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#1 |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Status ailments
It's a common problem, in RPGs of all stripes, that offensive status effects are worthless. The only monsters they actually work on are the ones where you can kill the monster in a round or two anyway, so why would you ever bother applying them?
Angband has this problem too -- monster resistance to status ailments rises so quickly that it quickly becomes pointless to try to confuse, sleep, or slow a monster. Confuse and Slow almost never stick once you're out of the early game, and even if Sleep does work the monster almost always wakes up the next turn anyway, so you've basically traded one of your turns for one of a single monster's turn. Of course, if these abilities did work reliably, they'd be overpowered. A confused monster is essentially helpless; a slowed monster is literally half as dangerous as usual. A slept monster...ehh, still seems pretty marginal to me. But anyway, it seems clear that fixing this problem is not simply a matter of tweaking saving throws. We need to change what the status ailments do. So here's my proposal. In all cases, the spell should work all of the time, except against monsters that are immune to the effect. However, they should not stack. The idea is that applying the status ailment is already costing the player a turn they could be using to damage the monster directly; if that doesn't pay off over the course of the fight in at least one turn's worth of benefit, then the spell is not worth using. 1) Confuse: replace it with Stun. And change how "stunned" monsters behave. Instead of being paralyzed, a stunned monster has a greatly increased failure rate on spells (50% seems reasonable), reduced melee accuracy, and reduced melee damage, but they can still move (and move in the right direction reliably) and try to cast spells. Stunning should significantly reduce a monster's offense for several turns. 2) Slow: instead of subtracting 10 from the monster's speed, just subtract 2. This is still worthwhile against large targets where the occasional free turn is very much welcome; even against small targets, slowing a single orc can give you time to run away down a long corridor, as his friends get jammed up behind him. The duration has to be 10 turns at bare minimum, giving 1 free turn to make up for the turn spent slowing, and 1 free turn to benefit from taking the slowing action, at normal speed. Ideally Slow Monster would reduce the monster's speed by 20% instead, but that's hard to do with Vanilla's nonlinear speed system. 3) Sleep: this one's tricky. It might be sufficient to simply max out the monster's sleep timer, or at least greatly increase how long monsters sleep when magically slept. It may be necessary to modify their alertness though. A monster that is put to sleep should stay asleep unless the player is aggravating. Maybe we could make this be a paralysis effect that lasts for N turns but wears off if the monster takes any damage? 4) Stun: this is currently only accessible from a couple of arcane attack spells that deal sound or ice damage. I don't have a problem with effectively merging them with the modified Confuse Monster, so that they all deal stunning. |
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#2 |
Veteran
Join Date: Oct 2011
Location: Toronto, Canada
Posts: 2,400
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Side note: I've found the RPGs that have useful status effects also have the opposite problem -- you always have to inflict curses / ailments on monsters if you want to have a hope in hell of surviving. This leads to sort of formulaic gameplay ("apply buffs, apply nerfs, kill"). See: Etrian Odyssey
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#3 |
Prophet
Join Date: May 2008
Location: Indiana, USA
Posts: 2,939
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I like your take on slowness, it could even be cumulative, which I think you also mentioned.
Confusion doesn't have to go away. It could just make the monster slightly erratic for starters, then mildly erratic, somewhat erratic, etc. in movement as well as targeting spells. One charge from a wand might buy you a turn or two over the course of the duration, emptying the whole wand would have your enemy walking into walls until you put it out of it's misery. or (I think I like this better and is a better fit for Angband)... confusion could greatly affect casting while having little or no effect melee/movement, and stunning would greatly affect melee with little or no effect on casting/movement. Slowness affects movement only. In this way the effects are segregated, confusion affects spells, stunning affects melee, slowness affects movement. You would need the proper solution depending on the problem.
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#4 | ||
Prophet
Join Date: Dec 2009
Posts: 9,022
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Quote:
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I definitely think that monsters that are suffering from confusion shouldn't be able to perfectly target their spells. |
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#5 |
Knight
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I was thinking that perhaps one way to make this happen would be to make them have only a percentage chance of taking effect, so as to force players to make a decision - spend time trying to get the status effect on the enemy, or cut straight to fighting. But I suppose that might frustrate players. Perhaps a better option would be to make them non-binary - that is, "status effect meters". We already have this for poison and cuts for the player - you can be mildly poisoned/cut, or moderately poisoned/cut, or severely poisoned/cut, and the more severely you are affected, the more HP you lose per turn. Perhaps extending this mechanic to the other status effects in the game would make them more useful? Even uniques could be affected by status effects if you did this - you'd just give them a bigger meter, meaning it takes more points of status effect to get the same result!
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#6 | |
Prophet
Join Date: Dec 2009
Posts: 9,022
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Your "meters" suggestion sounds like just making the effects stack. Is there a difference I'm not understanding? |
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#7 | |
Knight
Join Date: Jan 2008
Posts: 526
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#8 |
Adept
Join Date: Oct 2007
Posts: 129
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I think it maybe good to ask 'what are you trying to achieve with 'offensive status effects'' in the first place? Are they...
I am right that a wand of slow monster affects a single target, but the stave affects everyone in sight? Does that need to factor into this thread? I figure the prime use for these status effects is to 'stem the tide' of the enemy, not as a replacement for firepower. So it makes less sense when the player is overwhelmed by numbers of incoming attacks, whether from
So... ...just throwing out some ideas: 1) Have affects that target everyone in LOS or caught in an AoE, and stun/confuse/sleep them. Make it sufficiently hard to resist that a good portion of a group is affected. And set the duration mindful of the fact the player will be dealing with a group of monsters, which takes time. 2) Have a slowing affect that is more resistable the slower the monster is. Slowing from +30 to +20 is unresistable. Slowing from +20 to +10 is resistable 50% of the time. Slowing from +10 to 0 is resistable 75% of the time. You cannot slow from 0 to -10. BUT, uniques do not resist this affect. So you can remove some of the edge from a unique, but it's not the same as being hasted all the time when you're dealing with orcs or whatever... 3) (Probably mutually exclusive from above). Have one spell that combines these affects, scaling on clevel/skill/spell and monster level.
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#9 | |
Prophet
Join Date: Apr 2007
Location: Climbing up from hole I just dug.
Posts: 4,096
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Instead of sleep - wake up and move - sleep - wake up and move. you get sleep - wake up - sleep - wake up - sleep. |
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#10 |
Prophet
Join Date: Apr 2008
Posts: 2,944
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This is not the case anymore, at least in 3.5. Waking up takes a turn.
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