Reasoning behind removing Nausea?


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Swamp Slogger

Posts: 132

Joined: Tuesday, 15th November 2011, 23:26

Post Friday, 31st May 2013, 23:45

Reasoning behind removing Nausea?

Other than the reduced satiation there's no difference between contaminated chunks and clean chunks now.
"Crawl is cruel. But we keep coming back to it like an abusive boyfriend. It keeps telling us how it will be different this time by giving us early robes of the archmagi and staves of fire. Then it backhands you with a Centaur on D4." ~Me

Crypt Cleanser

Posts: 721

Joined: Thursday, 9th August 2012, 20:23

Post Saturday, 1st June 2013, 02:20

Re: Reasoning behind removing Nausea?

It wasn't really an interesting feature, and at most it was a general annoyance.
A Google Doc I wrote up in regards to making a new 'workable' definition for the Roguelike Genre:
Defining the Roguelike Genre

Tartarus Sorceror

Posts: 1739

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

Post Saturday, 1st June 2013, 04:10

Re: Reasoning behind removing Nausea?

Huh. I play almost nothing but centaurs and I find it interesting.

Otherwise I'd probably never use permafood.

Vestibule Violator

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Joined: Friday, 21st January 2011, 22:56

Post Saturday, 1st June 2013, 09:50

Re: Reasoning behind removing Nausea?

Halls Hopper

Posts: 57

Joined: Saturday, 28th April 2012, 08:55

Post Saturday, 1st June 2013, 11:22

Re: Reasoning behind removing Nausea?

Difference between clean and contaminated chunks is that contaminated give less nutrition now.

Crypt Cleanser

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Joined: Thursday, 9th August 2012, 20:23

Post Saturday, 1st June 2013, 12:49

Re: Reasoning behind removing Nausea?

Rast wrote:Huh. I play almost nothing but centaurs and I find it interesting.

Otherwise I'd probably never use permafood.


That was probably the only species where it had any sort of impact since high metabolism would coupled with Nausea was sometimes capable of making you reach Starving. But if it is really desired to keep it for Centaur, it would be better to make a sort of Bad Mutation out of it - like eating Contaminated chunks while being a Herbivore sometimes makes you Nausea. For everyone else, all it does is make you clean chunks rot while you wait for it to go away.
A Google Doc I wrote up in regards to making a new 'workable' definition for the Roguelike Genre:
Defining the Roguelike Genre

Tartarus Sorceror

Posts: 1739

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

Post Saturday, 1st June 2013, 12:50

Re: Reasoning behind removing Nausea?

MIC132 wrote:Difference between clean and contaminated chunks is that contaminated give less nutrition now.


So it's almost the same as the difference between creature sizes causing them to give more or less chunks per butchering on average?

Halls Hopper

Posts: 57

Joined: Saturday, 28th April 2012, 08:55

Post Saturday, 1st June 2013, 15:23

Re: Reasoning behind removing Nausea?

Rast wrote:So it's almost the same as the difference between creature sizes causing them to give more or less chunks per butchering on average?


I know it's not a big difference, I just meant that there is any difference. Though it doesn't bother me in any way that there is no big difference.. Nausea was annoying and nothing more.

Spider Stomper

Posts: 211

Joined: Thursday, 5th January 2012, 08:32

Post Saturday, 1st June 2013, 15:32

Re: Reasoning behind removing Nausea?

I'm of the opinion that food should be really, truly, deeply uninteresting.

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Zot Zealot

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Post Saturday, 1st June 2013, 17:03

Re: Reasoning behind removing Nausea?

Nausea didn't make playing centaurs interesting, it made them annoying.

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