Tuesday, 30th September 2014, 16:37 by tedric
Apparently there is a subset of players who like the concept of mutations so much that they want it to be an integral part of the game for every character, and who then conclude that the current system is broken because playing as though that is already the case leads to annoyance, ruined characters, etc. This is a legitimate opinion to have, I guess? But, like, recognize that the version of Crawl you're describing is an imaginary one that has been balanced around the idea that mutations are like loot, skills, spells -- which steadily improve your character as they accumulate throughout the game. In the game you are actually playing, mutations are a crapshoot that is totally divorced from basic character progression. There are dedicated niches, like Demonspawn or Xom or Jiyva, for those who want mutations to be a central part of the game.
I don't think changes to mut mechnics are necessary or advisable. But since this "MOAR BETTAR MUTS" attitude seems to be so pervasive, perhaps we can do something to discourage it while keeping mutations as the risky-maybe-deadly-but-fun-for-some-people side game that they are now. Here are two (probably mutually exclusive) suggestions that might make acquiring random mutations seem like more of a truly random trade-off rather than a slot machine where the jackpot is "Ultimate Lifeform":
1. Remove !BeneMut. It encourages people to see muts as a "winnable" mini-game by granting a slight edge over the randomness, and then imaginations run wild by overestimating the possible benefits of mutation roulette. I doubt that !BeneMut makes a significant difference to players who do not intentionally seek out further mutations, so removing it isn't really a "nerf". No other changes.
2. Pair them up. Every good mutation gets a downside, every bad mutation gets an upside. This is already the case for some muts like Wild Magic (spell power up, spell success down), horns/beak/claws/hooves/talons (aux attack up, armor slot down), etc. Make it the case for all muts. !BeneMut becomes meaningless and would be removed. !Mut, mutagenic chunks and !CureMut would give/remove some random number of mutations.
3. !Mut and mutagenic chunks no longer give random mutations. They always and only give the Evolution mutation. Change Evolution's behavior to be more like Demonspawn mutations -- when you first get it, it picks a random equal number of good and bad muts (either of which can include removing existing muts from the opposite list) and doles them out at a semi-random schedule as you gain XP. !BeneMut and !CureMut can stay as normal, though I'd still suggest removing !BeneMut for the reasons above.
Wins (Does not include my GrEE^Veh 15-runer...stupid experimental branch)
- For this message the author tedric has received thanks: 3
- all before, Brannock, duvessa