Armageddon General Discussion Board

General => Code Discussion => Topic started by: nessalin on January 20, 2017, 09:04:29 AM

Title: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 09:04:29 AM
In order to help with the transition from the brew command to the craft command in the creation of cures and poisons this post will cover issues that came up during development and decisions that had to be made.


What Was Before

The brew command works off of two values found on 'herb' items (leaves, roots, berries), their taste and color (referred to by players as 'tint vision', not to be confused with what appears in the sdesc or keywords).  When providing the brew command with these items checks are made against a matrix of valid recipes.

An accepted combination of tastes apply a given poison or cure to the produced tablet (or vial).  The color of the tablet is selected randomly from the color of the ingredients.  Combining a blue and red herb will produce a blue OR red tablet.  Combining a blue, red, yellow herb will produce a blue, red, OR yellow tablet.

In this way the color of the tablet has only a loose association with what the tablet does.

As a result of confusion on our part items built over the years, having not had this knowledge available, some saved versions of tablets have cures and poisons on them.  This means that when some colors of tablet are produced they will have a cure-poison on them even if the tastes of the provided herbs were not a valid recipe.  This falsely gives the impression that color is directed tied to purpose.

And, so, some of the standard recipes used by players are, in fact, bugs.  Bugs that aren't present in the new system, meaning some cures and poisons will need further investigation when creating items from the brew command goes away.


What Is Now

The craft system is similar to brew in that the color and taste of herbs are taken into account.  The first major difference is that colors are combined, where possible, rather than chosen from randomly.  Combining a blue and red herb will produce a purple product - not a blue OR red product.  When combining herb colors that don't mix well 'gray' is produced, instead.

The produced item from crafting cures no longer have values saved on them - which means only the valid recipes from the legacy system are maintained.  The recipes being based entirely on combining the correct tastes.  This is the second major difference and probably most notable because it will impact which cures players were able to make under the old system but not the new one.  Please keep in mind that cures and poisons are still craftable but will require some experimentation to find the right combinations rather than being the result of bugs.

The final major change is that crafting herbs does not directly produce a vial or a tablet.  Instead a 'mash' item is produced (or a globule, lump, powder, etc...) of the correct color.  This item can either be consumed (with the eat command) directly to get the benefit from the cure or further crafted.  Crafting it into a tablet can be done without more ingredients.  If a vial is included then a vial with a cure is produced.

A change in this code related to vials is that they no longer disappear when they are used.  Drink, pour, or use the vial and you will be left with an empty vial.  This empty vial can be used to hold more cures.  This system also allows any valid vial object to be used rather than one vial that must be used universally.  Different regions and clans will have (hopefully) their own vials allowing characters to come up with their own system for which vial has which cure in it.

Likewise the color/taste system, now fixed in the new system, will allow characters to pick which 'acidic' herb they want to use in a recipe based on its color so that they can control the outcome.  Yellow may have cultural references for one character that makes it obvious it is a cure for bloodburn, while another culture may view Yellow as the intuitive color for a poison, not a cure.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Riev on January 20, 2017, 09:26:51 AM
So in the old system, it was possible for two differently-colored cures to have the same curative effects? I can see where that would be confusing for staff and player alike.

However, with this new system, I assume that color WILL STILL have some bearing? Like, someone won't just give you a yellow 'mash', and MAYBE it cures bloodburn, but maybe it causes hallucinations?

Quote from: nessalin on January 20, 2017, 09:04:29 AM
Likewise the color/taste system, now fixed in the new system, will allow characters to pick which 'acidic' herb they want to use in a recipe based on its color so that they can control the outcome.  Yellow may have cultural references for one character that makes it obvious it is a cure for bloodburn, while another culture may view Yellow as the intuitive color for a poison, not a cure.

That's the part I'm referring to. I'm assuming, then, because there are multiple "yellow" items, that if you're trying to make a 'green' tablet, you can use any color of 'blue' and 'yellow' tint... but the last part makes it sound like cultural beliefs may preclude ever making a 'green' cure.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Schrodingers Cat on January 20, 2017, 10:02:48 AM
What is the syntax to craft a brewed vial? I can't seem to figure it out.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 10:07:47 AM
Quote from: Schrodingers Cat on January 20, 2017, 10:02:48 AM
What is the syntax to craft a brewed vial? I can't seem to figure it out.

craft <mash item> <vial item> into #N

For these recipes you'll have to craft by recipe number, making sure to include the # symbol.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: ChibiTama on January 20, 2017, 10:47:53 AM
So only certain herbs will now actually be usable for cures? Is there any way to tell cures apart? What if you have several red tablets, but only one works?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 10:56:15 AM
Quote from: ChibiTama on January 20, 2017, 10:47:53 AM
So only certain herbs will now actually be usable for cures?

Correct - but this is how it worked in the past for some recipes, just not all of them so it was a bit confusing (for staff, too).


Quote from: ChibiTama on January 20, 2017, 10:47:53 AM
Is there any way to tell cures apart? What if you have several red tablets, but only one works?

Currently you'll have to keep track of what you made, but I'm open to suggestions.  Others have suggested the assess command or the taste command as a way for brewers to tell them apart by sniffing, licking, and maybe inspecting their hue and texture.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on January 20, 2017, 10:57:45 AM
This is going to make it really difficult (for better or worse) for people to sell cures/tablets to other PCs.

The ideal is that it'll open some flexibility to RP for potential cons, but the reality is nobody will trust you unless they can make them themselves or they have their best buddy make them for them.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 10:59:56 AM
Quote from: Delirium on January 20, 2017, 10:57:45 AM
This is going to make it really difficult (for better or worse) for people to sell cures/tablets to other PCs.

The ideal is that it'll open some flexibility to RP for potential cons, but the reality is nobody will trust you unless they can make them themselves or they have their best buddy make them for them.

Excellent.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: ChibiTama on January 20, 2017, 11:01:02 AM
Quote from: nessalin on January 20, 2017, 10:56:15 AM
Quote from: ChibiTama on January 20, 2017, 10:47:53 AM
So only certain herbs will now actually be usable for cures?

Correct - but this is how it worked in the past for some recipes, just not all of them so it was a bit confusing (for staff, too).


Quote from: ChibiTama on January 20, 2017, 10:47:53 AM
Is there any way to tell cures apart? What if you have several red tablets, but only one works?

Currently you'll have to keep track of what you made, but I'm open to suggestions.  Others have suggested the assess command or the taste command as a way for brewers to tell them apart by sniffing, licking, and maybe inspecting their hue and texture.

I think being able to assess it and have a certain attribute associated with certain cures would be great. I feel that otherwise, people may not trust cures at all anymore. I suppose this also means that there will be a lot of herbs that will become absolutely useless.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 11:06:00 AM
Quote from: ChibiTama on January 20, 2017, 11:01:02 AM
Quote from: nessalin on January 20, 2017, 10:56:15 AM
Quote from: ChibiTama on January 20, 2017, 10:47:53 AM
So only certain herbs will now actually be usable for cures?

Correct - but this is how it worked in the past for some recipes, just not all of them so it was a bit confusing (for staff, too).


Quote from: ChibiTama on January 20, 2017, 10:47:53 AM
Is there any way to tell cures apart? What if you have several red tablets, but only one works?

Currently you'll have to keep track of what you made, but I'm open to suggestions.  Others have suggested the assess command or the taste command as a way for brewers to tell them apart by sniffing, licking, and maybe inspecting their hue and texture.

I think being able to assess it and have a certain attribute associated with certain cures would be great. I feel that otherwise, people may not trust cures at all anymore. I suppose this also means that there will be a lot of herbs that will become absolutely useless.

Every herb taste is currently usable in at least one recipe.

Meaning that there is no such thing as an useless herb.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Riev on January 20, 2017, 11:06:45 AM
sniff tablet
This has a mild smell of hot spices.

sniff vial
The contents smell of hot garbage.

sniff globule
This thing smells sickly sweet.


