial to now (because you're holding a ?oRC). If they're easier to detect, they'll be like a flag that says, "don't use this item", which seems undesirable.
If curses should matter more but not be arbitrary death or easily avoidable, I think we have to change fundamentally how curses are gained and removed. For example, remove scrolls of remove curse entirely, and then make it so each item curse has a condition that allows you to break it. Have a few curse types, most of which are painful but not crippling, and put them mostly on items good enough to be worth working for.
- For this message the author Lasty has received thanks:
- Zuboki