Proposal: Poison chunks and rPois


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

Spider Stomper

Posts: 247

Joined: Monday, 10th November 2014, 21:32

Post Tuesday, 16th December 2014, 07:24

Proposal: Poison chunks and rPois

I think it would be very convenient if you were allowed to eat poison chunks as long as you had a (usable) source of rPois in your inventory. It's not a huge deal, but there are several areas (deep in the lair, swamp) where you can generate many poison corpses with no meaningful reason to wear rPois, which can lead to tedious equipment swapping to eat a chunk and move on. I also don't believe that butchering corpses and eating chunks in combat is a frequent issue, and unless you're swapping sets of plate the AUT cost of swapping to rPois gear is pretty minimal.

Obviously, the negatives are that it makes the food clock slightly more trivial, but only because players that would otherwise say "eh, screw it" and eat a ration might butcher corpses without needing to click four extra times to swap to rPois and swap back.

For this message the author milski has received thanks:
duvessa

Spider Stomper

Posts: 203

Joined: Monday, 17th November 2014, 18:23

Location: britland

Post Tuesday, 16th December 2014, 07:28

Re: Proposal: Poison chunks and rPois

why do poison chunks (or chunks in general) still exist again

For this message the author notcluie has received thanks: 6
duvessa, Ironfoot, johlstei, nago, nilsbloodaxe, rockygargoyle
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Tuesday, 16th December 2014, 11:33

Re: Proposal: Poison chunks and rPois

Because food is a thing in Crawl?
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Swamp Slogger

Posts: 138

Joined: Saturday, 4th August 2012, 07:07

Post Tuesday, 16th December 2014, 17:53

Re: Proposal: Poison chunks and rPois

milski wrote: players that would otherwise say "eh, screw it" and eat a ration might butcher corpses without needing to click four extra times to swap to rPois and swap back.


Four extra keystrokes or clicks? Sure, it adds up, but it isn't really that much.

I consider it the price of not playing a poison-resistant race.

Spider Stomper

Posts: 247

Joined: Monday, 10th November 2014, 21:32

Post Tuesday, 16th December 2014, 18:15

Re: Proposal: Poison chunks and rPois

I don't feel like we should design the game around mild tedium as a motivating factor. There's a reason there are no longer scrolls of Curse X randomly lying around, or requiring a knife to butcher, and pretty much for the same reason I suggest letting you eat poison chunks; there's no real gameplay decision involved, just annoyance in edge cases.

For this message the author milski has received thanks: 2
duvessa, nilsbloodaxe

Ziggurat Zagger

Posts: 4055

Joined: Tuesday, 10th January 2012, 19:49

Post Tuesday, 16th December 2014, 18:32

Re: Proposal: Poison chunks and rPois

How about just removing poisonous chunks? Make them clean if you want, or remove them entirely. Either way seems to be an improvement to me.

For this message the author crate has received thanks: 5
all before, and into, Arrhythmia, nilsbloodaxe, rockygargoyle

Tomb Titivator

Posts: 853

Joined: Thursday, 29th August 2013, 18:39

Post Wednesday, 17th December 2014, 16:39

Re: Proposal: Poison chunks and rPois

dornbeast wrote:
milski wrote: players that would otherwise say "eh, screw it" and eat a ration might butcher corpses without needing to click four extra times to swap to rPois and swap back.


Four extra keystrokes or clicks? Sure, it adds up, but it isn't really that much.

I consider it the price of not playing a poison-resistant race.

Then surely you'll support my proposal for electrified chunks.

Abyss Ambulator

Posts: 1205

Joined: Friday, 8th November 2013, 17:02

Post Wednesday, 17th December 2014, 18:01

Re: Proposal: Poison chunks and rPois

We need more various chunks. Acid chunks, negative energy chunks, magma chunks, summoned chunks(for some reason, you can only eat them if you have warding). I really feel like my resistances are going to waste if I can't use them to eat all the tasty monsters.