I feel like it would require far too many sniff messages, attached to too many objects. But I like the idea of "NO NOT THAT RED ONE, THAT ONE SMELLS LIKE KHEE!"
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on January 20, 2017, 11:12:37 AM
I mean, if you get poisoned, it's going to be a much bigger deal as you frantically sort through tablets to figure out which red tablet is the one you want, when realistically you should be able to have them separated out but code-wise all red tablets look the exact same. That's my hesitation - making sure that any difficulties are IC not syntax.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nauta on January 20, 2017, 11:16:10 AM
Quote from: nessalin on January 20, 2017, 10:56:15 AM
Currently you'll have to keep track of what you made, but I'm open to suggestions.  Others have suggested the assess command or the taste command as a way for brewers to tell them apart by sniffing, licking, and maybe inspecting their hue and texture.

I like the idea of eliminating the 'tint vision'.  Why?  Mainly, I was never sure (until the top post  by Nesselin in fact) if the 'tint' that you get from 'assess' was an IG phenomenon or an OOC construct.  Since it appears to be an IG phenomenon, I wasn't sure how to RP it, since very different colored and looking herbs sometimes had the same tint.  Was it something in the whorl of the flower, or in the stem or roots that we were seeing?  Or was it actually a kind of magickal-ish sixth sense that Zalanthans have?

What would we replace it with?

a) Nothing.  You'd just have to learn which herb produces what kind of cure mash and use the names of the herbs.  Well, my child, from my experience as the herbalist here, you'd want to use Sandspider, Makras, Runebane, or Bakri Cones to make a cure to the Angk's bite.  (Note: Example is made up.)

b) The 'sniff' command or 'taste' command would echo out a single keyword common to a group.  So for red tints, perhaps these are all 'bitter' in some way, and blue tints are all 'sour' in some way.  This also would allow you to keep the unique smells, some Runebane would smell: This smells like old gortok ass, with a bitter hint to it.  And Makras would smell: This smells like carnal conquest, with a hint of sour to it.  (Or something.)


Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Ender on January 20, 2017, 11:27:35 AM
So I'm trying to wrap my head around these changes, and I'm clearly failing.

Old system:

I know what colors do what

red = cures boop
yellow = cures foop

brew tablet red red

I now have a red tablet that I know cures boop

brew tablet yellow yellow

I now have a yellow tablet that I know cures foop


New system:

craft yellow into #1

I now have a yellow lump that maybe cures foop depending on the taste of the yellow herb?
craft lump into tablet

I now have a red tablet I have no idea what cures anything if I mix it with other red tablets? Why would I ever brew a tablet?




Also, how does culture work into anything?  If I'm from a different culture I view different cures?  Different cures affect me differently, like my metabolism is somehow culturally different?  I'm really really confused by what that means.

Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 11:31:13 AM
Quote from: Riev on January 20, 2017, 11:06:45 AM
sniff tablet
This has a mild smell of hot spices.

sniff vial
The contents smell of hot garbage.

sniff globule
This thing smells sickly sweet.


I feel like it would require far too many sniff messages, attached to too many objects. But I like the idea of "NO NOT THAT RED ONE, THAT ONE SMELLS LIKE KHEE!"

Sniff messages are not all per item instance values.  Many are derived from other values already on the item, which is likely how this would work.

It could also be a combination of sniff and taste, I suppose.  a^2 + b^2 == skellebain
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Riev on January 20, 2017, 11:31:58 AM
Related to Ender's questioning:

If your yellow lump cures FOOP, and your red lump cures BOOP, when you mix them into a tablet it should make an orange tablet that cures both FOOP and BOOP. But that seems like a slippery slope, leading to a rainbow-colored cure-all.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: ChibiTama on January 20, 2017, 11:55:32 AM
If we happen to find herbs that do not have a taste and/or smell associated with them, can we submit them as a game bug to be added?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 11:57:50 AM
Quote from: ChibiTama on January 20, 2017, 11:55:32 AM
If we happen to find herbs that do not have a taste and/or smell associated with them, can we submit them as a game bug to be added?

Yes.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on January 20, 2017, 12:09:54 PM
Quote from: Riev on January 20, 2017, 11:31:58 AM
Related to Ender's questioning:

If your yellow lump cures FOOP, and your red lump cures BOOP, when you mix them into a tablet it should make an orange tablet that cures both FOOP and BOOP. But that seems like a slippery slope, leading to a rainbow-colored cure-all.

I think it's reasonable to have up to two effects in one tablet. More than that could get too complicated for a game.

When I take benadryl it makes me sleepy AND makes me sniffle less. So...
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 12:21:07 PM
Quote from: Ender on January 20, 2017, 11:27:35 AM
Old system:

I know what colors do what

red = cures boop
yellow = cures foop

brew tablet red red

I now have a red tablet that I know cures boop

brew tablet yellow yellow

I now have a yellow tablet that I know cures foop


While this is the perception it is not the reality.  Partly due to flaws in building, partly due to lack of experimentation.  It is quite possible to brew a red tablet that cures something other than the generally accepted and predicted cure/poison.  The same can be said of yellow.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 12:23:47 PM
Quote from: Ender on January 20, 2017, 11:27:35 AM
New system:

craft yellow into #1

I now have a yellow lump that maybe cures foop depending on the taste of the yellow herb?
craft lump into tablet

I now have a red tablet I have no idea what cures anything if I mix it with other red tablets? Why would I ever brew a tablet?

As stated, perhaps inelegantly, the issue of crafting a lump of one color into a tablet of another color (specifically red) was a building error on my part that was addressed in game.  While some lingering objects might be floating around in player inventories, they should work themselves out of the system soon enough.

The color of a mash always predicts the color of the tablet and the color of the liquid in a vial.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 12:36:54 PM
Quote from: Ender on January 20, 2017, 11:27:35 AM
Also, how does culture work into anything?  If I'm from a different culture I view different cures?  Different cures affect me differently, like my metabolism is somehow culturally different?  I'm really really confused by what that means.

This wasn't mean to mean physiology.   Rather that crafters now having the intended ability to control (within limits) the color of their mash/vial/tablet items, they can make those decisions based on their culture.

Provided two working recipes for the same cure, one that is pink and another that is yellow, a character may choose to always go with yellow for cultural reasons, while another character may decide always to go with pink .

More explicitly...
yellow-herb + blue-herb = green mash that cures poison1
red-herb + white-herb = pink mash that also cures poison1

When presented with these options a given character may decide to go with green because their cultural documentation associates it with purity and wellness.

Another character may decide to go with pink because green, in their culture, is to be avoided due to a local snake everyone fears.  Or perhaps pink is viewed as the obvious choice because of the saying, "In the pink of health."

Or, hell, maybe they make the choice to help them manage their inventory.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on January 20, 2017, 12:53:20 PM
I like the idea of this - however I do still have one question.

If we can't go by color any longer, how do we know what cures what?

Especially PCs who have long-since mastered brewing and have been mixing IC lore with OOC constraints for quite a while and will need to retcon some of their knowledge? If someone's made a hundred bloodburn cures it doesn't make a whole lot of sense for them to be unable to figure out, through coded means, how to make another.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Riev on January 20, 2017, 12:59:45 PM
Quote from: Delirium on January 20, 2017, 12:53:20 PM
If someone's made a hundred bloodburn cures it doesn't make a whole lot of sense for them to be unable to figure out, through coded means, how to make another.

Or, more to the issue at hand, why those hundred bloodburn cures suddenly look like those six terradin cures.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 01:04:09 PM
Quote from: Riev on January 20, 2017, 12:59:45 PM
Quote from: Delirium on January 20, 2017, 12:53:20 PM
If someone's made a hundred bloodburn cures it doesn't make a whole lot of sense for them to be unable to figure out, through coded means, how to make another.

Or, more to the issue at hand, why those hundred bloodburn cures suddenly look like those six terradin cures.

