Implementing Poison in Stendhal: Difference between revisions

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* '''Should it stack?'''
* '''Should it stack?'''
** As is monsters can stack poison against players. Will this trait be too over powered for players?
** As is monsters can stack poison against players. Will this trait be too over powered for players?
***I believe it won't be overpowered if each weapon can only have one coat of poison on it at any time, and they require an amount of time to apply, similar to skills like fishing or coal mining. Poisons can be treated as a property of an item, similar to atk or def, except as either true/false, 0/1, or yes/no, so poison cannot be added to a weapon that already has it. So new properties could be if the weapon has poison, and what type of poison it is. Combat could check for poison, and then apply the right effect. For instance a weapon with mega poison could have properties like this: Poisoned:1 P_type:5. It could be shown in the description as Poisoned [*****] with five stars. - Richgar
***I believe it won't be overpowered if each weapon can only have one coat of poison on it at any time, and they require an amount of time to apply, similar to skills like fishing or mining. Poisons can be treated as a property of an item, either true or false, so poison cannot be added to a weapon that already has it. So new properties could be if the weapon has poison, and what type of poison it is. - Richgar
** If we remove the trait is it still fun, and worth the effort for players to use?
** If we remove the trait is it still fun, and worth the effort for players to use?
*** Depends on how effective the poison will be with or without the ability to stack. The values of the poison can be modified, since they have no impact in-game right now. I'm concerned about the stacking ability when it comes to arrows. It doesn't seem logical to poison a bow like a melee weapon, so its more logical to poison the arrows. However, poisoning one arrow with a whole bottle doesn't seem reasonable. It would be more logical to poison a bunch of arrows with one bottle, but ranged is already powerful as it is. If many arrows could be poisoned at once, combined with a stacking poison, it could make ranged overpowered. Instead, 2 arrows could be fully coated from tip to tail at a time, and provide the highest chance of inflicting poison. Next would be daggers, then swords, axes, and finally clubs. It would detect the weapon type based on the name of the weapon, "bow", "shuriken", "dagger", "sword" or "blade", "axe" or "scythe", "hammer" or "staff", and use that to determine the chance of inflicting poison. - Richgar
*** Poison should be able to stack. The values of the poison can be modified, since they have no impact in-game right now, so we could make it not stack and just increase the damage of poison. Arrows could provide the highest chance of inflicting poison. Next would be daggers, then swords, axes, and finally clubs. It would detect the weapon type based on the name of the weapon, "bow", "shuriken", "dagger", "sword" or "blade", "axe" or "scythe", "hammer" or "staff", and use that to determine the chance of inflicting poison. - Richgar
** How long does it last? Will the effect diminish?
** How long does it last? Will the effect diminish?
*** Needs testing to find balanced values. The effect shouldn't diminish if it's to be consistent with poisonous creatures. - Richgar
*** This needs some testing after we decide whether poison should stack. Unless we're talking about a poison revamp that includes changing enemy poison effects, i think poison should behave like the poison of the monster it came from, so it wouldn't diminish. How long it lasts would need some testing for balance, or we could just use the same values as the current poisonous monsters in-game. - Richgar
* '''Will the weapon be beyond repair after some time?'''
* '''Will the weapon be beyond repair after some time?'''
** I believe poison should act as a temporary property of an item, and shouldn't affect its durability. A poisoned dagger is just a dagger with poison on it, is how I picture it. - Richgar
** I believe poison should act as a temporary property of an item, and shouldn't affect its durability. A poisoned dagger is just a dagger with poison on it, is how I picture it. - Richgar
* '''Can poison be applied to the weapon right away?'''
* '''Can poison be applied to the weapon right away?'''
** I believe it should take time to coat a weapon with poison, similar to skills like fishing or mining coal. You would put a bottle of poison in one hand, and the melee weapon, ammunition, or missile in the other. "Applying poison." would show in the chat log, and after maybe 4 or 5 seconds, your weapon will have poison property enabled. - Richgar
** I believe it should take time to coat a weapon with poison, similar to skills like fishing or mining coal. You would put a bottle of poison in one hand, and the melee weapon, ammunition, or missile in the other, while having a tool like a handkerchief in your inventory. "Applying poison to weapon." would show in the chat log, and will apply after maybe 4 or 5 seconds. - Richgar
** Do we need special NPCs who can craft such items or lay the effect on them?
** Do we need special NPCs who can craft such items or lay the effect on them?
*** I don't think this is a good rpg concept. Since poison mostly comes from monster hunting, I believe its better to give players the ability to poison their own weapons. Similar to the ability to mill your own sugar. - Richgar
*** I think it would be good for an NPC to be able to take poisons and money and make stronger refined version for higher level players. - Richgar
** Is just poison as an item needed or does the player have to craft special potions before?
** Is just poison as an item needed or does the player have to craft special potions before?
*** It just feels right that enemies drop poison bottles. However, there could be an assassin NPC who takes multiple bottles and money to craft more potent versions for higher level players. - Richgar
*** It just feels right that enemies drop poison bottles. However, there could be an assassin NPC who takes multiple bottles and money to craft more potent versions for higher level players. - Richgar
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==Discussion==
==Discussion==


* I think stabby weapons like daggers and arrows should have a higher chance of inflicting poison, since they penetrate deeper, and then swords and axes, and finally clubs have the lowest chance. To apply the poison, it would be similar to the scroll eraser. You put the poison in one hand, and the weapon in the other. When you attack with the weapon, whether you successfully poison the enemy or not, the poison is used up. Since the poison bottles in the game have no use other than quests... I think their values can be modified a bit to make them more balanced for implementing the use of poison. - Richgar
* Fast stabby weapons like daggers and arrows should have the highest chance of inflicting poison, and then swords and axes, and then clubs. To apply the poison, it would be similar to the scroll eraser. You put the poison in one hand, and the weapon in the other, and then have a tool in the inventory such as a handkerchief to apply. The poison can last for a set duration after being applied, or it could last for a set amount of attacks. Since poison bottles in the game have no use other than quests... the values can be modified to make them more balanced for implementing the use of poison. - Richgar


* There should probably be changes to the current values of each poison for them to be implemented into the game, for balance reasons. The current values of each poison, regen/total damage/frequency are:
* There should probably be changes to the current values of each poison for them to be implemented into the game, for balance reasons. The current values of each poison, regen/total damage/frequency are: