Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Potential Fix to Perm Stacks
#11
Hm, maybe tie it to how much health you have left, like in the case of post-win vit nerfs? If you crush someone by over 50%, it feels fair you're winning easily enough to consciously choose not to perm, but maybe thats just me?
Reply
#12
what if the danger roll itself only gave perms after the 2nd time people danger/deadly?
Reply
#13
i think that as is the system is either too punishing or not at all, where rolling a 1 / getting a perm sucks a lot but a temp does not hinder or really matter in the grand scheme of things. there's too much RNG involved; if you have three+ perms, it's purely because of bad luck

instead, perhaps something like:
  • temp injuries cannot be fully healed. you can halve the -vit with medic or a potion. tone them back to -10vit
    after a temp injury expires, it becomes a 0 vit perm injury, a 'scar'. cute reference/memory
  • your first perm should be -10vit (-5 when healed). each one afterwards should be -5 (-2.5 when healed). the stacking/bad luck factor would be much less punishing then
Reply
#14
(07-30-2020, 05:15 AM)chance Wrote: i think that as is the system is either too punishing or not at all, where rolling a 1 / getting a perm sucks a lot but a temp does not hinder or really matter in the grand scheme of things. there's too much RNG involved; if you have three+ perms, it's purely because of bad luck

instead, perhaps something like:
  • temp injuries cannot be fully healed. you can halve the -vit with medic or a potion. tone them back to -10vit
    after a temp injury expires, it becomes a 0 vit perm injury, a 'scar'. cute reference/memory
  • your first perm should be -10vit (-5 when healed). each one afterwards should be -5 (-2.5 when healed). the stacking/bad luck factor would be much less punishing then

:weary: Medic wasn't supposed to fully heal temp injuries at the start of E3. I even reported it as a bug (much to everyone's chagrin). But I like that idea a LOT. It'll help against the punishing factor after multiple bad luck rolls.
[Image: qt6dQlw.png]
[Image: Fn81wCh.png]
Reply
#15
(07-30-2020, 05:15 AM)chance Wrote: it becomes a 0 vit perm injury, a 'scar'. cute reference/memory

this would be a nerf of Rhoynish characters. doing /nerfs would make their client crash :/
[Image: nR3lU0X.png][Image: unknown.png]
Vriska Wrote: yeah having an MCU loki icon is pretty cringe huh
Reply
#16
(07-30-2020, 05:15 AM)chance Wrote: i think that as is the system is either too punishing or not at all, where rolling a 1 / getting a perm sucks a lot but a temp does not hinder or really matter in the grand scheme of things. there's too much RNG involved; if you have three+ perms, it's purely because of bad luck

instead, perhaps something like:
  • temp injuries cannot be fully healed. you can halve the -vit with medic or a potion. tone them back to -10vit
    after a temp injury expires, it becomes a 0 vit perm injury, a 'scar'. cute reference/memory
  • your first perm should be -10vit (-5 when healed). each one afterwards should be -5 (-2.5 when healed). the stacking/bad luck factor would be much less punishing then

:clap: Mechanical unhealable temp. Very cute.
[Image: cb9dd72403b90bae3d8fc519b5bd7c95.png]
Reply
#17
(07-30-2020, 04:58 AM)Prestige Wrote: this is a fine change as long as the injury roll goes up to 3. leaving it at 1 will only encourage dangerous for the sake of the ap boost which is something we'd all like to avoid
I have to disagree here with raising the possibily of getting perms up to 3. Even if it'll be dependant on whether the winner wants to perm or temp, there will be those that will prefer to perm when given the chance, even if to some the situation doesn't warrant a perm.

And when people start disagreeing on whether the loser deserved a perm or a temp? There will be resentment.

(07-30-2020, 04:56 AM)Theori Wrote: Perhaps also make said temp hold the 'unhealable' tag, so its still a thing they have to worry about for the full duration?

That, I really like. Perhaps even have a temp be unhealable if they roll a 2 as well. Too many times I have seen temps that were given away, fixed in less than a day, or even a hour later.
Yes, I'm also counting the temps I've gotten, and then walked off to a medic to get it healed. Having some temps be "unhealable" would give them more of a meaning if you lose.


(07-30-2020, 05:15 AM)chance Wrote: i think that as is the system is either too punishing or not at all, where rolling a 1 / getting a perm sucks a lot but a temp does not hinder or really matter in the grand scheme of things. there's too much RNG involved; if you have three+ perms, it's purely because of bad luck

instead, perhaps something like:
  • temp injuries cannot be fully healed. you can halve the -vit with medic or a potion. tone them back to -10vit
    after a temp injury expires, it becomes a 0 vit perm injury, a 'scar'. cute reference/memory
  • your first perm should be -10vit (-5 when healed). each one afterwards should be -5 (-2.5 when healed). the stacking/bad luck factor would be much less punishing then
I want that!

Not sure if a the 0 perm injury "scar" should stay, though. Might end up clogging how much -vit perms you truly have when you use /nerf. Besides, for temps? I prefer letting the player decide if they want it to stay as a scar or not.
Reply
#18
Add /scar which allows you to see past injuries.
Reply
#19
Quote:If a player rolls a 1, instead of it being ENTIRELY RNG based and, "oops sorry you got a perm!" - allow the winner instead to decide if they get a temp or a perm.


Remember, kids: guns/staves/bows are designed to hurt, don't go with ill intent if you don't want to bring harm. Maybe, add another combat mode when opponents can inflict only temp wounds.

Also, why wound has always to be -VIT ? Give player a choice which stat to reduce (-AGI, -MDAM, or even -MANA).

Feels strange why mental damage is -VIT
Reply


Forum Jump:


Users browsing this thread: 1 Guest(s)