Existing cures in the game will continue to work.  Any cures you've got on your character or in a save room will continue working.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on January 20, 2017, 01:06:35 PM
Quote from: BoardUser on January 20, 2017, 01:01:47 PM
So...is there a way to assess/sniff/taste a vial or tablet in order to tell what it actually does, or is the final product a mystery known only to the original crafter until you use it?

If there -is- a unique assess/sniff/taste message for each particular type of cure, then it's just a brief learning curve, then everything is back to normal (which makes the feature more or less pointless in the long run). 

Well, you could have a unique assess/sniff/taste message that only those with the brew skill can access.

So the following scenario could happen, where the woman has the brew skill and is selling to the man:

The man is given a yellow, red, and green tablet.

The woman says, "The yellow one cures FOOP, the red one cures BOOP, and the green cures SHOOP."

The man needs to
a) trust that she's telling her the truth,
b) have the brew skill to properly assess that she's telling the truth, and/or
c) remember that this is indeed the case, as someone else might have an entirely different style of "color coding". This could also lead to having preferred "cure" vendors, etc, etc.

And even then she could mix in one poisoned red tablet with the other three good ones, and wait...
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 01:08:41 PM
Quote from: Delirium on January 20, 2017, 12:53:20 PM
I like the idea of this - however I do still have one question.

If we can't go by color any longer, how do we know what cures what?

The above-mentioned idea of using assess/sniff/taste will have to be added to make this happen.  Maybe this weekend.

The original intent was for crafter to know and others to guess, leading to some con jobs, lies, and so on - but that would be out weighed by confusion that would go along with the system.

Quote from: Delirium on January 20, 2017, 12:53:20 PM
Especially PCs who have long-since mastered brewing and have been mixing IC lore with OOC constraints for quite a while and will need to retcon some of their knowledge? If someone's made a hundred bloodburn cures it doesn't make a whole lot of sense for them to be unable to figure out, through coded means, how to make another.

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on January 20, 2017, 01:25:02 PM
Awesome. Thanks for clarifying.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: BadSkeelz on January 20, 2017, 01:51:01 PM
This does sound like a pain in the ass. Can I buy just tablets from a NPC and be sure I'm not going to get killed by a lucky snake?

There was a post above mine that went missing but expressed concerns I agree with. I can't help but feel that this should have been a "Not broken don't fix" situation.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: BadSkeelz on January 20, 2017, 02:23:01 PM
Correct me if I'm wrong (I probably am), but if Mash/Cure effect is determined by taste and not by color (or any other keyword), how are we going to quickly dig out cures to ingest while poisoned? Are we going to have to taste through a bunch of different, visually identical items that we can't pull out in any particular order?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 02:23:36 PM
Quote from: BadSkeelz on January 20, 2017, 01:51:01 PM
This does sound like a pain in the ass. Can I buy just tablets from a NPC and be sure I'm not going to get killed by a lucky snake?

There was a post above mine that went missing but expressed concerns I agree with. I can't help but feel that this should have been a "Not broken don't fix" situation.

This is actually a case of quite broken - trying to fix.

The old system was almost entirely a matter of ooc knowledge from one character to the next in the making and use of cures.  The intended manner of experimentation and learning through tastes and colors wasn't working due to some building errors.  The old system only 'made sense' largely through repeated exposure.

The new system is still being discussed, and updated, daily.  Giving up on it at such an early stage because it isn't an extension of the previous, ooc-knowledge-required, system seems...well, what kind of progress would the game ever make if that was the measurement for accepting changes?


-----


With regards to NPC tablet vendors, this is a good example of "just" being a four-lettered word.  The outdoors is a dangerous place - filled with...danger.  While a predictable system is to be striven towards, as is happening with these posts, as part of making it a manageable danger, there's little point in introducing one that makes it a negated danger.

We could "just" as easily give players a command that removes all poisonsto save players the trouble of going to the NPCs in the first place.

Ideally, once we move off of the old brew system, the cure crafting system will produce items intended by the crafter in terms of cure, poison, and within some ranges color.  How these cures are distributed (clan save rooms, pc-to-pc sales, clan vendors, mini-quests like the cleaning solution) and how they are verified is still in progress.

Straight up NPC sales seems to cut a lot of PC involvement out of the loop and shift the game more towards single-player in a multi-player environment.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on January 20, 2017, 02:27:42 PM
Change is scary, but the more I read about where this is going, the more I like it.

I think (and could be wrong) that we are more or less playtesting the change right now.

I'm ok with that because we still have the old brew system to fall back on until that's done.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Reiloth on January 20, 2017, 02:35:15 PM
Nessalin -- I like the change. But with how binary poisons are (Terradin is Terradin is Terradin, no matter where it comes from), do you think this might lead towards a more fluid imagining of poisons as well?

Hand in hand, I think it could be a very nuanced system. The nuance comes in with treating the symptoms, rather than treating the 'poison' or the 'effect'.

Certain plants, when turned into poison, cause X effect (Sweating and loss of stamina, loss of HP at the beginning but not as it progresses).

Talented Poisoners can combine multiple 'effects' for a toxic cocktail. But, they run the risk of cutting themselves and adding all the effects at once, receiving their toxic cocktail.

Herbalists will become less of Tablet Vendors and more of Symptom Treaters. What ails you, friend?

Certain poisons could cause a combination of skellebaine and light Terradin effects, or possibly Peraine-like paralysis at the beginning or end or throughout.

I think if we adjust or look at poisons in tandems with the cures to them, it might turn out to be very cool!
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 02:41:59 PM
Quote from: BadSkeelz on January 20, 2017, 02:23:01 PM
Correct me if I'm wrong (I probably am), but if Mash/Cure effect is determined by taste and not by color (or any other keyword), how are we going to quickly dig out cures to ingest while poisoned? Are we going to have to taste through a bunch of different, visually identical items that we can't pull out in any particular order?

This is correct.  The combination of tastes determines the cure/poison.  The combination of colors determines the color of the mash (and by extension the tablet/vial).

How to manage them?  Likely the same way people do in real life.  The label goes on the container, not the medicine.  Different colors bags, boxes, jars, vials.

Vial objects have a liquid in them that is the color of the cure.  The color of the cure does not change the sdesc of the vial itself.

Crafters can use the craft-dying to change the color of vial objects, then craft-brew their cures into those various colored vials.  This is probably the most dependable way to deep them separate.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: BadSkeelz on January 20, 2017, 02:45:26 PM
Quote from: nessalin on January 20, 2017, 02:23:36 PM
Quote from: BadSkeelz on January 20, 2017, 01:51:01 PM
This does sound like a pain in the ass. Can I buy just tablets from a NPC and be sure I'm not going to get killed by a lucky snake?

There was a post above mine that went missing but expressed concerns I agree with. I can't help but feel that this should have been a "Not broken don't fix" situation.

This is actually a case of quite broken - trying to fix.

The old system was almost entirely a matter of ooc knowledge from one character to the next in the making and use of cures.  The intended manner of experimentation and learning through tastes and colors wasn't working due to some building errors.  The old system only 'made sense' largely through repeated exposure.

The new system is still being discussed, and updated, daily.  Giving up on it at such an early stage because it isn't an extension of the previous, ooc-knowledge-required, system seems...well, what kind of progress would the game ever make if that was the measurement for accepting changes?

Personally I don't see anything wrong with previous "broken" system. 'Tablets of various colors cure various ailments, and can be brewed following these rules of alchemy.' I've learned this in-character on multiple PCs. It made sense in the game world, and it made sense from a game design perspective. You could teach it and roleplay around it and that was good enough for me.

If you're trying to make the world more dynamic and combat "OOC knowledge," this change is only going to introduce uncertainty right up until everyone has filled in their Recipe spreadsheets again. Even con artist brewers will go away as we'll just keep PKing those PCs until players learn not to play them very much (like pickpockets).