Plus, why do poison chunks have a Y/N prompt if you have no rPois, yet pressing Y doesn't do anything. Why don't mutagenic chunks make you more full? Why don't amulets of resist mutation let you eat mutagenic chunks risk free, like with rPois and poison chunks? Why do people drive on the highway with their high beams on? Why do those damn kids keep skateboarding on my sidewalk!?!

For this message the author damiac has received thanks: 3
Arrhythmia, EugeneJudo, rockygargoyle
User avatar

Dungeon Master

Posts: 762

Joined: Thursday, 25th April 2013, 02:43

Post Thursday, 18th December 2014, 03:41

Re: Proposal: Poison chunks and rPois

If somebody made a patch A) Turning Poison chunks into Clean Chunks B) Changing the Poison chunk type to a monster flag (I think Ignite Poison, for example, needs this) then I would probably push it.
On IRC my nick is reaverb. I play online under the name reaver, though.

For this message the author reaver has received thanks:
Arrhythmia

Ziggurat Zagger

Posts: 8786

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

Post Thursday, 18th December 2014, 06:54

Re: Proposal: Poison chunks and rPois

reaver wrote:B) Changing the Poison chunk type to a monster flag (I think Ignite Poison, for example, needs this)
um, not being able to tell which monsters will be affected by ignite poison kind of sounds like the worst thing ever

Vaults Vanquisher

Posts: 508

Joined: Sunday, 16th June 2013, 14:01

Post Thursday, 18th December 2014, 12:24

Re: Proposal: Poison chunks and rPois

Ignite poison should effect anything with a natural poisoning ability, either poison on attacks, spit poison or poison/noxious breath (poison via chaos need no apply). All these things are described via xv.

Poison chunks should be removed.

Dungeon Master

Posts: 1051

Joined: Thursday, 12th June 2014, 05:19

Post Thursday, 18th December 2014, 20:28

Re: Proposal: Poison chunks and rPois

damiac wrote:Plus, why do poison chunks have a Y/N prompt if you have no rPois, yet pressing Y doesn't do anything.

That prompt went away some time ago. Alas. I suspect it was eaten.

Abyss Ambulator

Posts: 1205

Joined: Friday, 8th November 2013, 17:02

Post Thursday, 18th December 2014, 20:44

Re: Proposal: Poison chunks and rPois

Ah, fair enough. One time I had a very hungry character who only had poison chunks, so I was quite disappointed to see I couldn't actually eat it.

'Truly eatest thou ye aulde poisonous chunke (y/n)
Y
But thou mustn't!'

Also, is there a language pack that translates the game into ye aulde englishe? Because there should be...
User avatar

Dungeon Master

Posts: 762

Joined: Thursday, 25th April 2013, 02:43

Post Thursday, 18th December 2014, 22:41

Re: Proposal: Poison chunks and rPois

duvessa wrote:
reaver wrote:B) Changing the Poison chunk type to a monster flag (I think Ignite Poison, for example, needs this)
um, not being able to tell which monsters will be affected by ignite poison kind of sounds like the worst thing ever
Ok, so having the monster flag prints a blurb on the description like M_SHADOW and a bunch of other monster flags do. (I just assumed any patch would implement that because yes not being able to tell which monsters are affected would be terrible)
On IRC my nick is reaverb. I play online under the name reaver, though.

Ziggurat Zagger

Posts: 8786

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

Post Friday, 19th December 2014, 01:53

Re: Proposal: Poison chunks and rPois

i was actually trying to get ignite poison removed

For this message the author duvessa has received thanks: 3
crate, notcluie, rockygargoyle

Tartarus Sorceror

Posts: 1667

Joined: Saturday, 11th October 2014, 06:12

Location: Brazil. RS, Santa Cruz do Sul.

Post Friday, 19th December 2014, 04:09

Re: Proposal: Poison chunks and rPois

duvessa wrote:i was actually trying to get ignite poison removed


You dare!? y-you DARE!?!?
You shall never see my color again.

