Author Topic: Incremental curse relief.  (Read 963 times)

Cirerey

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Incremental curse relief.
« on: August 11, 2011, 04:59:28 pm »
Dakkru's curse is necessary and valuable. But would it make sense for it to slowly fade? If it lasted 50 minutes (real time) but faded at 2% / min one would be able to walk around and act after a few minutes, but with some loss of ability. It just seems more "natural" that way. THe numbers and percentages are just there to express the concept, they have no inherent value to me (or presumably anyone else). Just tossing it out there...

Also, are there other curses in the works? I think a curse lasting a week or three might be a useful intermediate step to banning in some cases. Perhaps there is a monster or NPC that drops good loot, but occasionally curses you with it's dying breath? Just idea spamming. Feel free to ignore.

Cirerey

Primordial

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Re: Incremental curse relief.
« Reply #1 on: August 12, 2011, 02:50:53 pm »
Essentially curses fall under 'effects'  so this thread could be opened up to a verity of different things.
I like the idea of Dakkrus curse slowly fading. It at least lessens to potential frustration while still giving the player a reason not to die.

Cirerey

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Re: Incremental curse relief.
« Reply #2 on: August 12, 2011, 04:30:13 pm »
Essentially curses fall under 'effects'  so this thread could be opened up to a verity of different things.
I like the idea of Dakkrus curse slowly fading. It at least lessens to potential frustration while still giving the player a reason not to die.

Your post expressing frustration with the disabling effect of the curse was a catalyst to make me think if there was a way to refine the curse - keeping the deterrent effect while not putting the char in a penalty box for half an hour.

I never thought of the "effects" the way you expressed it. It does provide for a wider variety of potential outcomes to fighting with poisonous creatures. What the effect would be on gameplay, I have no idea. (The toxic grendol has bitten you! You feel very sick. -30 STR for 5 min)

Primordial

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Re: Incremental curse relief.
« Reply #3 on: August 12, 2011, 05:07:19 pm »
Essentially curses fall under 'effects'  so this thread could be opened up to a verity of different things.
I like the idea of Dakkrus curse slowly fading. It at least lessens to potential frustration while still giving the player a reason not to die.

Your post expressing frustration with the disabling effect of the curse was a catalyst to make me think if there was a way to refine the curse - keeping the deterrent effect while not putting the char in a penalty box for half an hour.

I never thought of the "effects" the way you expressed it. It does provide for a wider variety of potential outcomes to fighting with poisonous creatures. What the effect would be on gameplay, I have no idea. (The toxic grendol has bitten you! You feel very sick. -30 STR for 5 min)

Approaching it from a game-mechanic standpoint that's all it is - a cross-referencing and reading of files and/or databases (I'm not sure what the set up for planeshift is)  which hold the relevant information, and in this case it would all fall under the same category, more or less.
Well we already have 'diseased' Rats, right? So sometime or other I assume they are going to give it more than just a name.
Nevertheless, I like this suggestion for the curse - it's a little different to the usual solutions, and still works well. It also needs very little change as far as I can assume - pretty much just a decay stamp in the coding.
« Last Edit: August 12, 2011, 05:14:25 pm by Primordial »