Call it giving up on the change if you want, but this isn't a change I asked for and not one I'm  fond of at the moment. I see over-complication, not immersion. I would rather Staff be running plots than tinkering with the code. As creaky and head-banging-retarded as it is at times, I get a lot more satisfaction from the former than the latter. It's only when the game's stagnant that I start thinking "Man, this code is starting to grate on me."


Quote from: nessalin on January 20, 2017, 02:23:36 PM
With regards to NPC tablet vendors, this is a good example of "just" being a four-lettered word.  The outdoors is a dangerous place - filled with...danger.  While a predictable system is to be striven towards, as is happening with these posts, as part of making it a manageable danger, there's little point in introducing one that makes it a negated danger.

We could "just" as easily give players a command that removes all poisonsto save players the trouble of going to the NPCs in the first place.

Ideally, once we move off of the old brew system, the cure crafting system will produce items intended by the crafter in terms of cure, poison, and within some ranges color.  How these cures are distributed (clan save rooms, pc-to-pc sales, clan vendors, mini-quests like the cleaning solution) and how they are verified is still in progress.

Straight up NPC sales seems to cut a lot of PC involvement out of the loop and shift the game more towards single-player in a multi-player environment.

We had a predictable system, as I said. Now we don't, and it's players who are going to be on the hook for "playtesting" it. I know coding takes time, but if it goes sideways on you at least you can roll back and pickup where you left off. Players don't have the same luxury with our PCs. Unless you're going to be resurrecting every dead PC whose pocketful of legitimately acquired cures no longer worked?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Riev on January 20, 2017, 02:46:54 PM
That makes so much more sense now, Nessalin.

So, you might know Recipe #1 makes a red mash/vial/tablet, but for 'optimum' storage, you might put all your skellebain cures into a green-tinted vial. So even if all the liquids are red, you can separate them that way.

But vials will be the only way to do that?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 20, 2017, 02:55:45 PM
Quote from: BadSkeelz on January 20, 2017, 02:45:26 PM
Call it giving up on the change if you want, but this isn't a change I asked for and not one I'm  fond of at the moment. I see over-complication, not immersion. I would rather Staff be running plots than tinkering with the code. As creaky and head-banging-retarded as it is at times, I get a lot more satisfaction from the former than the latter. It's only when the game's stagnant that I start thinking "Man, this code is starting to grate on me."

I am going to state this exactly once:  You do not get to decide how staff spend their time.  Staff are not your bitch.  When you state this or even imply it your entire post becomes something to ignore by myself and likely other staff members.

If your outsize sense of self-entitlement makes this seems like a valid argument to bring up I suggest you invest your time in other games and other communities.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Riev on January 20, 2017, 03:00:38 PM
At that rate, Nessalin (I like that I can say your name without being banned, at least for the moment!), was it just you and Nath working on this? I know sometimes these projects end up getting other builders, etc, in them, who may often never see the thank yous.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: BadSkeelz on January 20, 2017, 03:01:14 PM
Quote from: nessalin on January 20, 2017, 02:55:45 PM
Quote from: BadSkeelz on January 20, 2017, 02:45:26 PM
Call it giving up on the change if you want, but this isn't a change I asked for and not one I'm  fond of at the moment. I see over-complication, not immersion. I would rather Staff be running plots than tinkering with the code. As creaky and head-banging-retarded as it is at times, I get a lot more satisfaction from the former than the latter. It's only when the game's stagnant that I start thinking "Man, this code is starting to grate on me."

I am going to state this exactly once:  You do not get to decide how staff spend their time.  Staff are not your bitch.  When you state this or even imply it your entire post becomes something to ignore by myself and likely other staff members.

If your outsize sense of self-entitlement makes this seems like a valid argument to bring up I suggest you invest your time in other games and other communities.

Alrighty then.

Going back to the code, will tablets have a legitimate use anymore going forward? If Mash effectiveness is determined by their taste/smell, I'm assuming this carries forward to Cures being determined by the same. A bunch of visually-identical cures with varying effects who can only be determined by trial and error sound a lot less useful than a color-coded vial holding all of one's BOOP cures.

(I guess I'm assuming you cannot put a tablet in a vial because that sounds... weird, in my head.)
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: bcw81 on January 20, 2017, 03:10:08 PM
Inv
You are carrying:
A leather pouch
A packet of red dye
a purple tablet that does x
a green tablet that also does x

Craft Pouch Dye
You could make...
1) A red leather pouch

put purple pouch
put green pouch
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Riev on January 20, 2017, 03:11:52 PM
I keep forgetting about the dynamic crafting, and colors.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: BadSkeelz on January 20, 2017, 03:20:23 PM
Yeah it's easy to forget about when you're wondering about potentially lethal code changes.

Be nice if pouches had less weight, as I might need 4 instead of the old one.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Akariel on January 20, 2017, 03:21:43 PM
Quote from: BadSkeelz on January 20, 2017, 03:20:23 PM
Yeah it's easy to forget about when you're wondering about potentially lethal code changes.

Be nice if pouches had less weight, as I might need 4 instead of the old one.

If you noticed odd things like a two inch pouch of leather weighing 10 stones, bug it. I go through the bugs/typos/ideas every couple of days.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nauta on January 20, 2017, 03:38:23 PM
Quote from: Akariel on January 20, 2017, 03:21:43 PM
Quote from: BadSkeelz on January 20, 2017, 03:20:23 PM
Yeah it's easy to forget about when you're wondering about potentially lethal code changes.

Be nice if pouches had less weight, as I might need 4 instead of the old one.

If you noticed odd things like a two inch pouch of leather weighing 10 stones, bug it. I go through the bugs/typos/ideas every couple of days.

It's true.  I'm going to toot Akariel's horn a bit here.  Check this out:

(from the 'updates' page, these are bug requests resolved:)

2016, week 50: Akariel (98)
2016, week 51: Akariel (106)
2016, week 52: Akariel (26)
2017, week 1: Akariel (80)
2017, week 2: Akariel (36)

Kudos to staff for implementing so many changes / fixes -- and changes / fixes based on suggestions / discussions I recognize from the gdb!
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Lizzie on January 20, 2017, 04:38:59 PM
I'm old, and I'm dense. I don't get any of this at all. That's not a complaint, it's just a fact. I'm not comprehending. Here's what I want to know:

I want to make a bloodburn cure.

Previously, it involved combining a couple of red things. which I knew were red because assess -v resulted in a red tint.

Now, it doesn't? Okay - what does it involve now?

I want to TAKE a bloodburn cure.

Previously, it involved swallowing a red tablet.

Now, it doesn't? Okay - what does it involve now?

In Old-Lady Plain English please.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Feco on January 20, 2017, 05:06:49 PM
Things with certain properties have a certain taste (things that cure bloodburn taste a certain way).

Gotta find them things and mix'em.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Molten Heart on January 20, 2017, 05:31:55 PM
.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: bardlyone on January 20, 2017, 05:38:26 PM
I wonder if whatever the new metric is for this, it's also going to be visible with 'view' when looking through store inventories.

I get that in the old system you COULD have a cure that's totally different than the color of the tablet made, but in every instance I've ever had brew, tint+tint=predictable cure for X poison. Which meant if you bought 2 red tinted things and mixed them... well, I've never had that NOT cure X poison. So if it's taste, do we see taste with view now, too, or do we have to go through and buy everything and trial and error? And if it's the second, what of the fact that you ought to be able to talk to the proprietor of the shop to find out more about what they're selling and what it cures but can't necessarily? (ie, the nakki herbalist, who will tell you what everything she comes stocked with on reboot supposedly does/cures, but doesn't have scripts built in for things sold to her).
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: BadSkeelz on January 20, 2017, 05:47:45 PM
Is it taste, or taste-and/or-smell? Because tasting would theoretically use up some of the material/cure and (at least in old crafting code) render it unusable for further refining. >Sniff at least leaves you with the same amount.