Spider Stomper

Posts: 203

Joined: Monday, 17th November 2014, 18:23

Location: britland

Post Friday, 19th December 2014, 21:36

Re: Proposal: Poison chunks and rPois

well, ignite poison is quite bad, quite spoilery and quite degenerate (you can lay down poison arrows/potions etc to burn)
so it probably should...
User avatar

Ziggurat Zagger

Posts: 4478

Joined: Wednesday, 23rd October 2013, 07:56

Post Saturday, 20th December 2014, 00:37

Re: Proposal: Poison chunks and rPois

Then it shouldn't work on potions, arrows etc.
DCSS: 97:...MfCj}SpNeBaEEGrFE{HaAKTrCK}DsFESpHu{FoArNaBe}
FeEE{HOIEMiAE}GrGlHuWrGnWrNaAKBaFi{MiDeMfDe}{DrAKTrAMGhEnGnWz}
{PaBeDjFi}OgAKPaCAGnCjOgCKMfAEAtCKSpCjDEEE{HOSu
Bloat: 17: RaRoPrPh{GuStGnCa}{ArEtZoNb}KiPaAnDrBXDBQOApDaMeAGBiOCNKAsFnFlUs{RoBoNeWi

Ziggurat Zagger

Posts: 3037

Joined: Sunday, 2nd January 2011, 02:06

Post Saturday, 20th December 2014, 01:27

Re: Proposal: Poison chunks and rPois

Ignite Poison is kind of terrible even if used as actually intended. It's only useful in a couple areas that aren't particularly hard in the first place. It eliminates positioning as a concern for those areas, which is bad because positioning is something like 80% of gameplay content. Cross-training with it will actually make your character worse due to the opportunity cost, since fire and transmutations have no useful synergy at any point in the game other than the relevant Lair branch, which again isn't that hard in the first place. Possibly it may serve a role as a newbie trap, but we probably don't actually need a newbie trap.

For this message the author KoboldLord has received thanks: 2
Arrhythmia, rockygargoyle

Tartarus Sorceror

Posts: 1667

Joined: Saturday, 11th October 2014, 06:12

Location: Brazil. RS, Santa Cruz do Sul.

Post Saturday, 20th December 2014, 02:23

Re: Proposal: Poison chunks and rPois

This is getting offtopic so i ll put it simple: ignite poison is a spell that you usually learn when playing a transmuter background because its useful since 3 out of 4 of the possible rune branches for lair are poison themed. i could create a topic about changing the spell to ignite blood and elaborating around it if people want to keep discussing it.
You shall never see my color again.

Dungeon Master

Posts: 1051

Joined: Thursday, 12th June 2014, 05:19

Post Saturday, 20th December 2014, 02:44

Re: Proposal: Poison chunks and rPois

dynast wrote:This is getting offtopic so i ll put it simple: ignite poison is a spell that you usually learn when playing a transmuter background because its useful since 3 out of 4 of the possible rune branches for lair are poison themed. i could create a topic about changing the spell to ignite blood and elaborating around it if people want to keep discussing it.

Please do; I'm not very fond of the spell myself (from a design perspective), but I'd be happy to read an argument in its defense.

Spider Stomper

Posts: 203

Joined: Monday, 17th November 2014, 18:23

Location: britland

Post Saturday, 20th December 2014, 10:06

Re: Proposal: Poison chunks and rPois

Tm spellpower for ignite poison isn't even particularly great since you wouldn't have trained much fire or even that much tmut unless you're going for dragon form so you get something that's filler until things get into melee for 1 1/2 branches on average and it isn't even particularly good in swamp since all the strong enemies are immune
other builds don't really want any tm investment unless you really want 11 spell levels and 5 different skills trained for flame clouds
e: i suppose this ignite poison discussion should probably be moved though

For this message the author notcluie has received thanks:
rockygargoyle

Return to Game Design Discussion

Who is online

Users browsing this forum: No registered users and 28 guests

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