Sniffing would also help with bardlyone's point of getting shopkeepers to be more informative, otherwise we have the sight of folks running around licking all the merchandise.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on January 20, 2017, 06:17:18 PM
Actually if you use 'taste' on an herb you just do that - taste it, you don't take a bite like you do if tasting food.

This has been the case for a loooooooooooong time.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nauta on January 20, 2017, 06:29:20 PM
Quote from: Delirium on January 20, 2017, 06:17:18 PM
Actually if you use 'taste' on an herb you just do that - taste it, you don't take a bite like you do if tasting food.

This has been the case for a loooooooooooong time.

This is the case for many herbs/plants, but some I can think of that work for cures are -also- food.  In which case, you both are true.  (Source: I had a character that tasted everything.  Beware!  Not a bright idea.)

The solution is that you'd have to taste it first and then get another one.  I assume the tastes never change.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: BadSkeelz on January 20, 2017, 06:36:23 PM
That's a relief and knocks down that concern, at least.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: lostinspace on January 20, 2017, 06:49:38 PM
These changes are looking pretty cool, separating the effect of the cure from the color. Is there any chance we will be able to
>dye tablet red.dye
So that regardless of the herbs used we can still get the color we want?
It's going to be interesting and fun, that Runner pissing you off, give him a set of cures, but that green pill that's supposed to cure X, that actually just poisons him with Y as well. And the purple Y cure you gave him makes him start shitting his pants. I'm liking this a lot, it will be up to clan leaders or the individuals to choose the colors they want. I'm actually opposed to letting people know what they cure. You want guaranteed cures, buy them from a reputable vendor. Can't remember which of your cures is which. I guess you're just going to eat them like a handful of skittles.

Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Bushranger on January 20, 2017, 07:34:05 PM
Quote from: nauta on January 20, 2017, 06:29:20 PM
Quote from: Delirium on January 20, 2017, 06:17:18 PM
Actually if you use 'taste' on an herb you just do that - taste it, you don't take a bite like you do if tasting food.

This has been the case for a loooooooooooong time.

This is the case for many herbs/plants, but some I can think of that work for cures are -also- food.  In which case, you both are true.  (Source: I had a character that tasted everything.  Beware!  Not a bright idea.)

The solution is that you'd have to taste it first and then get another one.  I assume the tastes never change.

Natua it's an incredible idea and you know it! :D

Nessalin, brew has been broken for like a bajillion years and I know there have been several projects started and stopped with it, these revisions sound pretty dang awesome! Cheers for tackling such a huge project that I've always had a fascination for.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: ChibiTama on January 20, 2017, 08:55:18 PM
Quote from: nessalin on January 20, 2017, 01:08:41 PM

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.

What type of request would we submit and does it need to be clanned?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Harmless on January 21, 2017, 12:23:56 PM
I like the sound of all these changes, Nessalin. I always thought the old system was "too easy." This is a great change for realism and difficulty. Now if I could just keep a character around who can brew..
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nauta on January 21, 2017, 03:23:38 PM
Hi,

So here's a question about transitioning and game lore.  There are books (or were) in Dasari that talk about making cures for various poisons, and I tend to have my characters talk about cures not in terms of 'tints' but rather in terms of plants: For instance, bimbal leaves are good for curing the poison from the Booga Monster, because of its sap.  So: Can we assume that this sort of knowledge carries over, e.g., two bimbals will go into making a mash (which will then go into a tablet/vial) that still curs Booga Monster Poison?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 21, 2017, 05:30:29 PM
Quote from: ChibiTama on January 20, 2017, 08:55:18 PM
Quote from: nessalin on January 20, 2017, 01:08:41 PM

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.

What type of request would we submit and does it need to be clanned?


A question request is fine.

It'd be preferable if you include an example of what cures your character already knows how to brew by way of which items you are able to combine into which cures.   

We can provide you with information on how to use craft to make equivalent cures, but aren't going to give all master brewers information about the new system that extends beyond what their character knew in the old one.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on January 21, 2017, 05:33:19 PM
Quote from: nauta on January 21, 2017, 03:23:38 PM
Hi,

So here's a question about transitioning and game lore.  There are books (or were) in Dasari that talk about making cures for various poisons, and I tend to have my characters talk about cures not in terms of 'tints' but rather in terms of plants: For instance, bimbal leaves are good for curing the poison from the Booga Monster, because of its sap.  So: Can we assume that this sort of knowledge carries over, e.g., two bimbals will go into making a mash (which will then go into a tablet/vial) that still curs Booga Monster Poison?

Likely we'll want to update those books with modern information.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: BadSkeelz on January 24, 2017, 06:11:13 PM
I've noticed that the new assess -v functionality shows legacy tablets as being composed of "wood" or "none." I don't know what a newer cure shows up as, but it got me thinking on two points:

1) Should something different be showing up from >assess -v?
2) Does analyzing a tablet/mash/vial (assuming you have brewing) show what went in to it, like with other crafts?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: ChibiTama on February 03, 2017, 09:49:31 PM
Quote from: nessalin on January 21, 2017, 05:30:29 PM
Quote from: ChibiTama on January 20, 2017, 08:55:18 PM
Quote from: nessalin on January 20, 2017, 01:08:41 PM

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.

What type of request would we submit and does it need to be clanned?

How long should we expect to hear back about this?
A question request is fine.

It'd be preferable if you include an example of what cures your character already knows how to brew by way of which items you are able to combine into which cures.   

We can provide you with information on how to use craft to make equivalent cures, but aren't going to give all master brewers information about the new system that extends beyond what their character knew in the old one.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on February 27, 2017, 06:31:15 PM
Quote from: ChibiTama on February 03, 2017, 09:49:31 PM
Quote from: nessalin on January 21, 2017, 05:30:29 PM
Quote from: ChibiTama on January 20, 2017, 08:55:18 PM
Quote from: nessalin on January 20, 2017, 01:08:41 PM

For existing PCs with high skills we respond via the request tool to help them convert their knowledge of current recipes over to new ones.

What type of request would we submit and does it need to be clanned?

How long should we expect to hear back about this?
A question request is fine.

It'd be preferable if you include an example of what cures your character already knows how to brew by way of which items you are able to combine into which cures.   

We can provide you with information on how to use craft to make equivalent cures, but aren't going to give all master brewers information about the new system that extends beyond what their character knew in the old one.

These requests should all now be answered.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on March 01, 2017, 11:39:05 AM
I'm interested in hearing back from players that filed and got a response about the new brew recipes based on their character's knowledge and skills.  Via e-mail or requests, please.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on May 23, 2017, 03:21:03 PM
After roughly two months the code for this seems stable.

If you have further feedback, please leave it in a request (if it is particular to your character) or in this thread.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on May 23, 2017, 04:25:24 PM
I'm a huge fan.

The only real quibble I have is that if you use a vial there is no way to see the color without assessing it, even if it is a glass vial, and sorting through empty vials vs. vials that have something in them is also a pain.

It can be tough to find enough different types of vials if you just want a different kind for each cure, too - so I'd love to have the color added to the sdesc of the vial itself until the cure is taken. i.e., a purple tiny glass vial, a red glass vial, etc etc.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: James de Monet on May 24, 2017, 12:42:47 AM
A.  I have no idea how I missed this.

B.  I have DEFINITELY combined two things under the old system, and gotten a cure that did NOT work as anticipated.  Confused the hell out of me.

C.  Is there something more to this that I'm not understanding?  I try 'craft herb' and it says 'you can make a blah blah out of that'.  I say 'craft herb into blah blah'.  It says 'No recipes matched 'blah blah'.'  This happened to me with at least three different craft materials.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Phoenix on May 24, 2017, 05:11:46 AM
C. That confused me for a while too. For brewing, you can't do: craft <item1> <item2> into a so and so and so. You HAVE to use the number. So: craft <item1> <item2> into #1. Even if #1 is the only thing it can be made into.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: James de Monet on May 25, 2017, 11:30:14 AM
Ahhhh.  I had tried that with something else when they first started numbering crafts, and convinced myself it didn't work to do that.  Good to see I was wrong!  Thanks!
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Dresan on June 08, 2017, 11:11:04 AM
I am really hoping we get to see valuable poison crafting/brewing in the game.  However, it should be a combination of  brewing skill and poison skill.

There should be more value to having a poison skill at master. Gaining the ability to brew more potent poisons should be one of them. The ability to create poison with greater effect, pulse time, and even greater  ability to apply on a victim. Maybe even mix two different poisons together.



Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: najdorf on June 12, 2017, 11:47:09 AM
As someone who recently had a slight (but not full) clue about the new system, I would like to have the following notes:
The new system is great that the actual plant culture / knowledge is essential to grasp now, as opposed to before. This provides a great deal of RP opportunity, also supported with code.
And I also liked it, because I like to discover things. It is like puzzle, a very complex one indeed!

My question / worry is whether the old system will entirely be removed after a while.
If old brew will remain, it is perfectly fine.
If old brew will be removed, then there may be a serious problem relating to playability, because finding poison type A will be at least 10 times easier than crafting its cure with the new system.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on June 12, 2017, 03:42:28 PM
The plan is for the old system to be removed.   It's state is a mix of accumulated (and honest) mistakes and unintended side effects from unrelated coding projects.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Dresan on June 14, 2017, 11:27:44 PM
If old brew is to be removed, I am hoping it gets replaced by two skills. Poison_crafting and Medicinal_crafting (name would need work :( )

It could work like this:
At journeyman medicinal crafting should allow a mastery of basic cures, soap and maybe some simple wines/ales. Greater skill mastery would allow the brewing of some advanced tablets that cure more than one poison at once, and at mastery herbal teas. Herbal teas should be the equivalent of coffee. It shouldn't last long after being brewed (very short decay timer) but if drunk while hot, it should provide better stamina recover for the IC day.

I can literally see a team move in to an area. The team begins to scout, set up and work, while someone starts a fire, and begins brewing a 'herbal tea' (zalantian coffee!). People sharring a drink before getting back to work, helping them get through the day a little easier. Not everyone would have the skill, and fewer still be able to master it, so it should be nice when you can find somoene who has mastered it to travel with you.

Hoping to see Poison crafting become its own skill, mostly because i would hate for everyone who can get brew new/old to get the ability to craft poisons. The poison skill itself already feels common enough.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on June 15, 2017, 02:29:34 PM
Moving cure/poison creation from the brew command to the craft command was, originally, about getting away from having two systems for 'crafting'.  The brew command uses a purely dynamic system (an object with certain qualities is considered a valid ingredient) while the craft command uses a purely static system (only exact objects can be used in specific recipes).  The cure/poison crafting brings the dynamic nature of the brew command into the crafting system.

Hopefully in the future it can be extended to other things that the brew command makes, like soap, wine, liquor.

The idea of having skills for crafting poisons and cures, separate from the poisoning and brew skills, is a good one.  We can look into that in the future.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on July 13, 2017, 02:27:11 PM
I realize this system is still confusing in many ways, so I took the time to make a diagram explaining it.

I hope this helps.

http://i.imgur.com/x2KFN64.jpg
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Lizzie on July 13, 2017, 02:53:26 PM
Thanks Nessalin, I totally get it now! "Given enough time, all things will be made clear." -some philosopher person
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on July 13, 2017, 02:55:54 PM
#12 and #31 are the hardest parts to get.  Focus on those and the rest should fall in place quickly.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: purpledragon on July 14, 2017, 10:09:11 AM
hi nessalin,
It was finally when I thought I had a good understanding of the new system, but your statment confused me again:

"The brew command uses a purely dynamic system (an object with certain qualities is considered a valid ingredient) while the craft command uses a purely static system (only exact objects can be used in specific recipes).  The cure/poison crafting brings the dynamic nature of the brew command into the crafting system."

In which do you imply that with the new CRAFT code, only exact objects can be used in specific recipes, meaning that, in order to build a cure X, only specific objects (herbs, whatever) can be used. This is different than what I perceived. I thought cure X can be crafted with a different combination of different objects (based on their qualities)

I am still pretty sure that if the old brew is removed today, 90% of playerbase will die to common poisons. It seriously is complicated, and the combinations are (not going to reveal much, but based on what I have found) incredibly high. (around quarter million, in combinations of 1,2,3,4 and 5)

Feel free to delete parts you find sensitive, sorry
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on July 14, 2017, 10:21:14 AM
Actually he's saying the opposite. The new brew crafting can accept multiple recipes for the same result.

So fluffberries and elfbark might make cure #1... but fuzzleaf and kittyflower also makes cure #1. Because fluffberries and fuzzleaf, and elfbark and kittyflower, have similar properties.

The rest I highly encourage you to figure out through experimentation, it's fun!

Tip: use the 'assess' and 'taste' command on herbs.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on July 14, 2017, 10:30:55 AM
Thanks for the feedback.

After a few months of watching the new code being used I'm starting to think it's overly complicated, more so than the magic code prior to the addition of the symbol command.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Molten Heart on July 14, 2017, 11:05:17 AM
.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Lizzie on July 14, 2017, 11:09:33 AM
We could throw out a sponsored role app for Dasari slaves, to undertake a grand experiment by the noble. That way it'd be in the same game world as the rest of the playerbase works out of, but with enough relative isolation that no one gets interrupted/pked by politics. Short-term experimental player-run PCs, without having to store our current PCs.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Molten Heart on July 14, 2017, 11:13:02 AM
.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: purpledragon on July 14, 2017, 11:17:25 AM
I agree with Lizzie that is is quite fun.
It is extremely! Despite the complications, I would feel so disappointed if it's reverted back :( (Some players have invested so much so far I believe)

The only recommendation I can have could be to include more HINTS at plant helpfiles, but not on individuals, the COMBINATIONS.
If it is mentioned in helpfiles as such "These leaves are reputed to cleanse the blood, when used alongside .... and ...."

From there, players can link herbs to tastes, and discover pieces of puzzles while having a great fun.

I am not telling to reveal all out for the deadliest of poison crafts, but for the common 3-4 cures.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on July 14, 2017, 11:29:10 AM
I like the idea of some sort of "lore" command. You could roll a lot of things into it, but based on your skill level in brew, you could type "lore brewing" and see what recipes your character would have figured out.

Maybe that makes it too simple?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: sleepyhead on July 14, 2017, 11:35:12 AM
Quote from: nessalin on July 14, 2017, 10:30:55 AM
Thanks for the feedback.

After a few months of watching the new code being used I'm starting to think it's overly complicated, more so than the magic code prior to the addition of the symbol command.

You're right that it's complicated and difficult, but I think it'd be okay if there was more of an indication about what your typical herbs do in the helpfiles, representing some common herbal lore. Right now I don't know where to even start learning what does what. I'm completely lost and it's very hard to test things out and find out IC in this case.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: nessalin on July 14, 2017, 11:43:03 AM
The inability to test the results of a poison/cure attempt is the leading problem that's come up with the system being used so far.  Some questionable hoops have been jumped through to justify testing (which is fine, really, it's new and we're all seeing what works and what doesn't).
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Armaddict on July 14, 2017, 12:08:24 PM
I, for one, like more complex systems in this kind of thing.  Not because of hard-mode, but because in my mind, more complex systems have more room for future development.

In other words...complex leads me to believe that poison crafting, poisoning, and medicine will all be very viable professions.

In the past, with simplicity, it just wasn't, because everyone and their gortok was pumping those things out like mad, and it was so transparent for -everyone- to understand everything that it was...well...gimmicky.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Molten Heart on July 14, 2017, 12:10:46 PM
.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: sleepyhead on July 14, 2017, 12:21:06 PM
One difficulty is that there isn't really an IC reason for medicines to suddenly be harder to figure out, so it's kind of weird that all of a sudden no one knows the medicinal effects of common plants anymore.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on July 14, 2017, 03:15:16 PM
The helpfiles do give some hints already, but I think going through the plant helpfiles and updating them would be a good solution.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: James de Monet on August 17, 2017, 04:18:31 AM
So, I've had more time to play with this, and I have two new questions:
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: tortall on November 29, 2017, 01:11:34 PM
This is awesome and now I want to try playing again.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: stark on December 05, 2017, 01:50:52 AM
Having the same questions that James had back in August and don't see any answers....
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Akariel on December 05, 2017, 10:33:11 AM
If you have questions, the best place for the correct staff to notice and respond to them is the request tool.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Cabooze on March 23, 2018, 09:59:08 PM
Bringing this up now since the full conversion happened:

Are tablets that were made from when brew was still enabled, now ineffective at what they once cured/caused? Or has nothing changed in that regard?

Or is it simply that what's left in the game-world of them are now all that there will ever be of the 'old' cures?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Akariel on March 28, 2018, 03:05:53 PM
Nothing changed functionality wise with tablets, the only change was that the old brew code has been shut down.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: sleepyhead on April 21, 2018, 02:05:37 AM
So, small suggestion. Can we not make it so that vials are destroyed when trying to craft with them and failing? It's so weird imagining that my PC...what...trips and shatters the vial all over the place every time he/she tries to make a liquid dose and can't quite manage? Heh.

I'm digging playing with the new code, btw. There are still some weird things but I think it's more figure-outable than it seemed at first.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Synthesis on September 02, 2018, 02:52:42 PM
Have you given any more thought to being able to taste mashes?

When you're in the process of brewing multiple items over multiple RL days, it's pretty annoying to try to keep track of which sticky ball of yellow powder came from which object.

I mean...the only way to do it is to keep numerous container objects on you and religiously separate items of different taste into designated containers.  Which...yeah, okay, it's workable, but it's pretty annoying, and if you accidentally f*** it up, it's chaos.  You could accidentally end up with a tablet that does god knows what, which means you essentially have to junk everything of that color in that pouch just to be sure that your mistakenly-placed powder ball isn't going to f*** up your system.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Nao on September 02, 2018, 03:41:46 PM
Quote from: Synthesis on September 02, 2018, 02:52:42 PM
Have you given any more thought to being able to taste mashes?

When you're in the process of brewing multiple items over multiple RL days, it's pretty annoying to try to keep track of which sticky ball of yellow powder came from which object.

I mean...the only way to do it is to keep numerous container objects on you and religiously separate items of different taste into designated containers.  Which...yeah, okay, it's workable, but it's pretty annoying, and if you accidentally f*** it up, it's chaos.  You could accidentally end up with a tablet that does god knows what, which means you essentially have to junk everything of that color in that pouch just to be sure that your mistakenly-placed powder ball isn't going to f*** up your system.

Does using analyze on your mashes or tablets solve that problem?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: sleepyhead on September 02, 2018, 04:50:03 PM
Yeah the command is analyze, not taste. I have had to go ooc to explain this to people IG, so it'd be nice if taste in this instance returned the same thing as analyze, or maybe gave you a hint that analyze might be the command you want
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Synthesis on September 03, 2018, 02:40:41 AM
Quote from: Nao on September 02, 2018, 03:41:46 PM
Quote from: Synthesis on September 02, 2018, 02:52:42 PM
Have you given any more thought to being able to taste mashes?

When you're in the process of brewing multiple items over multiple RL days, it's pretty annoying to try to keep track of which sticky ball of yellow powder came from which object.

I mean...the only way to do it is to keep numerous container objects on you and religiously separate items of different taste into designated containers.  Which...yeah, okay, it's workable, but it's pretty annoying, and if you accidentally f*** it up, it's chaos.  You could accidentally end up with a tablet that does god knows what, which means you essentially have to junk everything of that color in that pouch just to be sure that your mistakenly-placed powder ball isn't going to f*** up your system.

Does using analyze on your mashes or tablets solve that problem?

Every mash and vial I've analyzed so far "tastes like ash," even though they started from 4 different tastes with 4 different colors.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Cabooze on September 03, 2018, 02:50:54 AM
Quote from: Synthesis on September 03, 2018, 02:40:41 AM
Every mash and vial I've analyzed so far "tastes like ash," even though they started from 4 different tastes with 4 different colors.

That means that either A: You did not make a viable cure or B: You made something bad. Only viable cures display their tastes when analyzed, which is how I've personally figured out what is what. if everything else displayed their tastes as well, I'd be lost with figuring out what I have.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Synthesis on September 04, 2018, 01:37:55 AM
Quote from: Cabooze on September 03, 2018, 02:50:54 AM
Quote from: Synthesis on September 03, 2018, 02:40:41 AM
Every mash and vial I've analyzed so far "tastes like ash," even though they started from 4 different tastes with 4 different colors.

That means that either A: You did not make a viable cure or B: You made something bad. Only viable cures display their tastes when analyzed, which is how I've personally figured out what is what. if everything else displayed their tastes as well, I'd be lost with figuring out what I have.

At advanced brewing, all 5 different taste combinations I've managed to create have turned out analyzing as ash.  Not exactly a promising start.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Cabooze on September 04, 2018, 03:07:08 AM
Quote from: Synthesis on September 04, 2018, 01:37:55 AM
At advanced brewing, all 5 different taste combinations I've managed to create have turned out analyzing as ash.  Not exactly a promising start.

Without giving too much away, might I suggest analyzing some of the 'old cures' that still exist? They return proper echoes and might give you a hint of how to proceed.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: only_plays_tribals on September 04, 2018, 10:36:46 AM
Another PC had to re-teach mine everything I thought I knew about cures when I came back. And I am /still/ finding stuff out. This was actually really fun to pursue in-game and I am finding the new system has a lot of wiggle room to come up with your own 'zalanthian science' to explain how stuff works now.

'Analyze the tablet' is very hard to express ICly though I do admit. I wish 'taste cure-thing' and 'analyze cure-thing' could return the same result.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: mansa on December 05, 2018, 11:10:56 PM
I wrote a help file:

>help brew

Skill Brew                                                            (Skill)

   This skill involves the lore of taking different herbs, and combining
them into a feasible recipe.  The recipes that can be made vary with what
the brewer has to work with.  Adventurers outdoors will find it imperative
to learn how to brew different types of natural antidotes, to combat the
poisons they might face in the wilds, while others may wish to learn how
to make these poisons.

   Once some herbs are combined, a unique mash item is produced.  This mash
can be further crafted to take the shape of tablets, combined with a vial,
or eaten directly.

   Items classified as herbs will have a color tint when assessed, and a
flavor when tasted.  The taste of the herb will dictate which type of cure
is created, and the color of the herb will determine the color of the mash.

   Brewing uses the crafting system.  See >help craft for syntax help. 


Syntax:

   >craft (herb1) (herb2) (herb3) into #1

      -then-

   >craft (mash) into #1
      -or-
   >craft (mash) vial into #1

Examples:

...


Notes:
   
   When choosing the result, you must use "#1".  It does not work when
using the (result) item short description or keywords.

   Brewing two mashes together does not create working recipes.

   Analyze a tablet or vial to determine if your character can figure out
the source material used.

   Use the pour command to force other characters to drink a vial.  This
is a way to administer the concoction if a victim is asleep, paralyzed,
or subdued.

Delay:
   after

See Also:
cure, craft, poisons, pour
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Nao on December 06, 2018, 07:41:10 AM
Quote from: mansa on December 05, 2018, 11:10:56 PM
Assess a tablet or vial to determine if your character can figure out
the source material used.
This should be analyze, not assess.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: titansfan on February 02, 2019, 12:32:39 PM
So let me get this straight... if you do not have the crafting skill associated with cures. You have no way to identify tastes or aromas of cures? I've just recently returned and this all seems overwhelming to me to understand.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Jihelu on February 02, 2019, 12:34:00 PM
Quote from: titansfan on February 02, 2019, 12:32:39 PM
So let me get this straight... if you do not have the crafting skill associated with cures. You have no way to identify tastes or aromas of cures? I've just recently returned and this all seems overwhelming to me to understand.

From what other people have told me, yes. Your only hope is to hope the person who made it knows what they are doing or you have an old cure.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: John on February 11, 2019, 06:39:54 PM
That seems like a good thing to me. Plenty of opportunity for people to sell fake cures and thr like.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Dresan on April 03, 2019, 09:36:36 PM
Tablets seem to weigh 1 stone, need to check what vials weigh, but figure they are about the same.

I think tablets and vials to be weightless or be the same as coins? While I bet zalantian tablets are bigger than normal earth tablet I doubt they weigh more than a knife.

I like the overall system, it adds some depth to the cures, with possible added trust issues. I admit having to keep tablets separate can be annoying but part of the depth. I just don't think there should be encumbrance added for some  tablets you can swallow. 
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Jihelu on April 03, 2019, 10:22:29 PM
Poisons have no way of being identified (Brew poisons)
Seems intended, kinda sucks.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: only_plays_tribals on April 03, 2019, 10:38:01 PM
assess tablet/vial/goop though?
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: lostinspace on April 03, 2019, 10:53:18 PM
Quote from: only_plays_tribals on April 03, 2019, 10:38:01 PM
assess tablet/vial/goop though?

100% this works, if your character knows about poisons.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Jihelu on April 03, 2019, 11:48:30 PM
Quote from: Cerelum on April 03, 2019, 10:42:45 PM
Quote from: Jihelu on April 03, 2019, 10:22:29 PM
Poisons have no way of being identified (Brew poisons)
Seems intended, kinda sucks.

As far as I was able to gather from playing with the brewing code as it sits.  And using known good cures.  If you assess them they have a taste and the herb is suppose to taste the same way?

I think?  It's about as clear as mud, but I think that's the idea.
Huh?

Are we both talking about the same thing?

I've got: Master brew.

If I make a container of Peraine and I taste it, I only taste ash.

ALL POISONS I have tasted, taste like ash.

The only things that tell me taste, IE: "Cold, Calm, Warm, etc" are cures.

I'm not talking about cures, I'll identify cures for days, I'm talking about

Drink vial;
Your blood begins burning!

I'll even do you one better, here's me assessing/Tasting something /I know/ is a liquid/brew based poison.

(I won't show you me assessing a cure because that would be a spoiler, and yes: I know how to make all of the cure types and I know how to assess herbs)

"taste vial
A tiny glass vial has no discernable taste.

l vial
This tiny bottle is made of clear glass, and holds no more than a scant
measure of liquid.
It is filled with a black liquid.

analyze vial
A tiny glass vial tastes like ash.

assess vial
You assess a tiny glass vial...
...it is primarily made of glass.
...is a form of vial cure. (This one is actually a poison ignore that)
...has a black tint.
...it is very light.
"

Now, I'm not going to waste this stuff. But if I drink it, it'll poison me.


So what this means: Unless you craft all your poisons to a certain color, which is feasible if you have the herbs for it, identifying what poison is what (Non 'poison' skill poisons), is basically impossible. More so than cures.


OR: I'm dumb and the poison skill does this. I don't know, I don't have both. Does it?

I feel like that'd be kinda silly then because, well, the person /made/ the poison. But, if the poison skill does it, that's enough for me.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: only_plays_tribals on April 04, 2019, 12:01:37 AM
Poison skill shows poison on tablets/mashes/vials that have been brewed using assess.

Brew skill shows the 'mixture' of the cure using analyze.

If you only have one skill you'll only be able to determine for that one skill.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Jihelu on April 04, 2019, 12:02:40 AM
Quote from: only_plays_tribals on April 04, 2019, 12:01:37 AM
Poison skill shows poison on tablets/mashes/vials that have been brewed using assess.

Brew skill shows the 'mixture' of the cure using analyze.

If you only have one skill you'll only be able to determine for that one skill.

Damn.

I'm glad poison does it but I wish Brew did it for poisons as well. But, it's mostly wanting all my eggs in one basket.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Bushranger on April 04, 2019, 12:54:54 AM
I kind of want the poison skill to be able to show you what the cures are as well Jihelu.

Just as how you're skilled at brewing poisons up you should be able to identify them I think if you're skilled at handling poisons you should be able to identify the cures.  You still won't be able to apply a poison to a knife or make a cure without the appropriate skills but it's odd not knowing which is which when you're skilled in one area.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Delirium on April 04, 2019, 02:13:05 AM
Roll poison and brew under one 'Apothecary' skill. Better be able to trust your medic.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Jihelu on April 04, 2019, 08:59:57 AM
Quote from: Delirium on April 04, 2019, 02:13:05 AM
Roll poison and brew under one 'Apothecary' skill. Better be able to trust your medic.

I love it. Like Burglar + pickpocket = Miscreant but in a niche skill form.

I always thought it was kinda silly the only people who got poison were certain outdoor/criminal subguilds, and no city.

I'm also pretty sure no city guilds get brew, which is silly because brew is more than just 'make poison/cures' so it basically says no city based herbalists exist in game outside of subguilds. Think of the candle makers!
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: mansa on April 05, 2019, 09:12:21 PM
Quote from: Jihelu on April 04, 2019, 08:59:57 AM
...

I'm also pretty sure no city guilds get brew, which is silly because brew is more than just 'make poison/cures' so it basically says no city based herbalists exist in game outside of subguilds. Think of the candle makers!

Brew is
Main Class:
Miscreant
Stalker
Pilferer
Adventurer
Fence
Dune Trader
Subclass:
Physician
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Jihelu on April 05, 2019, 10:02:11 PM
Quote from: mansa on April 05, 2019, 09:12:21 PM
Quote from: Jihelu on April 04, 2019, 08:59:57 AM
...

I'm also pretty sure no city guilds get brew, which is silly because brew is more than just 'make poison/cures' so it basically says no city based herbalists exist in game outside of subguilds. Think of the candle makers!

Brew is
Main Class:
Miscreant
Stalker
Pilferer
Adventurer
Fence
Dune Trader
Subclass:
Physician
Also Apothecary.

Also none of those are city guilds (Classes). So I don't know why you quoted the list TBH
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Cerelum on April 05, 2019, 10:04:56 PM
Quote from: Jihelu on April 05, 2019, 10:02:11 PM
Quote from: mansa on April 05, 2019, 09:12:21 PM
Quote from: Jihelu on April 04, 2019, 08:59:57 AM
...

I'm also pretty sure no city guilds get brew, which is silly because brew is more than just 'make poison/cures' so it basically says no city based herbalists exist in game outside of subguilds. Think of the candle makers!

Brew is
Main Class:
Miscreant
Stalker
Pilferer
Adventurer
Fence
Dune Trader
Subclass:
Physician
Also Apothecary.

Also none of those are city guilds (Classes). So I don't know why you quoted the list TBH
Miscreant definitely is.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: Jihelu on April 05, 2019, 10:08:09 PM
Fugg
I meant like
City
Not, criminal.
(Or whatever the 'right column' classes are called
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: X-D on April 06, 2019, 07:56:36 AM
Fence is too. And though having some low level criminal skills I would not classify it as a criminal class...not even close.
Title: Re: Coder Transparency - Cure/Poison Crafting
Post by: John on April 12, 2019, 06:18:42 AM
The class table was a great idea for the initial design. Adhering to it slavishly seems like a mistake. I suspect the light classes are barely played more than once per class per player but staff would have to confirm.

It was much like the 4th ed goof. Having power source and class role was good. Adhering to it slavishly was bad.

But yes. People shouldn't see fence and see "I have to play that to be a criminal crsfter/trader". Anyone can be a criminal regardless of class.